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dB SPL Sound Source (with distance) - Brian K. Shepard

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<strong>Sound</strong> and Acoustics<br />

MUEA 474a • Electronic Synthesizer Techniques


What does sound look like?<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


What does sound look like?<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


<strong>Sound</strong> Wave Propagation<br />

Compression Normal Pressure Rarefaction<br />

Movement of Air Molecules Away from Vibrating <strong>Source</strong><br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Speed of <strong>Sound</strong><br />

� 343 meters per second (1125 fps) in air<br />

� Sea level<br />

� Dry air<br />

� 20ºC (68ºF)<br />

� Warmer – Faster<br />

� Cooler – Slower<br />

� In water travels 4.3 times faster than<br />

same temperature air<br />

� Does not travel in a vacuum<br />

(outer space)<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


<strong>Sound</strong> Wave Period<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

Wave Period<br />

� The Wave Period represents one complete cycle of a<br />

wave going through both its positive and negative energy<br />

phases, and returning to the original starting energy level


<strong>Sound</strong> Wave Frequency<br />

1 second<br />

� The waves at the bottom of the drawing above are<br />

completing more periods per second, and thus, have a<br />

higher frequency, than the waves at the top of the drawing<br />

� Note that they all have the same Amplitude<br />

� With sound, we usually relate Frequency to Pitch<br />

� The higher the Frequency, the higher the perceived Pitch<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


<strong>Sound</strong> Wave Frequency<br />

� With energy waves, Frequency represents the number<br />

of completed Wave Periods in one second<br />

� If a sound wave completes a period in 1/100 th of a second,<br />

then it will complete 100 periods in one second<br />

� In audio, we use the term Hertz (Hz) to indicate cyclesper-second<br />

� (Note: upper-case H, lower-case z)<br />

� For 1000s, we use the prefix kilo (kHz), 10,000Hz = 10kHz<br />

� Thus, if a wave completes 100 periods per second, we say<br />

that the Frequency of the wave is 100Hz<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


<strong>Sound</strong> Wave Amplitude<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

Amplitude<br />

� The magnitude of change in an oscillating wave.<br />

� With sound waves, Amplitude refers to the intensity, or<br />

magnitude, of air pressure change from the ambient air<br />

pressure


<strong>Sound</strong> Wave Amplitude<br />

� With sound, we most commonly associate Amplitude<br />

<strong>with</strong> Loudness<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

High Amplitude<br />

Low Amplitude


Hearing, Perception & Psychoacoustics<br />

� Audio Equipment and Human Hearing are not equal<br />

� Audio Equipment tends to be linear and literal<br />

� Human Hearing is non-linear and subjective<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />


The Ear<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


The Outer Ear<br />

� Flesh and cartilage structure called the Pinna<br />

� Not the Earlobe<br />

� Earlobe is the little fleshy part at the bottom of the Pinna that<br />

you put your earring in<br />

� Pinna focuses sound energy into<br />

the ear canal<br />

� Ridge structures on Pinna help<br />

<strong>with</strong> sound localization<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


The Middle Ear<br />

� Ear drum (tympanic membrane) moves back and forth<br />

<strong>with</strong> changes in <strong>SPL</strong><br />

� Hammer, Anvil, and Stirrup act as volume control while<br />

passing <strong>SPL</strong> to inner ear<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


The Inner Ear<br />

� Cochlea has spiral, fluid-filled<br />

chamber <strong>with</strong> tiny, hair-like<br />

receptors that respond to<br />

different frequencies<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


The Inner Ear<br />

� High frequency receptors are triggered first<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Hearing Frequencies<br />

Pitch Timbre or “Color” Presence or “Space”<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

CD and DVD Audio (20Hz-20kHz)<br />

Telephone (200Hz-4kHz)<br />

Orchestral Strings (30Hz-16kHz)<br />

Trumpet (160Hz-8kHz)<br />

Speech (80Hz-12kHz)<br />

20 Hz Frequency Range of Human Hearing 20 kHz


Equal Loudness Contour<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


The Dyne<br />

� The amount of force required to move the eardrum is<br />

very small<br />

� The unit of measurement for that force is called a Dyne<br />

(abbreviated dyn) and is the amount of force required to<br />

accelerate a mass of 1 gram at a rate of one centimeter<br />

per second squared<br />

� 1 dyn = 1g x cm/s 2<br />

� The smallest amount of force our eardrum is capable of<br />

recognizing as a sound is 0.0002 dyn/cm 2<br />

� Threshold of Hearing<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


The Dyne<br />

� We are capable of discerning sounds up to around<br />

200,000 dyn/cm2<br />

� That’s an increase of 1,000,000,000 times<br />

� If we used a linear scale to measure loudness, then we<br />

would need 1 Billion units<br />

� Since…<br />

� We prefer to work <strong>with</strong> smaller numbers, and…<br />

� Our hearing perception is non-linear (we are better at<br />

discerning changes in amplitude at lower levels than we are at<br />

higher levels)…<br />

� A logarithmic system is used to measure loudness<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


The Decibel<br />

� The Decibel is the logarithmic scale used to measure<br />

loudness<br />

� Decibel = 1/10 th of a Bel (deci – bel)<br />

� Uses a common-log, or base10 log<br />

� Provides a much smaller set of numbers for measurement<br />

� For sound, approx. 180 values instead of 1,000,000,000 values<br />

� Provides greater resolution and sensitivity at lower levels than<br />

at higher levels, just like our hearing<br />

� <strong>dB</strong> is the standard abbreviation for Decibel<br />

� (Note: lower-case d, upper-case B)<br />

� There are different types of Decibels, but when we<br />

measure loudness we use <strong>dB</strong> <strong>SPL</strong> (<strong>Sound</strong> Pressure Level)<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Dynes vs. Decibels<br />

