IAT 380: Sound Design
IAT 340: Sound Design Overview
Instructor Information
Philippe Pasquier
Associate Professor at SFU
Contact: pasquier@sfu.ca
Course Highlights
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 Domains:
Waveform vs Spectrogram
Spectral analysis via Fourier Transform
Sound Digitalization:
ADC (Analog-to-Digital Conversion) and DAC (Digital-to-Analog Conversion):
Sampling Rate
Bit Depth
Aliasing
Quantization Noise
Audio File Formats
Audio In and Out:
Microphones
Mixing Consoles or Soundboards
Loudspeakers
Digitalising Sound
Overview of the audio digital recording and playback chain
Sound Concepts
Frequency Spectrum
Spectral Analysis via Fourier Transform:
Frequency-Domain Spectrum
Time-Domain Waveform
Frequency and Musical Pitch
Musical Notation: Related to the fundamental frequency of periodic soundwaves perceived as pitch (notes)
Basics of Editing
Editing Art: Visualizing the whole while building in parts
Linear Editing:
Sequential editing techniques:
Cut-and-splice editing techniques
Analog audio tapes
Analog Film
Digital Tapes
Destructive Editing:
Results in a loss of quality with each copy
Non-Linear Editing:
Edits made in any order using software tools (e.g., ProTools, Ableton, Reaper)
Usually non-destructive editing
Dynamic Range
Dynamic Range and SNR (Signal-to-Noise Ratio)
Defined as the ratio of the loudest possible undistorted sound to the quietest or to the noise level of a microphone or loudspeaker
Human Hearing Dynamic Range: ±120 dB SPL
Digital Audio Dynamic Range: Depends on audio bit depth
Audio Editing Operations
Various operations on sound files include:
Volume/Gain/Amplitude Modulation
Cutting (Fade in/out and Zero Crossing)
Normalizing
Compression/Expander
Reversing
Effects:
Distortion
Time Domain Effects:
Phaser, Flanger, Chorus, Time Shifter, Delay
Frequency Domain Effects:
Filters, Equalization, Pitch Shifter
Editing and Mastering
Editing and Mixing:
Loading sounds, cutting, sequencing, and adjusting levels
Applying effects
Mastering:
Apply noise reduction
Adjust stereo width
Finalize track levels and equalize tracks
Introduction of reverberation
Dynamic expansion and compression
Peak limit tracks
Bouncing:
Choosing export format (lossy vs non-lossy)
Selecting portions of timeline to export sound files
The Loudness War
Reference to the battle for loudness in music which negatively affects dynamic range
Originated with a Metallica album
Community response: ongoing discussions and efforts against it
Sound Propagation
Understanding Sound Propagation
Direct Sound: Reaches the listener first, providing information about sound location (distance, angular position)
Indirect Sound: After reflection, including early reflections to identify room size and reverb sound
Key Concepts of Sound Propagation:
Reflection: Most sound is reflected, loudness similar to incoming sound
Absorption: Power determined by material used
Diffusion: The scattering of sound for desired effect
Diffraction:
Sound waves bending around objects
Example: a concert ticket holder hearing sounds around an obstruction
Effects of Frequency on Propagation
Perception of instruments depends on their frequency:
High-frequency instruments (e.g., piccolo) heard first due to shorter wavelengths
Low-frequency instruments (e.g., bass drum) heard later due to longer wavelengths
The Acoustic “Life Cycle”
Phases:
Direct Sound
Indirect Sound (Early Reflections, Reverberant Sound)
Precedence Effect: Perception within 20ms prioritizes direct sound
Temporal Fusion Effect: Perception within 20ms includes reflections as part of the sound
Reverberation
Key Characteristics of Reverberation
Defined as the time it takes for the sound to die away to a level 60 dB below its original level
Reverberation Time and Its Effects
Lengthening factors: Highly reflective surfaces
Reverberation Case Studies:
Notre Dame for music: 3.5s (pros for music, cons for speech)
Most desirable: 1.5 to 2.5 seconds (clarity for speech)
.3s (dead sound) leads to issues with hearing
Live vs Dead Rooms:
Live > 1 second
Dead < 500ms
Preferences in recording environments encourage recording in 'dead' spaces and adding reverb when mixing
Artificial Reverberation
Methods to Generate Artificial Reverberation:
Plate Reverb
Spring Reverb
Acoustic Chambers
Digital Reverb
Types of Artificial Reverberation
Plate Reverberation:
Mechanical-electronic device using thin steel plates to create long reverb and bright delay
Spring Reverberation:
Utilizes transducers and pickups to capture vibrations
Often found in guitar amplifiers
Acoustic Chamber Reverb:
Highly reflective surfaces, using microphones and speakers, produces natural effects
Digital Reverberation:
Hardware/software that emulates reverberation by adding delayed copy of original signal
Convolution Reverb
Utilizes impulse response recordings to simulate reverberation from acoustic spaces for realistic effects
Upcoming Sessions and Readings
Activating listening sessions focused on Musique Concrète
Readings include various chapters and texts relevant to digital sound design
Upcoming projects and lab sessions focusing on mastering and applying effects
Sound Sampling and Intellectual Property
Legal Aspects of Sampling
Sampling laws are gray; generally, unauthorized samples infringe copyright
Plunderphonics
Coined by Oswald, relating to compositions that mimic recognizable sounds with a twist
Related but distinct from sampling practices predominant in genres like hip-hop
Quotations to Consider
"Music is the poetry of the air" - Jean Paul Friedrich Richter
"To listen is an effort, and just to hear is no merit; a duck hears also." - Igor Stravinsky