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91 Terms

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Protect/Preserve Your Hearing

  • -  Avoid mixing so loud.

  • -  Use SPL (Sound Pressure Level) meter Apps.

  • -  80-85dB/< = Mixing

  • -  Use earplugs.

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Sound Fundamental

  • -  Vibrations in the air = sound

  • -  Travels in medium = solid, liquids, gas

  • -  Decibel – dB = measure the power of the sound

  • -  Frequency = the number of cycles (Hertz) of vibration completed in 1 second

    = measured in – hertz (Hz)

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Sound

  • -  Frequency – Hz = Pitch

  • -  Decibel – dB = Loudness

  • -  Timbre = Harmonic frequencies

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  1. Decibel – dB

  • -  Relative unit = measure the loudness of sound

  • -  Need a reference point = 0dB

  • -  dB SPL = 0dB is the quietest sound = Acoustic

  • -  dB VU = the voltage is used to measure the loudness = Analog

  • -  dB FS = 0dB is the loudest of sound that can be measured

  • -  A comparison on DAW/Mixer

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  1. Gain Stage, why

  • -  Avoid clipping and high noise floor

  • -  Prepare the mix by using a trim/gain plugin or clip gain.

  • -  More headroom for reducing distortion, provides room for more gain in the process.

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  1. How to Do Gain Stage?

  • -  Level setting = -18dbFS, -10-12(Peak)

  • -  Use a VU meter - 0VU = -18dbFS

  • -  Turn Down the preamp input gain/interface first before turning the fader.

  • -  Reduce overload of the capsule – feedback, when the loud source is close to the mic.

  • -  Look for signs of overloading and clipping.

  • =  Meters enter the red zone

  • =  Audible signal distortion

  • =  Audio waveform showed flattened – Peak

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32 Bit Floating Point

  • -  Wider headroom and dynamic range

  • -  The chance of clipping is slim in DAW.

  • -  Do what you should.

  • -  Consistency and work efficiency

  • -  Plugin behavior

  • -  Exporting to fixed formats

  • -  Insurance policy

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  1. Aux – Auxiliary Tracks

  • -  Let audio pass through.

  • -  Group bus, Effect bus.

  • -  Pass through the audio using Bus/Sends

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  1. Bus/Sends

  • -  Take audio to group/effect bus.

  • -  Send audio to Group bus, change the output of the track.

  • -  To send a copy of tracks to Effect Bus = Sends

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  1. Sample Rate

  • -  Audio recorded into DAW, converted to digital audio.

  • -  Process: Sampling and Quantization

  • -  Determine the accuracy of the digital representation of the analog waveform.

  • -  The higher the resolution, the more detailed it is.

  • 44.1kHz = CD sample rate

  • 48kHz = TV and film

  • 88.2/96kHz = Hi-resolution Standard [Take up twice storage of CD]

  • 192kHz = Audiophile Standard [Take up 4 times space of CD]

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Bit Depth [The depth of the sound wave]

  • -  Number of volume levels available in digital audio

  • -  The higher the bit-depth, the less quantization you need to do.

  • -  The greater the bit-depth, the greater the available dynamic range.

  • -  24-bit (144dB) is safer and more forgiving than 16-bit [96dB]

  • -  A wider range of dynamic = Better signal to noise ratio

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  1. Tracks in DAWs

  • -  Audio – Mic, DI

  • -  MIDI/Instrument

  • -  Aux – For audio to pass through for effects.

  • -  Master Fader – Final Destination of all signal.

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The History of Digital Audio

  • -  PCM = Pulse-Code Modulation

  • -  Digitally represent sampled analog signals

  • -  Civilian Telephone systems by mid-60s

  • -  Denon = overcame the limitation of analog tape for professional recording in early to

    mid-70s.