Using Dynes to measure <strong>SPL</strong> Using Decibels to measure <strong>SPL</strong><br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


The Decibel<br />

� Decibels always compare the Amplitude of one wave to<br />

the Amplitude of another wave<br />

� When we use <strong>dB</strong> <strong>SPL</strong>, we are comparing a sound’s<br />

amplitude to the amplitude of the quietest sound a<br />

“typical” human can hear; the Threshold of Hearing<br />

� 0.0002 dn/cm 2 = 0<strong>dB</strong> <strong>SPL</strong> = Threshold of Hearing<br />

� <strong>dB</strong> <strong>SPL</strong> Formula<br />

� 20 log 10<br />

A 1<br />

A 0<br />

� A 1 = Measured Amplitude, A 0 = Threshold of Hearing<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


<strong>dB</strong> <strong>SPL</strong> Rules of Thumb<br />

� With <strong>dB</strong> <strong>SPL</strong>, an increase of 20<strong>dB</strong> is a 10-fold increase in<br />

amplitude<br />

� This is different than some other forms of the decibel like <strong>dB</strong>m<br />

where a 10<strong>dB</strong> increase is a 10-fold increase in power<br />

� We’ll get to that in another class<br />

� A 6 <strong>dB</strong> increase is a doubling of amplitude<br />

� Because our hearing is non-linear, we won’t hear the sound as<br />

twice as loud<br />

� A 6 <strong>dB</strong> decrease is a halving of amplitude<br />

� Because our hearing is non-linear, we won’t hear the sound has<br />

half as loud<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


<strong>dB</strong> <strong>SPL</strong> Meter<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

One of the most popular db <strong>SPL</strong> Meters<br />

Radio Shack Model 33-4050


Common db <strong>SPL</strong> values<br />

<strong>dB</strong> <strong>SPL</strong> <strong>Sound</strong> <strong>Source</strong> (<strong>with</strong> <strong>distance</strong>)<br />

70 Busy traffic at 5 meters<br />

60 Office or restaurant inside<br />

50 Quiet restaurant inside<br />

40 Residential area at night<br />

30 Theater, no talking<br />

20 Only rustling of leaves<br />

10 Human breathing at 3 meters<br />

0 Threshold of Hearing (human <strong>with</strong> good ears)<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Common db <strong>SPL</strong> values<br />

<strong>dB</strong> <strong>SPL</strong> <strong>Sound</strong> <strong>Source</strong> (<strong>with</strong> <strong>distance</strong>)<br />

180 Rocket engine at 30 meters<br />

150 Jet engine at 30 meters<br />

130 Threshold of pain<br />

120 Rock concert; Jet aircraft taking off at 100 meters<br />

110 Accelerating motorcycle at 5m; Chainsaw at 1meter<br />

100 Pneumatic hammer at 2 meters; Inside disco<br />

90 Loud factory; Heavy truck at 1meter<br />

80 Vacuum cleaner at 1meter; Curbside of busy street<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Amplitude Measurements<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

Peak (1.0)<br />

Average (0.637)<br />

� Peak – full amplitude from zero crossing<br />

� Average – arithmetic average of all positive values for a<br />

given amount of time


Hearing Amplitude<br />

Our ears do a natural average of amplitudes<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

Actual<br />

Peak<br />

Amplitudes<br />

Average<br />

“Hearing”<br />

Amplitudes


Measuring Amplitude<br />

� Although the Peak Reading Meter is more<br />

accurate for precisely measuring amplitude,<br />

the slower VU Meter more closely represents<br />

how we “hear” amplitude<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

VU Meter<br />

Peak Meter


Directional Perception<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Directional Perception<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


<strong>Sound</strong> Localization<br />

Binaural Imaging<br />

� One ear cannot determine the direction of a sound, it<br />

takes two ears<br />

� The subtle differences between sounds arriving at the two<br />

ears is used by the brain to help locate a sound in space<br />

� Interaural Intensity Differences (Left/Right)<br />

� Mid and High Frequency <strong>Sound</strong>s<br />

� Interaural Arrival-Time Differences (Left/Right)<br />

� Low Frequency <strong>Sound</strong>s<br />

� Pinna and Ridge Reflection Delays<br />

� Front/Back and Up/Down Positioning<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Interaural Intensity Difference<br />

Acoustic<br />

Shadow<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

High Frequency<br />

<strong>Sound</strong> <strong>Source</strong><br />

<strong>Sound</strong> is louder in<br />

the right ear than<br />

in the left ear


Interaural Arrival-Time Difference<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

Low Frequency<br />

<strong>Sound</strong> <strong>Source</strong><br />

<strong>Sound</strong> reaches the<br />

right ear before it<br />

reaches the left ear


Pinna and Reflective Ridge Delays<br />

Pinna<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

Outer Ridge<br />

Inner Ridge<br />

Ridge reflections help<br />

<strong>with</strong> Front/Back and<br />

Up/Down localization


Phantom Imaging<br />

� Depending on how we distribute a sound between two<br />

speakers symmetrically positioned in front of us, we can<br />

trick the ear into thinking there is sound being created<br />

between the two speakers<br />

Left Speaker Phantom Image<br />

Right Speaker<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Perception of Space<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Perception of Space<br />

� Direct <strong>Sound</strong><br />

� <strong>Sound</strong> that radiates directly from vibrating body to your ears<br />

