IAT 340: Sound Design Lecture Notes

IAT 340: Sound Design

Instructor

  • Philippe Pasquier

  • Email: pasquier@sfu.ca

Summary of Previous Weeks

  • Fundamentals of Acoustics and Digital Audio Processing:

    • Sound: its production, propagation, and perception

    • Sonic waves representation and properties:

    • Time vs frequency domain (waveform vs spectrogram)

    • Sound digitalization:

    • ADC (Analog to Digital Converter) and DAC (Digital to Analog Converter)

    • Concepts of sampling rate and bit depth

    • Aliasing and quantization noise

    • Audio file formats

    • Audio in and out:

    • Microphones

    • Mixing consoles or soundboards

    • Loudspeakers

Digitalizing Sound

  • Overview of the audio digital recording and playback chain.

Waveform

  • Definition:

    • A waveform is a graphical representation of a sound wave, depicting its amplitude over time.

Frequency Spectrum Through Time

  • Example: Waveform of the onset of an acoustic bass pluck

    • Visual representation of amplitude vs time

  • Spectrogram (Long-window):

    • Shows frequency (in Hz) vs time, providing insight into the frequency spectrum.

Sound – Frequency Spectrum

  • Spectrogram:

    • Visual representation of the frequency spectrum of sound.

  • Fourier Transform:

    • Used for spectral analysis, converting time-domain waveform into frequency-domain spectrum.

Harmonic Sound

  • Example: Frequency spectrum of a trumpet playing an A4 note

    • Fundamental Frequency (F): Represents the basic pitch

    • Harmonics: Frequencies that are integer multiples of the fundamental frequency, e.g., 2F, 3F, etc.

Inharmonic Sound

  • Example: Frequency spectrum of a metal chime

    • Fundamental Frequency (F): The primary frequency present in the sound

    • Overtones: Frequencies present that do not form a harmonic series.

Noise

  • Definition: Random signal; represents the extreme case of aperiodicity.

  • Types of Noise:

    • Different colors of noise characterized by power distribution in their frequency spectrum.

    • White Noise: Characterized by a flat spectrum across all frequencies.

  • Electric Hum:

    • Special case of noise caused by electromagnetic or electric interference, often related to ground loop problems

    • Example: 60Hz hum from shared ground connections.

Psychoacoustic: Human Hearing

  • Representation of sound pressure level (SPL) in decibels (dB) across frequency (Hz)

    • Pain threshold, audible range, and orchestral/vocal ranges annotated on the graph.

Outline of Today's Lecture

  • Introduction

  • Audio editing: tips

  • Various operations and effects

  • Basics of mastering

  • Next week: Active listening session

Audio Editing History

  • Audio Editing:

    • Process of altering recorded sound directly on the recording medium (analog) or in RAM (digital).

    • Development during the mid-20th century included the use of straight razors and splicing tape for magnetic tape.

    • Scrubbing: Technique of rocking back and forth on tape to locate specific sounds.

  • First Digital Sound Editor:

    • Sound Designer by Digidesign achieved early industry dominance.

    • Audacity: Currently the most feature-rich free software audio editor.

    • Reaper: Noted for excellent sound editing tools.

Important Concepts of Audio Editing

  • True silence does not exist; thus, all systems exhibit some level of noise.

  • Noise Floor:

    • The level at which the softest sound can be perceived.

    • Signals under this level are masked by background noise.

  • Dynamic Range:

    • Difference between peak amplitude and the softest signal value, expressed in dB.

    • Signal-to-Noise Ratio (SNR): Dynamic range between loudest signal and noise floor, also expressed in dB.

Dynamic Range

  • Description:

    • Ratio of the loudest undistorted sound to the quietest sound level or noise.

    • Example: Calculation of dynamic range given SPL levels:

    • (120extdBSPLβˆ’50extdBSPL=70extdBSPL)(120 ext{ dB SPL} - 50 ext{ dB SPL} = 70 ext{ dB SPL})

  • Digital vs Analog Dynamic Ranges:

    • Maximum dynamic range for digital audio determined by bit depth.

    • Examples:

    • 16-bit PCM: 98 dB dynamic range

    • Magnetic tape: ~55 dB dynamic range

    • Vinyl disk: ~65 dB dynamic range

  • Quantization Noise:

    • A specific type of noise that appears in digital systems due to half-bit amplitude noise.

