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SOUND by Mind Map: SOUND

1. ACOUSTIC

1.1. No Recodring

1.2. Musical Instruments

2. DIGITAL

2.1. Analog Signal Converted to Numbers

2.2. Alter Speed, Tone and Pitch Independently

3. PHASE

3.1. Timing Difference

3.1.1. location or timing of a point within a wave cycle of a repetitive waveform

4. FREQUENCY

4.1. Rate at which sound waves fluctuate

4.2. Measured in HZ

4.3. Sine Wave - One Frequency at a time

4.4. Sometimes referred to as Pitch

4.5. Timbre

4.5.1. The difference between quality of tone from one's voice or musical instrument.

4.6. Lower Frequency

4.7. Higher Frequency

4.7.1. More detail in shape of sound wave

5. AMPLITUDE

5.1. Measured in Decibels - dB

5.1.1. Sound Pressure Level (SPL)

5.2. Measure how intensely sound waves fluctuate

5.3. A high amplitude wave carries a large amount of energy

5.4. A low amplitude wave carries a small amount of energy

6. ACOUSTIC SIGNAL PATH

6.1. ACOUSTIC SOUND IS PRODUCED

6.1.1. Vocals - someone singing

6.1.2. A Musical Instrument

6.1.3. No Recodring

7. SIGNAL PATH

7.1. ACOUSTIC TO ANALOG AND BACK TO ACOUSTIC SIGNAL PATH

7.1.1. Acoustic Sound Source

7.1.1.1. Transducer

7.1.1.1.1. Input Mixer/Pre Amplifier

7.1.1.1.2. Dynamic microphone

7.1.1.1.3. Electric Guitar PickUps

7.1.1.1.4. Change Acoustic sound waves into an analog electrical signal

7.1.1.1.5. Piezoelectric Elements

7.1.1.1.6. Sound is altered depending on Proximity Effect

7.1.1.1.7. Higher signal to noise ratio - cleaner sound

7.2. ACOUSTIC SOUND TO RECORDING DEVICE

7.2.1. Acoustic Sound Source

7.2.1.1. Mic Level Signal

7.2.1.1.1. Input Mixer/ Preamplifier

7.2.2. Analog Connections

7.2.2.1. Mic Level Electrical Analog Signal

7.2.2.1.1. Weakest - very low voltage

7.2.2.2. Line Level Signal - less than one volt

7.2.2.2.1. Boosted Mic Level Signal - Preamplifier

7.2.2.2.2. Found in studios

7.2.2.3. Speaker level - 100 volts

7.2.2.3.1. Live Sound Production

7.2.2.4. Two wires

7.2.2.4.1. Signal

7.2.2.4.2. Ground

7.2.2.5. Mic cables

7.2.2.5.1. Balanced cables

7.3. GAIN STAGES IN ANALOG DOMAIN

7.3.1. Any point at which a signal can change volume

7.3.2. Signal passes through Amplifier and Attenuator

7.3.3. Microphone signal through mixer - 3 or 4 gain stages

7.3.4. Setting volumes in Signal path - GAIN STAGING/ SETTING GAIN STRUCTURE

7.3.5. Turn down Input Signal - Amplifier produces undistorted output

7.3.6. DO NOT turn input sound so low- avoid noise

7.3.7. Clean Signal - High Signal to Noise Ratio

7.3.7.1. Relatively quiet noise and relatively loud signal

7.3.7.2. Use Level Meter

7.3.7.2.1. Use a VU (Volume Units) Meter

7.3.7.3. Use Peak Meter

7.3.7.3.1. Shows highest instantaneous level the sound hits

7.3.7.3.2. Faster response to transience

7.3.7.4. Use 0 dB reference point

7.3.7.4.1. dB Sound Pressure Level (SPL)