� Gives primary “tonal” information about the sound<br />

� Early Reflections<br />

� The first set of reflections from the vibrating body that bounce<br />

off one surface before reaching your ears<br />

� Usually happen <strong>with</strong>in 50ms of the direct sound<br />

� Give a sense of <strong>distance</strong> from sound source<br />

� Reverberation<br />

� Random, weak reflections from all surfaces in the room<br />

� Give a sense of room size and construction (wood, stone,<br />

carpet, etc.)<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Masking<br />

Occurs when one sound prevents us from properly hearing<br />

another sound<br />

� Amplitude Masking<br />

� Loud sound covers up soft sound<br />

� Spectral Masking<br />

� Two sounds <strong>with</strong> similar frequency content are difficult to<br />

distinguish<br />

� Temporal Masking<br />

� Time-based<br />

� Short, loud sound will continue to mask even after it has<br />

stopped<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Amplitude Masking<br />

Loud sounds make it difficult to hear soft sounds<br />

� In a mix, how important is the soft sound?<br />

� Very Important: adjust levels, pan positions, or both so that<br />

both sounds can be heard<br />

� Somewhat Important: can remain in background as part of<br />

ambient sound<br />

� Unimportant: does it really need to be in the mix?<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Spectral Masking<br />

When two sounds have a similar frequency content, the<br />

sound that is even slightly louder, or has a more percussive<br />

attack, tends to cover the other sound<br />

� Many instruments like guitars and keyboards play in the<br />

same frequency range and can mask each other<br />

� Separate them from each other <strong>with</strong> Pan Position<br />

� Use EQ to slightly alter the frequency content of the individual<br />

sounds so that they are different from each other<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Temporal Masking<br />

Just as a bright flash can temporarily blind our eyes, a<br />

strong, short blast of sound can temporarily deafen our<br />

ears, even after the sound has stopped<br />

� Compress, or turn<br />

down sounds that<br />

cause Temporal Masking<br />

� Snare Drum Hit<br />

� Vocal Plosive<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

Amplitude<br />

Backward<br />

Masking<br />

Duration of<br />

Masking Tone<br />

50ms<br />

Forward<br />

Masking<br />

200ms<br />

Time


<strong>Sound</strong> Wavelength<br />

� The <strong>distance</strong> a sound wave travels in the amount of time<br />

it takes to complete one Wave Period<br />

� <strong>Sound</strong> travels at 1125 fps<br />

� A 100Hz wave has a Wavelength of 11.25 feet<br />

� 1125 ÷ 100 = 11.25<br />

� A 1000Hz wave has a Wavelength of 1.125 feet<br />

� 1125 ÷ 1000 = 1.125<br />

1.125’<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

11.25’


<strong>Sound</strong> Wavelength<br />

� Due to air molecule resistance, each time a sound wave<br />

completes a period, it loses some energy.<br />

� A sound <strong>with</strong> a long wavelength maintains its energy for a<br />

greater <strong>distance</strong><br />

� A sound <strong>with</strong> a short wavelength loses its energy in a shorter<br />

<strong>distance</strong><br />

� Low frequencies travel much farther than high frequencies<br />

� Harder to isolate<br />

� Car stereo “boom” effect<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Inverse Square Law<br />

� Sphere #2 Radius is twice the Radius of Sphere #1, but…<br />

� Sphere #2 Surface Area is four times the Surface Area of<br />

Sphere #1<br />

� The sound energy of Sphere #1 is now spread to an area four<br />

times larger, even though the <strong>distance</strong> from the sound source<br />

(radius) has only doubled<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Complex <strong>Sound</strong> Waves<br />

� Pure sine waves only exist in theory<br />

� Actual sounds are made up of an infinite number of sound<br />

waves at different frequencies and amplitudes<br />

� The combination of two or more waves is simply the sum<br />

of each wave’s amplitude at a given point in time<br />

� Reinforcement<br />

� Interference/Cancelation<br />

� Summed wave amplitudes yield a complex shaped wave<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Complex <strong>Sound</strong> Waves<br />

Wave 1<br />

Wave 2<br />

Wave Sum<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Complex <strong>Sound</strong> Waves<br />

Wave 1<br />

Wave 2<br />

Wave 3<br />

Wave Sum<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


<strong>Sound</strong> Wave Phase Position<br />

0º Phase<br />

(or 360º)<br />

90º Phase<br />

� Position in the cycle of a wave is measured in degrees.<br />

� 0º - Beginning of Compression Phase = 360º - End of Rarefaction Phase<br />

� 90º - Peak of Compression Phase<br />

� 180º - Beginning of Rarefaction Phase<br />

� 270º - Peak of Rarefaction Phase<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

180º Phase<br />

270º Phase<br />

360º Phase<br />

(or 0º)


<strong>Sound</strong> Wave Phase Position<br />

� Red wave is approx. 20º out of phase from blue wave<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


<strong>Sound</strong> Wave Phase Cancellation<br />

� Red wave is 180º out of phase from blue wave causing<br />

complete cancellation of both waves’ energy<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


<strong>Sound</strong> Wavelength/Standing Waves<br />

� Parallel reflective surfaces emphasize sound waves whose<br />

wavelength is the same as the <strong>distance</strong> between the<br />

parallel surfaces<br />

� Singin’ in the shower<br />

� Control Rooms and Live Rooms<br />

� 20’ = 56.25Hz<br />

� 12’ = 93.75Hz<br />

� 8’ = 141Hz<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

Room Dimensions<br />

20’<br />

12’<br />

8’


Resonant Frequency<br />

� Tendency of a system to oscillate <strong>with</strong> high amplitude<br />

when excited by energy at a certain frequency<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Standing Waves in Resonant Bodies<br />

� Guitar Body Vibrations<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Resonant Frequency<br />

Tacoma Narrows Bridge • November 7, 1940<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Resonant Frequency<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Behavior of <strong>Sound</strong> Waves<br />