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  1. 3M 32-track recorder

  • -  1978

  • -  The first digital multitrack recorder

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  1. Soundstream’s Digital Editing System

  1. - 1976-77

  2. - World’s First DAW

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Compact Disc – CD

1982

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Converting Analog to Digital

1. Sampling
2. Quantization 3. Encoding

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Graphic Equalizer

  • -  Fixed Frequency and Q [Width]

  • -  Only 1 control = the amount of boost/cut

  • -  Less flexible than Parametric EQ

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  1. Parametric Equalizer

- 3 Flexible control = Frequency, Q, Gain

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EQ Filters

  1. Low-Pass [High-cut], High-Pass [Low-cut] Filters

  2. High/Low Shelving Filters

  3. Peaking (Bell) Filter

  4. Bandpass Filter

  5. Notch Filter

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Bouncing

- Exporting a track to a format = mp3/Wav file

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The Frequency Bands

  • -  Brilliance = 6k – 20kHz

  • -  Presence = 4k – 6kHz

  • -  High-Mids = 2k – 4kHz

  • -  Mid-Range = 500Hz – 2kHz

  • -  Low-Mids = 250Hz – 500Hz

  • -  Bass = 60Hz – 250Hz

  • -  Sub-Bass = 20Hz – 60Hz

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  • Brilliance

  • 6k – 20kHz

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  • Presence

  • 4k – 6kHz

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  • High-Mids

  • 2k – 4kHz

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  • Mid-Range

  • 500Hz – 2kHz

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  • Low-Mids

  • 250Hz – 500Hz

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  • Bass

  • 60Hz – 250Hz

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  • Sub-Bass

  • 20Hz – 60Hz

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  1. EQ Goals

  • -  Make the sound clearer and defined.

  • -  Reduce the effect of masking.

  • -  Make all the elements of a mix fit together better.

  • -  Give the mix element of height.

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  1. EQ Rules

  1. Use EQ Filters

  2. Boost = different sound/add character

  3. Use High-pass Filter = Make room for low-end inst

  4. Use Narrow Q = Cutting ; Wide Q = Boosting (nature)

  5. Just do necessary.

  6. Check the EQ with other tracks playing.

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MIDI – Musical Instrument Digital Interface

  • -  Technical Standard

  • -  Allows electronic musical instruments and computers to communicate and control.

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  1. Polyphonic

The ability of an instrument = play more than 1 note at once

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Quantize

- The process of taking and shifting MIDI/audio at the right time

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Transport

- The area = Contain the playback controls

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Velocity

- The force of the note = loudness of the note

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Phantom Power

- +48 Volts = the power that gets a condenser mic to work

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Buffer Size

  • -  The amount of data a computer can handle at once.

  • -  Lower buffer sizes = lower latency, easier to crash – [Recording]

  • -  Higher buffer sizes = greater latency, less easy to crash – [Mixing]

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  1. Clipping

  1. - Distorting/Peaking

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  1. Latency

- A Delay between input and output of a signal

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Automation

  • -  Automated adjustment to volume, panning/FX parameters.

  • -  Change/Move by the duration of the song.

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  1. Bus

- The Pathway of the Audio

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Comping

  • -  Combining takes into one.

  • -  Represent the best part of the recording after composition.

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  1. Crossfade

  • -  Fade out a sound when another sound fades in

  • -  Allows smooth transitions between tracks.

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  1. Dry Signal

- Unprocessed Sound

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Wet Signal

- Processed Sound

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Sends

- An output on an audio device for routing signal to an external device/plugin

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Unity

- 0 point on a fader = no turn up/turn down

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Headroom

- The space between the normal operating level of a device and the maximum level that

device can pass without clipping.

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The Frequency Bands – Use Your Ear

  • -  30 Hz = Rumble, feel more than heard

  • -  60 Hz = Bottom

  • -  125 Hz = Boom, thump, warmth

  • -  250 Hz = Fullness or mud

  • -  400--500 Hz = Honk, boxiness

  • -  800 Hz – 1k Hz = Nasal

  • -  3k Hz = Speech recognition, listening fatigue

  • -  4-6k Hz = Edge, presence, clarity

  • -  7-8k Hz = Sibilance, definition, “ouch!”

