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SOUND by Mind Map: SOUND

1. ACOUSTIC

1.1. No Recodring

1.2. Musical Instruments

2. ANALOG

2.1. Microphone - Electrical current

2.2. Pitch, Tone, Speed locked together

2.3. Record, Amplify and Edit Sound

2.4. SIGNAL PATH

3. DIGITAL

3.1. Analog Signal Converted to Numbers

3.2. Alter Speed, Tone and Pitch Independently

4. HOW DO WE HEAR?

4.1. Physical -Ears

4.1.1. Vibration of hairs in the ear

4.1.2. Human hearing range - decreases with age

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

4.2. Subconscious

4.2.1. McGurk Effect

4.2.2. Hear words and understand their meaning

4.2.3. Sight can influence perception of sound

4.3. Conscious

4.3.1. Brain processes and makes meaning of what we hear

5. SOUND SPEED

5.1. Air - Sound travels the slowest

5.2. Water - Sound travels 4 times faster

5.3. Solid - Sound travels 15 times faster

6. TIME

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

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

6.2. Comb Filtering

7. PHASE

7.1. Timing Difference

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

8. FREQUENCY

8.1. Rate at which sound waves fluctuate

8.2. Measured in HZ

8.3. Sine Wave - One Frequency at a time

8.4. Sometimes referred to as Pitch

8.5. Timbre

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

8.6. Lower Frequency

8.7. Higher Frequency

8.7.1. More detail in shape of sound wave

9. AMPLITUDE

9.1. Measured in Decibels - dB

9.1.1. Sound Pressure Level (SPL)

9.2. Measure how intensely sound waves fluctuate

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

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

10. ACOUSTIC SIGNAL PATH

10.1. ACOUSTIC SOUND IS PRODUCED

10.1.1. Vocals - someone singing

10.1.2. A Musical Instrument

10.1.3. No Recodring

11. SIGNAL PATH

11.1. ACOUSTIC TO ANALOG AND BACK TO ACOUSTIC SIGNAL PATH

11.1.1. Acoustic Sound Source

11.1.1.1. Transducer

11.1.1.1.1. Input Mixer/Pre Amplifier

11.1.1.1.2. Dynamic microphone

11.1.1.1.3. Electric Guitar PickUps

11.1.1.1.4. Change Acoustic sound waves into an analog electrical signal

11.1.1.1.5. Piezoelectric Elements

11.1.1.1.6. Sound is altered depending on Proximity Effect

11.1.1.1.7. Higher signal to noise ratio - cleaner sound

11.2. ACOUSTIC SOUND TO RECORDING DEVICE

11.2.1. Acoustic Sound Source

11.2.1.1. Mic Level Signal

11.2.1.1.1. Input Mixer/ Preamplifier

11.2.2. Analog Connections

11.2.2.1. Mic Level Electrical Analog Signal

11.2.2.1.1. Weakest - very low voltage

11.2.2.2. Line Level Signal - less than one volt

11.2.2.2.1. Boosted Mic Level Signal - Preamplifier

11.2.2.2.2. Found in studios

11.2.2.3. Speaker level - 100 volts

11.2.2.3.1. Live Sound Production

11.2.2.4. Two wires

11.2.2.4.1. Signal

11.2.2.4.2. Ground

11.2.2.5. Mic cables

11.2.2.5.1. Balanced cables

11.3. GAIN STAGES IN ANALOG DOMAIN

11.3.1. Any point at which a signal can change volume

11.3.2. Signal passes through Amplifier and Attenuator

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

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

11.3.5. Turn down Input Signal - Amplifier produces undistorted output

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

11.3.7. Clean Signal - High Signal to Noise Ratio

11.3.7.1. Relatively quiet noise and relatively loud signal

11.3.7.2. Use Level Meter

11.3.7.2.1. Use a VU (Volume Units) Meter

11.3.7.3. Use Peak Meter

11.3.7.3.1. Shows highest instantaneous level the sound hits

11.3.7.3.2. Faster response to transience

11.3.7.4. Use 0 dB reference point

11.3.7.4.1. dB Sound Pressure Level (SPL)

11.4. DIGITAL SIGNAL PATH

11.4.1. Analog to Digital

11.4.1.1. Sampling

11.4.1.1.1. ADC - Analog to Digital Converter

11.4.1.1.2. Sampling Rate or Sampling Frequency

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

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

11.4.1.2. Filter out all frequencies above the Nyquist limit

11.4.1.2.1. Anti-aliasing Filter

11.4.1.3. Higher frequencies may cause Aliasing

11.4.2. Gain Stage

11.4.2.1. Sound too loud

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

11.4.2.1.2. Finite number of Quatizing

11.4.2.2. 0 dB FS - Using all available Quantizing levels available

11.4.2.3. Signal too low

11.4.2.3.1. Quantization distortion

11.4.2.4. Dither

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

11.4.2.4.2. Eliminates Quantization Distortion

11.4.2.4.3. Use it

12. DIGITAL AUDIO WORKSTATION

12.1. REVERB CHAMBER

12.2. MIXING CONSOLE

12.3. TAPE RECORDER

12.4. MIDI SEQUENCER

12.5. MIDI

12.5.1. Language

12.5.1.1. Pitch Bend

12.5.1.2. Note off

12.5.1.3. Note On

12.5.2. Instructions on how to make sound

12.5.3. Medium

12.5.4. USB Midi Interface

12.5.5. Input -Electronic Instrument played by a person

12.6. DRUM MACHINE

12.7. SYNTHESIZER

12.8. GUITAR AMPLIFIER

12.9. EFFECTS UNIT

12.10. COMPUTER

13. MIXING SOUND

13.1. SPECTRUM ANALYZER

13.1.1. 1000 Hz - Sine Wave

13.1.1.1. Frequency

13.1.1.1.1. Partials

13.1.1.2. Sine waves at different amplitudes, frequencies, timings

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

13.2. COMPRESSION

13.2.1. Dynamic Processor

13.2.1.1. Time Parameters

13.2.1.2. Types

13.2.1.2.1. Compressor

13.2.1.2.2. Limiter

13.2.1.2.3. Expander

13.2.1.2.4. Gate

13.3. MONITORS LEVELS

13.3.1. Check Levels at different volume

14. How to turn digital audio into finished product

14.1. MIXING AND EFFECTS PROCESSING

14.1.1. Effects

14.1.2. Volume Levels

14.1.2.1. Your ears determine the best levels

14.1.2.1.1. Avoid Clipping Distortion

14.1.2.2. What needs to be quieter?

14.1.2.3. Good gain staging practices

14.1.3. Equalization

14.1.3.1. Uses Filters/ Adjusts Frequencies

14.1.4. Automation

14.1.4.1. Computer moves faders

14.1.4.2. Controls the mix

14.1.5. Panning

14.1.5.1. Left, Right, In-between, Panaroma

14.1.5.1.1. Bass Management - Panning Sound

14.1.5.2. One ear compatibility

14.1.5.3. Mono compatibility

14.1.5.4. Individual tracks recorded

14.1.5.5. Mono and Panned to create stereo mix

15. DIGITAL AUDIO FOUNDATION MIND MAP BY SYLVIA ODOMS