� A sound wave doesn't stop when it encounters an<br />

obstacle in its path.<br />

� Behaviors include reflection off the obstacle,<br />

diffraction around the obstacle, and transmission into<br />

the obstacle or new medium.<br />

� When a wave reaches the boundary between one<br />

medium and another medium, a portion of the wave<br />

undergoes reflection and a portion of the wave<br />

undergoes transmission across the boundary.<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Reflection of <strong>Sound</strong><br />

� Incident sound and reflected sound<br />

� Smooth flat surface<br />

� Convex surface<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Reflection of <strong>Sound</strong><br />

� Concave Surface<br />

� 90º Corner<br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics


Diffraction of <strong>Sound</strong><br />

MUEA 474a – 02 <strong>Sound</strong> and Acoustics<br />

Shorter wavelength of piccolo is<br />

more directional<br />

Longer wavelength of bass drum<br />

bends around obstructions<br />

Hears Bass Drum long before Piccolo


Effects Processing<br />

MUEA 474a • Electronic Synthesizer Techniques


Effects Processing<br />

� Alters the audio for corrective or creative purposes<br />

� Fix problems in recorded audio<br />

� Achieve natural-sounding effects<br />

� Create new sounds and effects<br />

� Alters<br />

� Frequency Content<br />

� Level<br />

� Time<br />

� Noise<br />

Effects Processing


Time-Based Effects<br />

� Delay a copy of the sound (or multiple copies of the<br />

sound) and recombine the delayed sound <strong>with</strong> the original<br />

(non-delayed) sound<br />

Signal<br />

Effects Processing<br />

Effect<br />

Level Controls<br />

Adjust ratio of<br />

Original (dry)<br />

signal to Delayed<br />

(wet) signal and<br />

combine into mix<br />

Mix Bus


Time-Based Effects<br />

� Delay<br />

� Phaser<br />

� Chorus<br />

� Flanger<br />

� Reverb<br />

Effects Processing


Delay<br />

Delay times can range from microseconds to seconds<br />

� Long Delay<br />

� Creates a distinct “echo” of the original sound<br />

� Medium Delay<br />

� Creates a doubling—often rhythmic—of the original sound<br />

� Short Delay<br />

� Not heard as a distinct sound<br />

� Phase cancellations alter the timbre of the sound<br />

� Comb Filter<br />

� Often used to “thicken” a sound<br />

Effects Processing


Comb Filter<br />

When short delays are applied to a sound, it creates phase<br />

cancellations at various points along the harmonic spectrum<br />

� “Metallic” sound<br />

� Looks like a comb on spectrograph<br />

500 Hz Tone<br />

Effects Processing


Comb Filter<br />

When short delays are applied to a sound, it creates phase<br />

cancellations at various points along the harmonic spectrum<br />

� “Metallic” sound<br />

� Looks like a comb on spectrograph<br />

500 Hz Tone<br />

w/ 2ms Delay<br />

Effects Processing


Common Delay Effects<br />

� Slap (or Tap) delay: delay time that allows a repeat of the<br />

sound to be heard<br />

� Rhythmic: delays are based on a rhythmic value (8 th -note,<br />

16 th -note, etc.)<br />

� Stereo: Original sound on one side, delayed sound on the other<br />

side<br />

� Phaser: Out of phase signal (creating a comb filter effect)<br />

is mixed back <strong>with</strong> the original, but at a constantly<br />

changing ratio controlled by a LFO<br />

� Flanger: A constantly changing short delay time causes<br />

the comb filter to shift<br />

� Chorus: Short delay times <strong>with</strong> LFO controlled pitch shift<br />

or detuning<br />

Effects Processing


Delay <strong>Sound</strong>s<br />

� Original Audio<br />

� Simple Delay<br />

� Slap Delay<br />

� Rhythmic Delay<br />

� Phaser<br />

� Flanger<br />

� Chorus<br />

Effects Processing


Delay Feedback<br />

� Sends some of the delayed signal back into the delay<br />

process to further “thicken” the result<br />

Effects Processing


Reverb<br />

� Direct signal<br />

� Early reflections<br />

Effects Processing


Reverb<br />

� Reverberation<br />

Effects Processing


Amplitude<br />

Reverb<br />

Early Reflections Reverberation<br />

Effects Processing<br />

Time


Anechoic Chamber<br />

Effects Processing


Reverb Types<br />

� Hall<br />

� Chamber/Room<br />

� Stage<br />

� Church<br />

� Arena<br />

� Stadium<br />

� Cave<br />

� Spring<br />

� Plate<br />

� Etc.!<br />

Effects Processing


Concert Hall<br />

Effects Processing


Chamber/Room<br />

Effects Processing


Chamber/Room<br />

Effects Processing


Chamber/Room<br />

Effects Processing


Stage<br />

Effects Processing


Spring Reverb<br />

Effects Processing


Plate Reverb<br />

Effects Processing


Common Reverb Controls<br />

� Wet/Dry mix<br />

� Ratio of the original (direct) sound to the reverberant sound<br />

� Affects perceived <strong>distance</strong> from the sound source<br />

� Decay or RT 60 time<br />

� The length of time it takes the entire reverb level to drop 60<strong>dB</strong><br />

