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Fundamental Categories of Effects Processing
Equalization (timbre), Compression (dynamics), and Reverb (space and ambience)
Reverb
simulates the prolongation of sound as it reflects around a physical space
Before digital processing, reverb was created using physical devices in the studio
echo chamber
spring reverb
plate reverb
The reverb type or algorithm is often modeled on a physical counterpart
hall, room, plate, spring
Typical reverb controls include
Type
Predelay time before the first reflections
Size of the simulated space
Decay length of hte reverb tail
Damping of high frequencies in the reflections
Dry/Wet mix between the original signal and reverb
Convolution reverb
a unique implementation that applies the acoustic reverberation of a real space using an impulse response
Impulse response
a recording of a short, oud sound in teh desired space
compressor
reduces dynamic range by attenuating the loudest parts of a signal
(paradoxically) allows an engineer to increase the level of a track using makeup gain without clipping
robot at the mixer (robot listens to the signal and can respond very quickly. the loudness adjusting the fader accordingly)
Threshold (typical compressor control)
…at which the compressor starts processing
Ratio (typical compressor control)
…how much the signal above the threshold is reduced
Attack time (typical compressor control)
…before the compressor reduces the signal
Release time (typical compressor control)
…for the compressor to recover (returns to normal)