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ADSR
Stands for 'Attack, Decay, Sustain, Release' - these are the 4 different parts of a sound's envelope
Amplitude
The volume of a sound wave
Arpeggio
(aka arp) the notes of a chord are played separately in sequence instead of all at once
Arrangement
The structure & instrumentation of a song
Attack
(the first part of the ADSR envelope) How quickly a sound reaches its maximum amplitude
Automation
Changing selected parameters over time
Bass
The audio information at the lower end of the frequency spectrum (~30-500Hz)
BPM
Stands for 'Beats Per Minute', this measures the tempo (aka speed) of music
Build
(aka build-up) the section of a track generally with the most amount of tension that indicates a large change is going to happen (usually placed right before a drop)
Decay
(the second part of the ADSR envelope) the reduction in volume after a sound has reached its maximum amplitude
Detune
Alteration of the pitch of a sound source
Drop
The section of the track where the beat and bass is the strongest (generally speaking)
Dynamic Range
The difference between the loudest sound and quietest sound in a track
Envelope
(contains a sound's ADSR measurements) the depiction of how a sound's amplitude changes over time
Frequency
The number of cycles per second of an audio wave, typically measured in Hz (humans can hear ~20Hz - 20kHz), aka pitch
Fundamental
The primary pitch of a sound, where the frequency is loudest
Gain
Controls the amount of level of an audio signal going into a device or plugin
Harmonic
A frequency that relates to the fundamental frequency. To figure out the harmonics, take the fundamental pitch and multiply by 2x. Then multiply that number by 2x and so on.
Hook
The most memorable part of a track. In EDM this is typically the drop, although in EDM songs w/ vocals except at the drop sometimes the most repeated section of the vocals is referred to as the hook.
Intro
The first section of the song, usually a 4-bar or 8-bar phrase, and is often relatively stripped back compared to the rest of the track.
Lead
An instrument or vocal that plays an important role in the track, most likely the main melody instrument (or vocal)
Level
The volume of a sound in a specific listening environment (expressed in dB)
LFO
(Low Frequency Oscillator) an oscillator / waveform at a frequency inaudible to the human ear (usually below 20Hz) that is used to modulate other audio signals. It tends to create a rhythmic pulse within the sounds and effects that it is modulating.
Loop
A repeating selection or section of a track
Loudness
The perceived intensity of sound to a listener (this is often confused w/ level & volume BUT it is different)
Master Channel
The audio channel that all other elements of a mixer go into (though some elements may pass through a group on the way to the master channel)
Mastering
The final part of the production process where effects are applied to the master channel to adjust the mix as a whole (this often involves the process of maximizing the volume for distribution)
Melody
A sequence of single notes (sometimes the top line of a chord progression would be considered a melody but a chord progression itself cannot be considered a melody as it needs to be single notes)
MIDI
(Musical Instrument Digital Interface) Data that is used by a computer to trigger sound or control parameters (you can have clips of MIDI to trigger sound or you can use a separate device - like a MIDI keyboard or other device - to also control parameters more easily)
Mixing
The process of ensuring that all elements in a track are blended together to create a well-balanced mix or overall sound
Mono
A sound w/ only one signal (the opposite of stereo essentially)
Octave
The interval between two notes that are exactly 12 semitones apart (the notes will have 2x or 1/2 the frequency of the other note)
Oscillator
The part of a synth that generates a waveform
Outro
The final section of a track (it is often a portion of the track that is used to bring down the energy but some EDM tracks skip this making the final drop the outro)
Overtone
Any tone that is heard above the fundamental frequency of a note (including but NOT limited to the harmonics)
Pad
A sustained sound generally with a long attack sound
Phase
The distance into / the part of a cycle of a waveform (think of a sine wave that goes up and down, 1x up + 1x down portion = 1x cycle for the waveform - the phase is how far along you are)
Pitch
The note of a sound (how high or low it sounds on the frequency spectrum)
Plugin
An application that is often added to (or comes with) your DAW that enables extra features to be used (like processing or a fancy synth) - they are often focused on doing one specific thing
Polyphony
The playing of multiple notes simultaneously
Quantize
Timing adjustment of audio or MIDI
Release
How long it takes for a sound to end or reduce fully to 0dB
Riser
A sustained sound (usually going up in pitch) that is used to build tension - esp. during builds - to be released in the next section of the track (usually)
Sample
A recorded sound to be played as an audio clip (can be actually recorded or can be a rendered version of a MIDI clip)
Sampler
An instrument that manipulates and plays back variations of an initial sample
Saw Wave
(aka sawtooth wave) A waveform created by an oscillator marked by sharp increases and decreases within the waveform - the sharpness of the changes within the waveform creates a buzzing-like effect within the sound produced
Sine Wave
A waveform created by an oscillator with a smoothed curve - this produces a sound with NO HARMONICS (often used for subs)
Square Wave
A waveform created by an oscillator that changes between 2 fixed values very abruptly with equal times spent at each point (aka the in-between of a sine and a saw wave)
Stems
Exported individual or grouped tracks of a full track
Stereo
A way of recording / playing back sounds so that the sound comes from 2 directions (rather than one direction in Mono)
Sub-bass
(aka sub) Sounds below 100Hz going down to the lowest sounds that the human ear can hear - ~20Hz (usually felt more than heard within a track)
Sustain
The consistent volume of a sound over time (this occurs after the decay of a sound)
Tempo
(aka BPM - Beats Per Minute) The speed at which a track or sample is played
Timbre
The character of color of a sound (different timbres can contribute to differences in pitch and volume but are not the same thing as adjusting the pitch or volume)
Transient
A high amplitude (short in duration) sound at the beginning of a waveform
Tremelo
Rapid cyclical change in volume level - generally creates a wavering effect (is often confused w/ vibrato BUT it is different)
Unison
The playing of the same note with multiple sound sources
Velocity
The speed at which a MIDI signal is triggered (it is used to control a parameter of a sound and is most commonly used on volume control)
Volume
A way of describing the sound pressure level (SPL) of a particular sound
White Noise
A signal that has an even energy distribution across all frequencies (sounds like a hissssss)