� Affects perceived size of the room<br />

� Size<br />

� Decay time for reverb tail only (independent of early<br />

reflections)<br />

� Affects perceived size of the room (fine tuning)<br />

Effects Processing


Common Reverb Controls<br />

� Pre-Delay<br />

� The length of time between the direct sound and the first early<br />

reflection<br />

� Affects perceived location of sound source in room<br />

� Frequency Damping<br />

� EQ adjustments of high and/or low frequencies in the<br />

reverberation<br />

� Affects perceived surface type of room<br />

� Envelope<br />

� Applies an envelope generator (Attack, Sustain, Release) to the<br />

reverb effect<br />

� Used for effects like “Gated Snare” sounds<br />

Effects Processing


Dynamics Processors<br />

� Dynamic Range<br />

� The difference between the lowest and highest levels in a<br />

sound<br />

� Factors<br />

� Noise floor<br />

� Signal Level<br />

� Operating level (0 VU)<br />

� Headroom<br />

� Clipping, distortion, or saturation<br />

Effects Processing


Dynamics Processors<br />

� Compressor<br />

� Reduces the dynamic range of a signal<br />

� Limiter<br />

� Prevents a signal from exceeding an established level<br />

� Expander<br />

� Increases the dynamic range of a signal<br />

� Gate<br />

� Mutes a signal when its amplitude falls below an established<br />

level<br />

Effects Processing


Compressor Threshold<br />

� Sets the amplitude level at which the compressor begins<br />

to turn down the level of the incoming sound<br />

� Threshold Concepts<br />

� Incoming audio that exceeds the Threshold level is turned<br />

down<br />

� Incoming audio that is below the Threshold level is unaffected<br />

� To only compress peaks, set Threshold high<br />

� To compress everything, set Threshold low<br />

Effects Processing


Threshold<br />

Above Threshold Below Threshold<br />

Effects Processing<br />

Threshold<br />

Uncompressed Kick Drum


Threshold<br />

Above Threshold Below Threshold<br />

Effects Processing<br />

Threshold<br />

Compressed Kick Drum


Ratio<br />

� Determines how much the incoming sound will be turned<br />

down when it rises above the Threshold level<br />

� Mathematical Expression<br />

� Input Amplitude:Output Amplitude<br />

� 1:1 No Compression<br />

� 2:1 for every 2<strong>dB</strong> increase on input, there is a 1<strong>dB</strong> increase on<br />

output – Light Compression<br />

� 8:1 for every 8<strong>dB</strong> increase on input, there is a 1 <strong>dB</strong> increase on<br />

output – Heavy Compression<br />

� Compressors <strong>with</strong> Ratios greater than 10:1 are considered<br />

Limiters<br />

Effects Processing


Ratio<br />

Effects Processing


Knee<br />

� Adjusts how smoothly or abruptly the compressor<br />

transitions from uncompressed sound to compressed<br />

sound, and back<br />

� Soft Knee<br />

� Gradual transition<br />

� Actually begins compressing below Threshold and doesn’t reach full<br />

ratio until above Threshold<br />

� Good for legato sounds like strings and vocals<br />

� Hard Knee<br />

� Abrupt transition<br />

� Instantly transitions from uncompressed to compressed (and back) as<br />

the audio level passes the Threshold level<br />

� Good for instruments <strong>with</strong> fast attacks like drums and keyboards<br />

