devices that manipulate how an audio signal sounds • Time-based effects—Reverb, Delay and Echo • Spectral effects—EQ and Panning • Dynamic effects—Compression and Distortion Frequencies • All sounds — everything you hear — are essentially vibrations that we can visualize as waves moving up and down at different speeds, or frequencies • The faster the wave moves, the higher the pitch • Measured in Hz (Hertz) • Hertz measures how many times (i.e., the frequency) a wave completes an up-and-down cycle in 1 second • The decibel (dB) is the unit of measurement used to express volume level or loudness • Using equalizer means that you are increasing or decreasing the loudness of that particular frequency. EQUALIZATION
• the cutting or boosting of a particular
frequency (or range of frequencies) in the frequency spectrum • Adding some beef to low end or taking a bite away from the treble • By cutting or boosting certain frequencies, EQ shapes the tone and character of your sound • An Equalizer (EQ) divides the spectrum into sections (called ‘bands’) that you use to cut or boost parts of your sound • Three band equalizers- - Bass - Treble - Mid-range • Bass and Treble = Shelving equalizers • Mid-range= Peaking equalizers EQUALIZATION • Bass means low pitched Low frequency sounds like sounds of bass guitar, kick drum,Lo Fi sounds from synths and male baritones • Treble means high or medium pitched/frequency sounds like piano sounds,acoustic guitars, cymbals and female voices and HiFi synth sounds • Bass frequencies start on the left, • with midrange frequencies in the middle • and treble on the far right (like a piano) • Prefer peaking over shelving filters- Peaking cuts or boosts the desirable frequencies Shelving cuts or boosts all frequencies in bass and treble range Why use equalizers? - Reduce scratch noise of old recordings - Shelve low freq. and boost high freq. of older recordings - removal of hum and other unwanted recordings - Cutting high end will make your sound darker - Boosting the high end will make it brighter • Equalization not a substitute of proper placement of microphone • Keep in view the maximum limit of audio mixer in handling highest possible level ( no distortion occurs) Artificial Reverberation - to compensate for acoustically 'dead' studios - only mechanical reverb devices like spring and plate used earlier - digital reverb devices can even be operated remotely Reverberation What is reverberation ? - An echoing sound - When you bang on a big piece of metal, you can hear the reverberation even after you stop banging - The repeating, often low, booming sound that follows the strum of an electric guitar or the thump of a drumstick on a cymbal is called reverberation • Reverb occurs when a sound hits any hard surface and reflects back to the listener at varying times and amplitudes to create a complex echo, which carries information about that physical space • The most obvious examples of reverberant spaces are tunnels, cathedrals, halls and caves. • Reverberation time is the time required for the sound to “fade away” or decay in a closed space • used in studios to add depth to sounds • changes the perceived spectral structure of a sound but does not alter the pitch • one of the oldest of all audio effects • aims to recreate the natural ambience of real rooms and spaces • Gives vocals more fullness and sustain, and will have a more “natural” sound to them • Longer decay times give the impression of larger spaces • Digital reverberating effects simulate or exaggerate natural reverberations. COMPRESSOR/LIMITER • An audio compressor is a specialized amplifier that reduces the gap between the loudest part (peak) and quietest part of a signal • Loud sounds made softer and soft sounds made louder • LIMITER: just a compressor that is used to make sure a signal doesn't get much louder than the threshold level • Compressors are used to compress the sound • Making more quiet sounds stand out more • Done to sound natural on a recording • For example: Imagine a whisper and a scream on the same audio track. If they were the same difference in loudness as they are in real life, it would be very distracting! • Compressors fix it by attenuating the loudest parts of your signal and boosting the result so the quieter parts are more apparent PANNING • the distribution of a sound signal in a stereo (or multi-channel) field • creates the illusion of a sound source moving from one part of the soundstage to another • Stereo sound systems have evolved from a single speaker to a set of two, left and right. This has allowed us to move from mono to stereo sound playback • Panning works by letting through more or less of a signal into each speaker, creating various spatial effects • lets you prevent muddiness and masking in your mix (when two sounds cover each other up) Echo and Delay • Delay is an audio effect that records an audio signal for playback a set period of time after the original signal • Delay can be played back in different ways to achieve sounds such as echoes that decay over time, or a pronounced repeated doubling effect that adds new layers to a recording • Most delays work by playing back the dry signal while also playing back the wet or ‘delayed’ signal shortly after the original • Shorter uses of delay, like slapback or doubling effects, are useful for filling out a performance, especially vocals or guitar DISTORTION • Distortion is an overloading of the audio circuit that causes the signal to clip • warmer” sound impression, or a harsh one • Distortion changes your original signal by pushing the sound to clip and compress. This adds harmonic content and colors the sound in a pleasant way • makes your sound fatter and fuller • adds complexity and body to your sound Reference links • https://blog.landr.com/audio-effects-plugins-g uide / • http://blog.dubspot.com/understanding-audio -effects-an-overview /