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The Sound Wave
 Four Parts
  Compression – most pressure
  Rarefaction – least pressure
  Amplitude = volume/loudness
  Wavelength = pitch/frequency
Pitch & Frequency
 Pitch = relative highness or lowness of sound

 Frequency = number of cycles per second
  One cycle = 1 compression + 1 rarefaction
  Measured in Hertz (Hz) and Kilohertz (kHz)
  100 cycles per second = 100 Hz
  1000 Hz = 1kHz
The Audio Range
 Normal audio range utilized in professional
 music/audio applications?
  20 Hz ~ 20 kHz
 Normal hearing range?
  35 Hz ~ 16 kHz
  By age 50, most people only hear up to 10 kHz
Musical Pitch
 Middle-C = 261.63 Hz

 A440 = 440 Hz
  A = only whole numbers on the piano
 Octave Identification
  Middle-C = C4 (traditionally)
  C3 in Pro Tools and Logic; C5 in FL Studio
Wavelength
 Higher pitch = shorter wavelength

 Lower pitch = longer wavelength
Octave



 Up an octave = frequency doubles

 Down an octave = frequency halves
Frequency Spectrum
 10 audible octaves in the audible frequency
 spectrum
  1st octave = 20-40 Hz
  2nd octave = 40-80 Hz
  3rd octave = 80-160 Hz
  10th octave = 10,240-20,480 Hz
Phase
Digital audio waveforms can be in phase or out
of phase
Phase can be constructive or destructive

Measured in degrees
 One cycle is equal to 360 degrees
Phase (cont.)
 In phase waveforms = added amplitude, louder
 volume

 Out of phase (partially) = reduced amplitude

 Out of phase (completely) = no sound
Timbre
 Timbre = characteristic quality of a sound

 Sine wave = pure tone with only 1 frequency

 Most sound contains multiple frequencies

 Sine wave does not exist from acoustical
 instruments
Timbre (cont.)
 Fundamental = bottom “core” frequency of a
 sound

 Partials = frequencies that exist above the
 fundamental

 Harmonics vs. Overtones
Sound Envelope
 Attack

 Decay

 Sustain

 Release
Acoustics
 The science of a sound wave‟s behavior as it
 travels through an acoustic environment
  Generation
  Transmission
  Reception
  Effects
Acoustical Sound
 Unrecorded acoustical sound is omni-directional
  Three dimensional – depth, width, height
 Stereo sound = Lateral
  Two dimensional = depth, width
 How do we create depth in a stereo recording?
Direct vs. Indirect Sound
 Direct sound = reaches the listener first; comes
 directly from the sound source

 Indirect sound = reflects off of one or more
 surfaces before reaching the listener
   Early reflections
   Reverberation (Reverb)
Studio Design
 Recording Stage/Booth
   Acoustic treatment must be appropriate to the music
   being performed
 Isolation Booth (Iso Booth)
   Little, or no, reverb
 Control Room
   Acoustic treatment must be appropriate for the
   mixing/mastering/monitoring experience
Room Acoustics
 Reflect

 Absorb

 Reflect & Absorb

 Diffuse (Diffusion)

 Diffract (Diffraction)
Reflection
 The angle of incidence is equal to the angle of
 reflectance

 Rooms with flat parallel walls are more prone to
 unwanted reflections

 Change the angle of one or more walls to
 compensate
Absorption
 Sound is almost never completely absorbed;
 usually absorbed and reflected

 Types of Absorbers
  Porous/Foam absorbers
  Foam corner blocks (aka „bass traps‟)
  Diaphragmatic/Helmholtz absorber
Diffraction
Spreading of a
sound through an
opening or
around an object
Diffusion
 To scatter or distribute sound evenly

 Sound approaches a diffuser in one direction,
 but it scattered evenly throughout the room
Types/Shapes of Diffusers
Monitoring Symmetry & Tips


  Speakers should be equal distance from
  walls and corners at an equilateral
  triangle to the monitoring position

  Avoid putting monitor backs too close to
  walls (if your room is big enough)

  Back/side wall diffusers work well to
  scatter reflections

  If your room is too small, put diffusers
  behind the monitors

  Square room = bad = more resonances
Monitor Vibrations

 AuralexMoPads
   Reduce vibrations
   from setting monitors
   directly on desks
   Angle monitors down
   if desk is too high
Why all the fuss?
 Why all the fuss about proper acoustic treatment?