Effects Processing


Knee<br />

Effects Processing<br />

Soft Knee


Knee<br />

Effects Processing<br />

Hard Knee


Attack Time<br />

� The amount of time that elapses before the compressor<br />

begins to attenuate the output level – after the threshold<br />

has been exceeded<br />

� For fast transients you need a shorter attack time (snare,<br />

handclaps)<br />

� If the attack time is long…you might miss the sound entirely<br />

� If the attack time is too short, a track can lose clarity resulting<br />

in a dull, lifeless quality<br />

Effects Processing


Release Time<br />

� The time the compressor takes to return to unity gain<br />

after the signal has fallen below the threshold<br />

� The purpose of the release time setting is to make the<br />

transition from compression to uncompressed signal<br />

imperceptible<br />

� Too slow of a release and everything gets compressed<br />

� Too fast of a release and you hear the compressor pump or<br />

“breathe”<br />

Effects Processing


Makeup Gain<br />

� Adjusts the final output level of the compressor<br />

� A compressor works by lowering the highest levels<br />

� Makeup Gain compensates for that reduction by bringing the<br />

entire level up<br />

� Loud sections are returned to their original level<br />

� Quiet sections are made louder<br />

Effects Processing


Special Compressors<br />

� Key Input and Side Chain Control<br />

� De-Esser<br />

� Ducker<br />

� Multi-Band Compression<br />

� Applies different amount of compression to different frequency<br />

bands<br />

� Often used to balance out the frequency spectrum of a mix in<br />

the mastering process<br />

Effects Processing


De-Esser<br />

� A frequency dependent Compressor/Limiter designed to<br />

control the transient peaks of sibilant speech (s, z, etc.)<br />

Effects Processing


Ducker<br />

� A Compressor whose action is triggered when a<br />

secondary, or “key” audio source goes above the<br />

Threshold<br />

Effects Processing


Multi-Band Compressor<br />

� Divides the audio into separate frequency bands and<br />

compresses each band individually<br />

Effects Processing


Limiter<br />

� A compressor whose output does not exceed a preset<br />

level, regardless of the input level<br />

� A compression ratio of between 10:1 and ∞ :1<br />

� Prevents short term peaks<br />

� Sets a maximum output level<br />

Effects Processing


Limiter<br />

Effects Processing


Expander<br />

� Increases dynamic range by turning low levels down and<br />

high levels up<br />

� The opposite of a Compressor<br />

� Levels above the Threshold are unaffected<br />

� Levels below the Threshold are turned down<br />

Effects Processing


Expander<br />

Effects Processing


Gate (Noise Gate)<br />

� An expander set to sharply reduce gain (mute) when the<br />

signal falls below the threshold<br />

� This results in the dramatic reduction of “noise” in the<br />

absence of a signal<br />

� Prevents “bleed through” from other instruments<br />

� Helps reduce background noise and clutter from the mix<br />

Effects Processing


Gate (Noise Gate)<br />

Effects Processing


Microphones<br />

MUIN 277x • Introduction to Music Technology


Microphone Abbreviations<br />

� It’s abbreviated “mic”<br />

� Please step up to the mic.<br />

� The plural is “mics”<br />

� We have several mics for you to try.<br />

� The possessive is “mic’s”<br />

� This mic’s polar patter is cardioid.<br />

� The past-tense verb is “miced”<br />

� I miced the guitar amp <strong>with</strong> an SM57.<br />

MUIN 277 – 08 Microphones


Microphone Types – Dynamic<br />

� Dynamic, or “Moving Coil” Microphone<br />

Diaphragm<br />

<strong>Sound</strong><br />

Energy<br />

Voice Coil<br />

MUIN 277 – 08 Microphones<br />

Magnet<br />

Output Leads


Microphone Types – Dynamic<br />

� Microphone Characteristics<br />

� Rugged and reliable<br />

� Less sensitive to low volumes and fast transients<br />

� Tends to “warm up” the sound<br />

� Handles high volumes easily<br />

� Often used for drums, amplifiers and other loud instruments<br />

� Phantom power has no effect on the mic<br />

MUIN 277 – 08 Microphones


Microphone Types – Dynamic<br />

MUIN 277 – 08 Microphones<br />

Shure SM57<br />

Sennheiser MD421


Microphone Types – Ribbon<br />

� Accordion-folded, metal ribbon<br />

<strong>Sound</strong><br />

Energy<br />

MUIN 277 – 08 Microphones<br />

Magnet<br />

Output Leads<br />

Aluminum<br />

Ribbon<br />

Side View Front View


Microphone Types – Ribbon<br />

� Microphone Characteristics<br />

� Delicate<br />

� Fairly sensitive to low volumes and fast transients<br />

� Tends to “warm up” the sound<br />

� High volumes can damage the mic<br />

� Often used for vocals and acoustic instruments<br />

� Phantom power will damage or destroy the mic<br />

MUIN 277 – 08 Microphones


Microphone Types – Ribbon<br />

MUIN 277 – 08 Microphones<br />

RCA 44B<br />

Royer R121


Microphone Types – Condenser<br />

� Measures change in capacitance<br />

Diaphragm<br />

<strong>Sound</strong><br />

Energy<br />

Backplate<br />

MUIN 277 – 08 Microphones<br />

V<br />

– +<br />

Battery or Phantom Power<br />

+ ∆ V<br />

Output<br />

Leads


Microphone Types – Condenser<br />

� Microphone Characteristics<br />

� Fairly rugged and reliable<br />

� Very sensitive to low volumes and fast transients<br />

� Detailed sound and frequency response, “accurate”<br />

� Easily handles both low and high volumes<br />

� Often used for vocals and acoustic instruments<br />

� Requires either a battery or phantom power to operate<br />

MUIN 277 – 08 Microphones


Microphone Types – Condenser<br />

MUIN 277 – 08 Microphones<br />

AKG C414 B-XL II<br />

Rode NT2A


Microphone Types – Condenser<br />

MUIN 277 – 08 Microphones<br />

Neumann KM184<br />

Neumann U87Ai


Microphone Types – Condenser<br />

� Solid-state electronics<br />

MUIN 277 – 08 Microphones<br />

AKG C414


Microphone Types – Condenser<br />

� Vacuum-tube electronics<br />

MUIN 277 – 08 Microphones<br />

Neumann U67


Diaphragm Size<br />

� Yes, size matters!<br />

� Small diaphragms (and ribbons) tend to be more accurate, have<br />

a flatter frequency response, and exhibit extend high-end and<br />

transient response<br />

� Small diaphragm mics are often used for “room” microphones<br />

when you want to capture the detail of a live room<br />

� Large diaphragms tend to have a fuller, more robust sound that<br />

is very pleasing in many instrumental and vocal applications<br />

� Large diaphragm mics are often used for “close-up”<br />

microphones when you want to capture the detail of a specific<br />

instrument or singer<br />

MUIN 277 – 08 Microphones


Diaphragm Size<br />

AKG C414<br />

Large Diaphragm<br />

3/4” or larger<br />

MUIN 277 – 08 Microphones<br />

Rode NT3<br />

Medium Diaphragm<br />

5/8” to 3/4”<br />

Neumann KM184<br />

Small Diaphragm<br />

smaller than 5/8”


Microphone Polar Patterns<br />

Response<br />

Curve<br />

270º<br />

300º<br />

240º<br />

MUIN 277 – 08 Microphones<br />

330º<br />

210º<br />

Front of Mic<br />

0º<br />

180º<br />

Back of Mic<br />

30º<br />

150º<br />

60º<br />

120º<br />

90º<br />

Diaphragm<br />

(not usually shown)


Omnidirectional Pattern<br />

MUIN 277 – 08 Microphones<br />

Front of Mic<br />

Diaphragm Response<br />

Field<br />

The Omnidirectional Microphone hears<br />

in a 360º sphere around the diaphragm


Bidirectional or “Figure-8” Pattern<br />

MUIN 277 – 08 Microphones<br />

Front of Mic<br />

The Bidirectional or “Figure-8” Microphone<br />

hears in front of and behind the diaphragm


Cardioid Pattern<br />

MUIN 277 – 08 Microphones<br />

Front of Mic<br />

The Cardioid Pattern Microphone hears<br />

predominantly in front of the diaphragm


Supercardioid Pattern<br />

The Supercardioid Pattern Microphone hears mostly in front<br />

of the diaphragm, a little less to the side, and a small<br />

pickup area to the rear<br />

MUIN 277 – 08 Microphones<br />

Front of Mic


Hypercardioid Pattern<br />

The Hypercardioid Pattern Microphone hears mostly in<br />

front of the diaphragm, <strong>with</strong> very little side pickup and a<br />

