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EE2F2 - Music Technology: 4. Effects
EE2F2 - Music Technology: 4. Effects
4. Effects
Effects (FX)
Effects are applied to modify sounds in many ways –
we will look at some of the more common
Effects processes can be broadly categorised as:
Filtering/equalisation effects
Altering the frequency content of a sound
Dynamic effects
Altering the amplitude of a sound
Delay effects
Modifying a sound using time delays or phase shifts
Equalisation Effects
Equalisation is probably the most widely used effect,
so much so that it is usually provided as standard on
most mixing desks
We looked at equalisation in some detail during
lecture 2 on mixers. As a reminder, however, it is
used for many purposes including:
Correcting a non-uniform microphone response
Suppressing resonant modes
Enhancing vocal clarity
Suppressing high-frequency noise (hiss)
Suppressing low-frequency rumble (e.g. traffic)
Modifying wide-band sounds (e.g. cymbals) to avoid
masking other parts
Dynamic Effects
The ‘dynamics’ of a musical signal refer to how loud
or soft it sounds
Dynamic effects can be thought of as automatic
volume controls
They mostly work by turning the volume down for
loud signals and back up again for soft ones
Differences between dynamic effects are:
How quickly they respond
Length of the window over which the input volume is
estimated
How much the gain is altered in response to volume changes
Limiting
Threshold
Output
Level No effect
Time
Threshold
Limited Output Signal
Threshold
Input
Level Time
Compression
Compression is a less severe form of limiting.
Output
Level No effect
Compression
Threshold
Limiting
Input Level
Compression Limiting
Overdrive Distortion
Delay Effects
This group of effects all work by combining two or
more time-delayed versions of the input signal
Delay effects are particularly useful as they model
many ‘real-world’ environments
The differences between them are mostly concerned
with the length of the delay:
Very short delays: Chorus, flanger, phaser
Medium delays (>100 ms): Echo
Long delays (several seconds): Reverberation
Echo
Delay
Attenuation
+
In Out
+
response
Synthetic
Organ
Time
(1.5 seconds) Organ *
reverb
Comb Filter
Processing-wise, a more economical method is to
simulate the multiple reflections using comb filters
A comb filter can simulate the multiple back-and-
forth reflections between a pair of parallel surfaces
In
In Delay Out
+ Time
+ Out
Attenuation
Time
An Economical Reverberation Model
To model a typical room, several comb filters are
used in parallel to simulate different pairs of surfaces
The delay and feedback attenuation of each filter is
different in order to mix up the reflections
Comb Filter
Comb Filter +
Out
Comb Filter +
Attenuation
Comb Filter
In
Summary
Effects are applied for many reasons, e.g.
EQ
Corrective treatment
Creative control of tonal colour
Dynamic effects
Aid to mixing vocals (compression)
Modifying sounds (overdrive and distortion)
Delay effects
Special effects (chorus, flanging etc.)
Adding realism to synthetic sounds (reverberation)