  • -  10-20k Hz = Air, sheen, trebly

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  •  30 Hz

  • Rumble, feel more than heard

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  • 60 Hz

  • Bottom

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  • 125 Hz

  • Boom, thump, warmth

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  • 250 Hz

  • Fullness or mud

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  • 400--500 Hz

  • Honk, boxiness

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  • 800 Hz- 1k Hz

  • Nasal

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  • 3k Hz =

  • Speech recognition, listening fatigue

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  • 4-6k Hz

  • Edge, presence, clarity

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  • 7-8k Hz

  • Sibilance, definition, “ouch!”

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  • 10-20k Hz

  • Air, sheen, trebly

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  1. [Vocal]

  • -  120 Hz = Fullness

  • -  200-250 Hz = Boomy or thick

  • -  400-600 Hz = Boxy or Honky or Hollow when too much is taken out

  • -  800-1k Hz = Nasal quality, honky

  • -  2-4k Hz = Excitement or energy or harshness; Dull when too much is taken out

  • -  5-8k Hz = Presence or sibilance

  • -  10-20k Hz = Air, sheen, feel more than hear

  • -  HPF (High pass filter) & De-Esser

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  1. [Bass Guitar]

  • -  100 Hz = Bottom

  • -  700-900 Hz = attack and tone

  • -  2-3k Hz = snap or pop

  • Boost 80-120 Hz to ADD MORE BODY

  • ROLL OFF Muddiness = 150-300 Hz

  • Cut honky sound = 400-600 Hz

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  1. [Kick drum]

  • -  40-100 Hz = Bottom and low-end punch

  • -  300-500 Hz = Hollowness or cardboard sound

  • -  2-5k Hz = point and attack

  • -  Roll off muddiness (metal/hard rock) = 250-300 Hz

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  1. [Snare]

  • -  120-240 Hz = Fatness

  • -  500 Hz = roundness

  • -  3-5k Hz = Crispness or clarity

  • -  10k Hz = sheen

  • -  Fill out the sound = 100-250 Hz

  • -  Whack = 1-1.5k Hz

  • -  Use notch filter to cut the “ring” out

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[Rack Toms]

  • -  240-400 Hz = Fullness

  • -  5-7k Hz = Attack

  • -  Reduce boxiness while adding thump and attack.

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  1. [Floor Toms]

  • -  80-150 Hz = Fullness

  • -  5k Hz = Attack

  • -  Reduce boxiness while adding thump and attack.

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  1. [HI Hat and Cymbals]

  • -  8-10k Hz = Sparkle

  • -  250-800 Hz = Muddiness

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  1. [E. Guitar]

  • -  100 Hz = Bottom

  • -  200-250 Hz = Warmth and fullness or muddiness

  • -  2.5k Hz = Bite and attack

  • -  In the range between 80 Hz to 10k Hz

  • -  Filter unnecessary frequencies

  • -  Mute some of the layers to make the sound more powerful

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  1. [A. Guitar]

  • -  80-120 Hz = Bottom

  • -  100-250 Hz = Muddiness

  • -  200-250 Hz = Body

  • -  2-5k Hz = Presence and clarity

  • -  10k Hz = air and sheen

  • -  Use a narrow cut to cut around 800 Hz to sound good

  • -  To make room for lower-pitched instruments, high-pass filter below 200-300 Hz

  • -  Depends on the genre

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  1. Strings]

  • -  240 Hz = Fullness

  • -  7-10k Hz = Scratchy

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  1. Piano]

  • -  80-120 Hz = Fullness

  • -  2-5k Hz = Presence

  • -  2.5k Hz = Honky tone

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  1. [Synth]

  • -  <100 Hz = Roll of bottom

  • -  250-500 Hz = Muddiness

  • -  (might intend to be low-frequency dominant)

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Frequency Juggling

  • -  Kick Cut at 500 Hz

  • -  Bass Boosted At 500 Hz

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  1. Compressor

- An automated dynamic processer = Reduces the dynamic range and evens out the sound

by turning down the louder signal and boosting the softer signal with make-up gain

  • Make the track more Consistent.