slightly larger pickup pattern to the rear<br />

MUIN 277 – 08 Microphones<br />

Front of Mic


Boundary Microphone<br />

The Boundary Microphone is placed on a flat surface.<br />

Thus, it hears above and beside the diaphragm in a<br />

half-spherical pattern<br />

MUIN 277 – 08 Microphones<br />

Top of Mic


Microphone Preamplifier (Preamp, Pre)<br />

� An amplifier used to boost the very weak (mic level)<br />

voltage coming from a microphone up to a level<br />

compatible <strong>with</strong> other electronic devices (line level)<br />

MUIN 277 – 08 Microphones<br />

Grace M101 Microphone Preamp


Microphone Preamp Controls<br />

� Trim – turns up/down input signal from microphone<br />

� Gain – turns up/down output signal from preamp<br />

� 48V – turns Phantom Power on/off<br />

� Ribbon – bypasses Phantom Power and adds extra gain<br />

� For use <strong>with</strong> ribbon microphones<br />

� HPF – turns on/off High Pass Filter<br />

� Used to reduce low frequency sound (rumble, proximity effect)<br />

� Ø – inverts the phase of the signal<br />

� Mic/Line/Ins – selects input type<br />

� Microphone<br />

� Line (keyboards, electronic components, etc.)<br />

� Instrument (guitar, bass, acoustic pickups, etc.)<br />

MUIN 277 – 08 Microphones


Phantom Power (48V)<br />

� Phantom Power applies the same DC charge to both<br />

audio leads (pins 2 and 3) of the Condenser mic. Thus, it<br />

has no effect on the audio signal nor on the operation of<br />

dynamic microphones.<br />

� Phantom power can damage ribbon microphones<br />

XLR Pins<br />

MUIN 277 – 08 Microphones<br />

48V DC<br />

Audio Leads<br />

6.81kΩ Resistors


Phantom Power<br />

MUIN 277 – 08 Microphones<br />

Some microphones, especially tube mics,<br />

come <strong>with</strong> their own power supply


Microphone Frequency Response<br />

� A microphone’s ability to accurately capture audio<br />

frequencies is indicated <strong>with</strong> a “Frequency Response<br />

Curve” that usually comes <strong>with</strong> the microphone<br />

� Presence Peak<br />

� Certain frequency ranges that are boosted in relation to the<br />

other frequencies in the Frequency Response Curve<br />

� Proximity Effect<br />

� A boost of low frequencies from sound sources located very<br />

close to the microphone<br />

MUIN 277 – 08 Microphones


Microphone Frequency Response<br />

Relative Response in <strong>dB</strong><br />

+10<br />

0<br />

-10<br />

2” from<br />

<strong>Sound</strong> <strong>Source</strong><br />

20 50 100 200 500 1k 2k 5k 10k 20k<br />

MUIN 277 – 08 Microphones<br />

2’ from<br />

<strong>Sound</strong> <strong>Source</strong><br />

1kHz / 0<strong>dB</strong><br />

Reference Point<br />

An example of a microphone Frequency Response Curve<br />

showing Proximity Effect and a Presence Peak around 5kHz


Microphone Terminology<br />

� Impedance (Z)<br />

� A microphone’s effective output resistance at 1kHz<br />

� Low impedance mics (150-600ohms) are generally best<br />

� Maximum <strong>SPL</strong><br />

� The highest <strong>Sound</strong> Pressure Level (in <strong>dB</strong>) a microphone can<br />

handle <strong>with</strong>out distortion<br />

� Sensitivity<br />

� The output voltage a microphone produces at a given <strong>SPL</strong><br />

� A high sensitivity mic produces more voltage than a low<br />

sensitivity mic for the same <strong>SPL</strong>, and is usually quieter<br />

MUIN 277 – 08 Microphones


Microphone Terminology<br />

� Self Noise<br />

� The amount of electrical noise or hiss a microphone produces<br />

by itself<br />

� The lower the Self Noise, the quieter the microphone<br />

� Signal-to-Noise Ratio (SNR)<br />

� The difference (in <strong>dB</strong>) between a mic’s Sensitivity and its Self<br />

Noise<br />

� The higher the SNR, the more noise-free the signal<br />

� Polarity<br />

� The reference of the polarity of the electrical output signal to<br />

the acoustic input signal. The standard is “pin 2 hot.” That is,<br />

the mic produces a positive voltage at pin 2 (<strong>with</strong> respect to<br />