  • Best practices for utilizing dynamic range include:

    • Recording at appropriate levels to maximize clarity.

Bit Depth

  • Definition: Levels to which audio energy can be approximated over time.

    • With 16-bit audio: 65,536 levels (96 dB)

    • With 24-bit audio: 16,777,216 levels (144 dB).

    • Benefits include:

    • Lower chance of struggling above the noise floor

    • More headroom for recording

    • Avoidance of truncating peaks, leading to clearer instrumentation and vocals

Audio Editing Operations

  • Volume/Gain/Amplitude Modulation:

    • Volume is adjustable based on how it corresponds to sound wave amplitude and perceived loudness.

  • Cutting:

    • Processes include fade in/out and zero crossing adjustments.

  • Normalization:

    • Volume adjustment to peak amplitude at 0 dB.

  • Compression/Expansion:

    • Control of dynamics through varying gain based on input sound levels.

  • Effects:

    • Types include distortion, phaser, flanger, chorus, time shifter, filters, equalization, and pitch shifter.

Sound Editing: Volume

  • Volume Control Operations:

    • The volume can be adjusted through multiplication by a constant factor.

    • Expressed in dB for convenience.

  • Continuous Waveforms:

    • Importance of continuity in waveforms; discontinuities are regarded as glitches (clicks, pops).

  • Zero Crossing Rule:

    • Always apply fade in/out to avoid glitches at start/end of samples, generally around 5ms.

  • Amplitude Modulation:

    • Cases with varying volume over time; includes volume automation such as tremolo effects.

  • Normalization: Adjusting peak amplitude up to 0 dB, ensuring no clipping occurs.

Compression, Expansion, and Limiting

  • Overview:

    • These processes manipulate dynamic range by adjusting gain based on sound level inputs.

  • Compressor:

    • Reduces dynamic range by lowering high volume signals while raising overall levels.

    • Commonly used to achieve even volume levels in vocals and music.

  • Expander:

    • Increases dynamic range by lowering quiet signals; useful for noise reduction.

  • Limiter:

    • A specialized compressor that reduces dynamic range drastically to prevent overdriving.

Dynamic Range Manipulation

  • Noise Gate:

    • Removes signals below a certain threshold, beneficial for cleaning up silent breaks in recordings.

Reversing a Sound

  • Process:

    • Inverts the order of sample lists to create a reverse playback effect.

Sound Effects

  • Delay:

    • Adds a delayed copy of the sound to the signal, can be a single delay or multi-tap effects.

  • Chorus Effect:

    • Creates the illusion of multiple sound sources by modulating pitch and delaying the input signal.

  • Flanger, Phaser, and Wah-wah:

    • Flanging and phasing create sweeping effects via modulated delays.

    • Wah-wah effects are characterized by band-pass filtering, used prominently in electric guitar.

Time Stretching

  • Definition:

    • Changes duration of sound without altering pitch; useful for fitting sounds to visual media or altering vocal speed for clarity.

Frequency Domain Effects

  • Types of Filters:

    • Lowpass, highpass, bandpass, and bandreject filters alter frequency envelopes and are crucial in EQ.

Equalization (EQ)

  • Definition:

    • Process of adjusting frequency response of sound involving filters and gain controls.

Pitch Shift and Pitch Bend

  • Pitch Shift Effect:

    • Alters pitch with or without retaining duration; fundamental for mixing clips with differing pitches.

  • Pitch Bend:

    • Changes pitch and duration for adjusting beat synchronization in DJing.

Editing and Mastering

  • Editing Phase:

    • Involves loading sounds, cutting, sequencing, and adjusting levels or effects.

  • Mastering Phase:

    • Covers noise reduction, stereo adjustments, ambience, final track levels, dynamic processes, and peak limiting.

  • Bouncing:

    • Selecting export formats and timeline portions for exporting final outputs.

Loudness War

  • Explanation:

    • A phenomenon where sound volume is pushed to extreme levels, often sacrificing dynamic range for perceived loudness.

Acoustic Ecology

  • Builds on active listening, aims to document and analyze soundscapes to promote awareness and critical thinking.

  • History:

    • Initiated by R. Murray Schafer at SFU with the World Soundscape Project.