 What‟s wrong with my bedroom/apartment?

 All sounds are a product of their environment

   Every mix will sound different based upon the proper (or
   improper) acoustic treatment of a room
   Better acoustics = more accurate mix = better mix = less
   work for you
Analog Recordings
 Signal is continuous

 Voltage running from a mic to the Mbox
  Mbox converts to a digital format
 Time & Level = Wavelength & Amplitude
Digital Recordings
 Numerical representation of analog sound
 signal‟s actual frequencies and amplitude

 Sampling = number of discrete values taken per
 second

 Quantization = number of digital „levels‟ of
 information
Sampling/Sample Rate
 Number of samples taken per second
 Some common sampling rates
   32 kHz – broadcasting
   44.1 kHz – Red Book CD format
   48 kHz – digital video recorders / DVD-audio
   96 kHz – DVD-audio
 The higher the sampling rate, the higher the frequency
 range
Bit Depth (Resolution)
 Describes the number of bits of information
 recorded for each sample
   CD = 16-bit
   DVD = up to 24-bit
 The higher the bit depth, the higher the dynamic
 range
   More mix “head room”
 Does not affect frequency range
Audio Quantization & Binary Code

 The bit depth determines the number of bits of
 information taken per sample

 16-bit signal = 216 = 2x2x2x2x2x2…. (16 times)

 216 = 65,536 possible combinations between
  0000 0000 0000 0000 and
  1111 1111 1111 1111
AQ & BC (cont.)
 Bit depth
 determines the
 number of
 “Quantization
 Levels/Layers”
 Example of a
 Sine Wave at a
 2-bit resolution
AD & DA Conversion
 ADC = analog-to-digital converter
 DAC = digital-to-analog converter
 What converts a signal from analog to digital can be a
 number of devices:
   Digital mixer with mic/line inputs
   Audio interface = Mbox/002
   Sound card in the computer
   CD/MP3 player
Digital Audio Workstations
 Digital Audio Workstations (DAW)
   Record, edit, and playback
 Computer-based DAW (ex: Mac + Mbox + Protools)
   Processing, mixing, and manipulation handled by the
   computer
   Sound card or audio interface needed to input/output
   audio
 Integrated DAW (ex: BOSS BR-1600 CD)
   Software, console, and control surface are an all-in-one
   unit
Audio Formats
 Uncompressed – WAV, AIFF, CAF, AU

 Lossless Compressed – FLAC

 Lossy Compressed – MP3, OGG, AAC, M4A,
 WMA
Uncompressed Files in Practice

 WAV and AIFF (uncompressed) are the file types
 that are generally worked with

 They are “Flexible” file types that can handle any
 Sample Rate / Bit Depth combination

 Audio Recording software does NOT directly
 record to compressed formats
DAWs& Audio Data Rate
 Audio Data Rate = defines the flow/size of data
 within an uncompressed format (WAV/AIFF)
  AKA „Bit Rate‟
 Red Book CD = 16-bit x 44,100 Hz
  705,600 bits of information per SECOND
DAWs and Sample Rate
 Most DAWs can support files with multiple bit
 depths

 DAWs cannot run multiple files with different
 sample rates simultaneously
  The sample rate of the project must match the
  sample rate of the files in the project, if not, the
  files will not play at the correct playback speed
Sample Rate &Nyquist
 As said before:
   The higher the sample rate, the higher the frequency range
   of an audio recording
 Nyquist Frequency
   Half of the sample rate
   Determines the highest frequency that can be accurately
   reproduced in an audio recording
     CD Sample Rate = 44,100 Hz
     Nyquist of 22,050 Hz

