2.5 Studio Sound Considerations
Reflection, Penetration, Diffusion and Absorption
Direct Sound
Dead Studio
With short reverb ring and long reverb route. Reverb ring (or reverb time) is the time that it takes for a sound to die out or go from full volume to silence. Reverb route is the path that sound takes from its source to a reflective surface and back to the original source (or a microphone, if recording).
Live Studio
With long reverb ring and short reverb route. Reverb ring (or reverb time) is the time that it takes for a sound to die out or go from full volume to silence. Reverb route is the path that sound takes from its source to a reflective surface and back to the original source (or a microphone, if recording).
Live End-Dead End (LEDE)
2.7 Studio Size and Shape
Parallel Walls
Splayed Walls
2.11 Noise and Distortion
High Signal-to-Noise Ratio
It is easy to hear the recorded sound, as there is very little unwanted static in the background in this recording: A high amount of signal, and a low amount of noise. Static can be caused by electronics, unbalanced cables, a poor recording environment, low bit-depth in digital recording, and various other elements.
Low Signal-to-Noise Ratio
It is difficult to hear the recorded sound, as there is too much unwanted static in the background in this recording: A low amount of signal, and a high amount of noise. Static can be caused by electronics, unbalanced cables, a poor recording environment, low bit -depth in digital recording, and various other elements.
Normal Loudness
This is an audio signal recorded at an appropriate level, so that it doesn't sound distorted.
Loudness Distortion
One type of distortion is loudness distortion, which can occur when a signal is recorded at a level too loud for the equipment to handle. An overdriven signal sounds ‘muddy,’ and the reproduced signal does not have the same clarity or sharpness that the original signal did.
2.14 Key Characteristics of Sound Waves
60Hz Tone
This is a sound with a frequency of 60Hz or 60 cycles per second, close to the bottom of the range of human hearing (20Hz to 20KHz).
440Hz Tone
This is a sound with a frequency of 440Hz or 440 cycles per second.
1000Hz (1KHz) Tone
This is a sound with a frequency of 1000Hz or 1000 cycles per second. For frequencies of 1000 hertz and above, the term kilokertz (KHz - 1000Hz) is often used.
Fundamental Tone and Overtones
Pure single-pitch sounds don't often occur in nature. When you hit the note A on a guitar - the single string vibrates at the perfect frequency to produce an A, but the vibration also causes the other strings to vibrate, thus adding other pitches. The guitar body also vibrates somewhat, adding more ‘overtones’. Click to listen.
Fundamentals
Fundamental & Overtones
Envelopes
A sound's wave envelope relates to its duration, or the change in volume of a sound over a period of time. Normally a sound's wave envelope goes through four specific stages as demonstrated below.
Attack, the time it takes an initial sound to build to maximum volume; Decay, the time it takes the sound to go from peak volume to a sustained level; Sustain, the time the sound holds it's volume; and Release, the time it takes a sound to die out from sustained volume to silence.
2.15 Frequency Response
Audible Frequencies
Here are sounds between 20 hertz and 20 kilohertz. See if you can hear them all