  • Add energy and excitement.

  • Analog compressor = import character & tone

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Compress before – EQ First

  • -  If there are a lot of problematic frequencies that need to be addressed, Start with EQ!

  • -  Allows u to carve out unwanted frequencies before applying compression.

  • -  Corrective EQ [Digital EQ] = help address issues in the frequency spectrum

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  1. Compress First

  • -  The track is very dynamic.

  • -  Record With the Compressor will do it naturally.

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  1. Multiple Compressor and EQ

  • -  Start With Corrective or Surgical EQ to address specific issues.

  • -  Use Digital Compressor for dynamic control.

  • -  Add Analog Compressor and EQ = Add tone character and color

    = Enhance the overall texture and vibe of the track

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  1. Before you compress – Clip Gain

  • -  Make sure there are no unnatural gain fluctuations.

  • -  Provide Consistent Dynamic Range for the compressor to work with

  • -  Control smaller sections – a phrase or even a single word.

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  1. Multing

  • -  Create separate tracks for different dynamic sections.

  • -  Allow you to assign optimal settings for compression.

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  1. Threshold

  • -  Activate the compressor.

  • -  Begins once the signal crosses the threshold level.

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  1. Ratio

- Determines how hard the signal gets compressed.

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Kness

  • -  How the compressor transitions between the non-compressed and compressed states

  • -  Soft Knee = Smoother and more gradual compression than a hard knee

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  1. Attack

  • -  Control how fast the compressor reacts to the beginning of the signal once it has crossed

    the threshold.

  • -  Attack Time = Amount of time the compressor will go from zero to full compression

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  1. Release

  •  Control how fast the compress reacts to the end of the signal once it falls below the

    threshold.

  • -  Release Time = determines how long it takes to go from full compression to zero

    compression

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  1. Make-Up Gain or Output

  • -  Allows the signal to be boosted back to its original level and beyond

  • -  Automatic makeup gain

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  1. Attack Time

  • -  Fast = 0.1-3ms (milliseconds)

    = Tightens up initial transient and control dynamic

    = Smooth and even – push the sound back (lifeless)

  • -  Medium = 3-20ms

  • -  Slow = 20-100ms
    = Let the transient through – Pointed and punchy sound (Uneven)

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  1. Release Time

  • -  Fast = <100ms

    = Add Excitement, aggression, perceived loudness

    = Unnatural and trashy/gritty

  • -  Medium = 100-400ms

  • -  Slow = >400ms
    = Keep the compressor engaged – smooth out the dynamic (Less Excitement)

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Common Compression Mistakes

  • -  Over compressing = Lifeless {Clear purpose and intention}

  • -  Compress Everything = Unnecessary for inst (distorted guitar or virtual samples)

  • -  Rely it to control dynamic = {Balancing, Clip Gain, Volume Automation}

  • -  Not level-matching = disrupting the gain staging that you’ve done

  • -  Using just one compressor = Serial Compression – natural and musical results

    = Allows different types of compressors in the chain -- Certain characters and color

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Compression Tips

  • -  Start with 3:1, 4:1.

  • -  During comping, put a compressor to hear the softer signal better = allowing to catch

    pops, clicks, and other random noises

  • -  Serial compression = Use two in succession to have a natural

  • -  Parallel compression = Preserve the dynamic range of the dry signal while adding energy

    and excitement by mixing in the heavily compressed signal

  • -  Sidechain compression = Sending a track to duck another sound – create a rhythmic

    pattern

  • -  Mix Bus Compression = ‘Glue the whole mix’

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Limiter

  • -  A brick wall for the level; signal cannot pass the ceiling

  • -  Limiting starts when the ratio is higher than 10:1

  • -  Ensure the audio won’t clip

  • -  Mastering, broadcasting, and field recording

  • -  Fast attack and release time

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De-Esser

  • -  Eliminates sibilance.

  • -  Compress a narrow notch of frequencies = 5-10k Hz

  • -  Excessive de-essing = lisping side effect