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Audio125 wk1-review-digital-audio-specs-and-acoustics

  • 1.
  • 2.
  • 3. The Sound Wave Four Parts Compression – most pressure Rarefaction – least pressure Amplitude = volume/loudness Wavelength = pitch/frequency
  • 4. Pitch & Frequency Pitch = relative highness or lowness of sound Frequency = number of cycles per second One cycle = 1 compression + 1 rarefaction Measured in Hertz (Hz) and Kilohertz (kHz) 100 cycles per second = 100 Hz 1000 Hz = 1kHz
  • 5. The Audio Range Normal audio range utilized in professional music/audio applications? 20 Hz ~ 20 kHz Normal hearing range? 35 Hz ~ 16 kHz By age 50, most people only hear up to 10 kHz
  • 6. Musical Pitch Middle-C = 261.63 Hz A440 = 440 Hz A = only whole numbers on the piano Octave Identification Middle-C = C4 (traditionally) C3 in Pro Tools and Logic; C5 in FL Studio
  • 7. Wavelength Higher pitch = shorter wavelength Lower pitch = longer wavelength
  • 8. Octave Up an octave = frequency doubles Down an octave = frequency halves
  • 9. Frequency Spectrum 10 audible octaves in the audible frequency spectrum 1st octave = 20-40 Hz 2nd octave = 40-80 Hz 3rd octave = 80-160 Hz 10th octave = 10,240-20,480 Hz
  • 10. Phase Digital audio waveforms can be in phase or out of phase Phase can be constructive or destructive Measured in degrees One cycle is equal to 360 degrees
  • 11. Phase (cont.) In phase waveforms = added amplitude, louder volume Out of phase (partially) = reduced amplitude Out of phase (completely) = no sound
  • 12. Timbre Timbre = characteristic quality of a sound Sine wave = pure tone with only 1 frequency Most sound contains multiple frequencies Sine wave does not exist from acoustical instruments
  • 13. Timbre (cont.) Fundamental = bottom “core” frequency of a sound Partials = frequencies that exist above the fundamental Harmonics vs. Overtones
  • 14. Sound Envelope Attack Decay Sustain Release
  • 15.
  • 16. Acoustics The science of a sound wave‟s behavior as it travels through an acoustic environment Generation Transmission Reception Effects
  • 17. Acoustical Sound Unrecorded acoustical sound is omni-directional Three dimensional – depth, width, height Stereo sound = Lateral Two dimensional = depth, width How do we create depth in a stereo recording?
  • 18. Direct vs. Indirect Sound Direct sound = reaches the listener first; comes directly from the sound source Indirect sound = reflects off of one or more surfaces before reaching the listener Early reflections Reverberation (Reverb)
  • 19. Studio Design Recording Stage/Booth Acoustic treatment must be appropriate to the music being performed Isolation Booth (Iso Booth) Little, or no, reverb Control Room Acoustic treatment must be appropriate for the mixing/mastering/monitoring experience
  • 20. Room Acoustics Reflect Absorb Reflect & Absorb Diffuse (Diffusion) Diffract (Diffraction)
  • 21. Reflection The angle of incidence is equal to the angle of reflectance Rooms with flat parallel walls are more prone to unwanted reflections Change the angle of one or more walls to compensate
  • 22. Absorption Sound is almost never completely absorbed; usually absorbed and reflected Types of Absorbers Porous/Foam absorbers Foam corner blocks (aka „bass traps‟) Diaphragmatic/Helmholtz absorber
  • 23. Diffraction Spreading of a sound through an opening or around an object
  • 24.
  • 25. Diffusion To scatter or distribute sound evenly Sound approaches a diffuser in one direction, but it scattered evenly throughout the room
  • 27. Monitoring Symmetry & Tips Speakers should be equal distance from walls and corners at an equilateral triangle to the monitoring position Avoid putting monitor backs too close to walls (if your room is big enough) Back/side wall diffusers work well to scatter reflections If your room is too small, put diffusers behind the monitors Square room = bad = more resonances