7.4. DIGITAL SIGNAL PATH

7.4.1. Analog to Digital

7.4.1.1. Sampling

7.4.1.1.1. ADC - Analog to Digital Converter

7.4.1.1.2. Sampling Rate or Sampling Frequency

7.4.1.1.3. Most Common 44, 100 samples per second or 44.1 kilohertz

7.4.1.1.4. Nyquist Frequency - up to 1/2 of the sampling rate can be recorded

7.4.1.2. Filter out all frequencies above the Nyquist limit

7.4.1.2.1. Anti-aliasing Filter

7.4.1.3. Higher frequencies may cause Aliasing

7.4.2. Gain Stage

7.4.2.1. Sound too loud

7.4.2.1.1. Run out of number range if turn sound too loud

7.4.2.1.2. Finite number of Quatizing

7.4.2.2. 0 dB FS - Using all available Quantizing levels available

7.4.2.3. Signal too low

7.4.2.3.1. Quantization distortion

7.4.2.4. Dither

7.4.2.4.1. Allows digital domain to handle low sounds - low amplitude signals

7.4.2.4.2. Eliminates Quantization Distortion

7.4.2.4.3. Use it

8. DIGITAL AUDIO FOUNDATION MIND MAP BY SYLVIA ODOMS

9. ANALOG

9.1. Microphone - Electrical current

9.2. Pitch, Tone, Speed locked together

9.3. Record, Amplify and Edit Sound

9.4. SIGNAL PATH

10. HOW DO WE HEAR?

10.1. Physical -Ears

10.1.1. Vibration of hairs in the ear

10.1.2. Human hearing range - decreases with age

10.1.3. Average person's hearing capacity is from 20 HZ to 20,000 HZ

10.2. Subconscious

10.2.1. McGurk Effect

10.2.2. Hear words and understand their meaning

10.2.3. Sight can influence perception of sound

10.3. Conscious

10.3.1. Brain processes and makes meaning of what we hear

11. SOUND SPEED

11.1. Air - Sound travels the slowest

11.2. Water - Sound travels 4 times faster

11.3. Solid - Sound travels 15 times faster

12. TIME

12.1. Represent time taken for one complete cycle of vibration to pass a given point.

12.1.1. As the frequency of a wave increases, the time period of the wave decreases

12.2. Comb Filtering

13. DIGITAL AUDIO WORKSTATION

13.1. REVERB CHAMBER

13.2. MIXING CONSOLE

13.3. TAPE RECORDER

13.4. MIDI SEQUENCER

13.5. MIDI

13.5.1. Language

13.5.1.1. Pitch Bend

13.5.1.2. Note off

13.5.1.3. Note On

13.5.2. Instructions on how to make sound

13.5.3. Medium

13.5.4. USB Midi Interface

13.5.5. Input -Electronic Instrument played by a person

13.6. DRUM MACHINE

13.7. SYNTHESIZER

13.8. GUITAR AMPLIFIER

13.9. EFFECTS UNIT

13.10. COMPUTER

14. MIXING SOUND

14.1. SPECTRUM ANALYZER

14.1.1. 1000 Hz - Sine Wave

14.1.1.1. Frequency

14.1.1.1.1. Partials

14.1.1.2. Sine waves at different amplitudes, frequencies, timings

14.1.2. Tells which parts of Frequency Spectrums are at what amplitude

14.2. COMPRESSION

14.2.1. Dynamic Processor

14.2.1.1. Time Parameters

14.2.1.2. Types

14.2.1.2.1. Compressor

14.2.1.2.2. Limiter

14.2.1.2.3. Expander

14.2.1.2.4. Gate

14.3. MONITORS LEVELS

14.3.1. Check Levels at different volume

15. How to turn digital audio into finished product

15.1. MIXING AND EFFECTS PROCESSING

15.1.1. Effects

15.1.2. Volume Levels

15.1.2.1. Your ears determine the best levels

15.1.2.1.1. Avoid Clipping Distortion

15.1.2.2. What needs to be quieter?

15.1.2.3. Good gain staging practices

15.1.3. Equalization

15.1.3.1. Uses Filters/ Adjusts Frequencies

15.1.4. Automation

15.1.4.1. Computer moves faders

15.1.4.2. Controls the mix

15.1.5. Panning

15.1.5.1. Left, Right, In-between, Panaroma

15.1.5.1.1. Bass Management - Panning Sound

15.1.5.2. One ear compatibility

15.1.5.3. Mono compatibility

15.1.5.4. Individual tracks recorded

15.1.5.5. Mono and Panned to create stereo mix