  • 28. Monitor Vibrations AuralexMoPads Reduce vibrations from setting monitors directly on desks Angle monitors down if desk is too high
  • 29. Why all the fuss? Why all the fuss about proper acoustic treatment? What‟s wrong with my bedroom/apartment? All sounds are a product of their environment Every mix will sound different based upon the proper (or improper) acoustic treatment of a room Better acoustics = more accurate mix = better mix = less work for you
  • 30.
  • 31. Analog Recordings Signal is continuous Voltage running from a mic to the Mbox Mbox converts to a digital format Time & Level = Wavelength & Amplitude
  • 32. Digital Recordings Numerical representation of analog sound signal‟s actual frequencies and amplitude Sampling = number of discrete values taken per second Quantization = number of digital „levels‟ of information
  • 33. Sampling/Sample Rate Number of samples taken per second Some common sampling rates 32 kHz – broadcasting 44.1 kHz – Red Book CD format 48 kHz – digital video recorders / DVD-audio 96 kHz – DVD-audio The higher the sampling rate, the higher the frequency range
  • 34. Bit Depth (Resolution) Describes the number of bits of information recorded for each sample CD = 16-bit DVD = up to 24-bit The higher the bit depth, the higher the dynamic range More mix “head room” Does not affect frequency range
  • 35. Audio Quantization & Binary Code The bit depth determines the number of bits of information taken per sample 16-bit signal = 216 = 2x2x2x2x2x2…. (16 times) 216 = 65,536 possible combinations between 0000 0000 0000 0000 and 1111 1111 1111 1111
  • 36. AQ & BC (cont.) Bit depth determines the number of “Quantization Levels/Layers” Example of a Sine Wave at a 2-bit resolution
  • 37. AD & DA Conversion ADC = analog-to-digital converter DAC = digital-to-analog converter What converts a signal from analog to digital can be a number of devices: Digital mixer with mic/line inputs Audio interface = Mbox/002 Sound card in the computer CD/MP3 player
  • 38. Digital Audio Workstations Digital Audio Workstations (DAW) Record, edit, and playback Computer-based DAW (ex: Mac + Mbox + Protools) Processing, mixing, and manipulation handled by the computer Sound card or audio interface needed to input/output audio Integrated DAW (ex: BOSS BR-1600 CD) Software, console, and control surface are an all-in-one unit
  • 39. Audio Formats Uncompressed – WAV, AIFF, CAF, AU Lossless Compressed – FLAC Lossy Compressed – MP3, OGG, AAC, M4A, WMA
  • 40. Uncompressed Files in Practice WAV and AIFF (uncompressed) are the file types that are generally worked with They are “Flexible” file types that can handle any Sample Rate / Bit Depth combination Audio Recording software does NOT directly record to compressed formats
  • 41. DAWs& Audio Data Rate Audio Data Rate = defines the flow/size of data within an uncompressed format (WAV/AIFF) AKA „Bit Rate‟ Red Book CD = 16-bit x 44,100 Hz 705,600 bits of information per SECOND
  • 42. DAWs and Sample Rate Most DAWs can support files with multiple bit depths DAWs cannot run multiple files with different sample rates simultaneously The sample rate of the project must match the sample rate of the files in the project, if not, the files will not play at the correct playback speed
  • 43. Sample Rate &Nyquist As said before: The higher the sample rate, the higher the frequency range of an audio recording Nyquist Frequency Half of the sample rate Determines the highest frequency that can be accurately reproduced in an audio recording CD Sample Rate = 44,100 Hz Nyquist of 22,050 Hz