pin 3) when the sound pressure pushes the diaphragm in.<br />

MUIN 277 – 08 Microphones


Microphone Cables<br />

MUIN 277 – 08 Microphones<br />

XLR – Balanced Cables


Microphone Shockmount<br />

Reduces Vibrations Picked Up by the Microphone<br />

MUIN 277 – 08 Microphones


Microphone Windscreen<br />

MUIN 277 – 08 Microphones<br />

Helps Prevent Bursts of Air from Hitting the<br />

Microphone when Speaking or Singing


Microphone Techniques<br />

MUIN 277 – 08 Microphones<br />


Microphone Techniques<br />

There is no “ONE” way to use a microphone<br />

� Use your ears<br />

� Before placing the mic to find the “sweet spot”<br />

� After placing the mic to ensure it has the sound you want<br />

� Never be afraid to reposition a mic<br />

� Microphone choice considerations<br />

� Frequency response<br />

� Accuracy<br />

� Polar pattern<br />

� Transient response<br />

� Loudness Handling<br />

MUIN 277 – 08 Microphones


Microphone Placement<br />

� Close Mic Placement (“Studio” <strong>Sound</strong>)<br />

� Great detail of sound source<br />

� Noise from sound source<br />

� Little room sound<br />

� Proximity effect<br />

� Distant Mic Placement (“Live” <strong>Sound</strong>)<br />

� Unfocused sound from source<br />

� More ambient sound<br />

� Room noise<br />

� Potential for echoes, and phase cancellation<br />

� Loss of frequencies<br />

MUIN 277 – 08 Microphones


Microphone Placement<br />

� Position relative to sound source<br />

� Different sounds from source?<br />

� On axis/off axis<br />

� Ratio of source to room<br />

� Multiple Microphones<br />

� Stereo<br />

� Close/Distant<br />

� Different sounds from source<br />

� Different sounding microphones<br />

� Spacing – 3:1 rule<br />

MUIN 277 – 08 Microphones


Stereo Microphone Techniques<br />

A pair of microphones positioned to simulate<br />

the acoustic spacing created by our ears<br />

� Distant placement<br />

� Usually for recording ensembles and stage sounds<br />

� Orchestra or band recordings<br />

� Intermediate placement<br />

� For capturing the ambient sound around a source<br />

� Drum overheads, guitar amp room<br />

� Close placement<br />

� For creating a wide recording of a sound source<br />

� Piano, guitar, marimba, etc.<br />

MUIN 277 – 08 Microphones


Interaural Intensity Difference<br />

MUIN 277 – 08 Microphones<br />

Acoustic<br />

Shadow<br />

High Frequency<br />

<strong>Sound</strong> <strong>Source</strong><br />

<strong>Sound</strong> is louder in<br />

the right ear than<br />

in the left ear


Interaural Arrival-Time Difference<br />

MUIN 277 – 08 Microphones<br />

Low Frequency<br />

<strong>Sound</strong> <strong>Source</strong><br />

<strong>Sound</strong> reaches the<br />

right ear before it<br />

reaches the left ear


Stereo Speaker Placement<br />

Left<br />

Speaker<br />

MUIN 277 – 08 Microphones<br />

Equilateral<br />

Triangle<br />

Right<br />

Speaker


Stereophonic Imaging<br />

A<br />

Left<br />

Speaker<br />

MUIN 277 – 08 Microphones<br />

B<br />

Recorded<br />

Ensemble<br />

C<br />

Desired<br />

Imaging<br />

D<br />

E<br />

Right<br />

Speaker


Stereophonic Imaging<br />

Left<br />

Speaker<br />

MUIN 277 – 08 Microphones<br />

A<br />

B<br />

Recorded<br />

Ensemble<br />

C<br />

Narrow<br />

Imaging<br />

D<br />

E<br />

Right<br />

Speaker


Stereophonic Imaging<br />

A<br />

Left<br />

Speaker<br />

B<br />

MUIN 277 – 08 Microphones<br />

Recorded<br />

Ensemble<br />

C<br />

Exaggerated Width<br />

Imaging<br />

D<br />

E<br />

Right<br />

Speaker


Stereophonic Imaging<br />

Left<br />

Speaker<br />

MUIN 277 – 08 Microphones<br />

Recorded<br />

Ensemble<br />

A B C D E<br />

Flattened<br />

Imaging<br />

Right<br />

Speaker


Microphone Elevation<br />

A B C D = A B C D<br />

A B C D = A B C D<br />

MUIN 277 – 08 Microphones<br />

Low mic elevation creates expanded depth<br />

High mic elevation creates compressed depth


Phase Cancellation<br />

Stereo signal summed to mono<br />

can produce phase cancellations<br />

MUIN 277 – 08 Microphones<br />

Stereo Microphone Pair<br />

receiving same audio<br />

at different time intervals<br />

+ =


Spaced Pair Technique<br />

D<br />

MUIN 277 – 08 Microphones<br />

<strong>Sound</strong> <strong>Source</strong><br />

1/3-1/2 D<br />

3:1 Ratio<br />

C L


Coincident (X-Y) Technique<br />

X<br />

MUIN 277 – 08 Microphones<br />

<strong>Sound</strong> <strong>Source</strong><br />

90 - 135˚<br />

C L<br />

Y


Coincident (X-Y) Technique<br />

MUIN 277 – 08 Microphones<br />

Rode NT4 Stereo Microphone


Blumlein* (X-Y) Technique<br />

MUIN 277 – 08 Microphones<br />

X<br />

<strong>Sound</strong> <strong>Source</strong><br />

C L<br />

90˚<br />

*Alan Dower Blumlein (1903-1942)<br />

Y


Blumlein (X-Y) Technique<br />

MUIN 277 – 08 Microphones<br />

Manley Gold Reference Stereo Microphone


Mid-Side Pair Technique<br />

MUIN 277 – 08 Microphones<br />

<strong>Sound</strong> <strong>Source</strong><br />

S S<br />

C L<br />

Stereo: M + S = L and M - S = R Mono: (M + S) + (M - S) = 2M


Mid-Side Pair Technique<br />

M/S Microphone Pair<br />

SCHOEPS MK4 Cardioid<br />

and MK8 Figure-8<br />

MUIN 277 – 08 Microphones<br />

AEA MS38 Mark II<br />

Dual-Mode Matrix<br />

M/S Processor


Near-Coincident (ORTF*) Technique<br />

MUIN 277 – 08 Microphones<br />

<strong>Sound</strong> <strong>Source</strong><br />

C L<br />

110˚<br />

6.7” (17 cm)<br />

*Office de Radiodiffusion-Television Francaise


Near-Coincident (ORTF) Technique<br />

SCHOEPS MSTC 64g “ORTF Stereo” Microphone<br />

MUIN 277 – 08 Microphones


Binaural Technique<br />

<strong>Sound</strong>-Absorbent<br />

Baffle<br />

MUIN 277 – 08 Microphones<br />

<strong>Sound</strong> <strong>Source</strong><br />

6.7” (17 cm)<br />

C L


Binaural Technique<br />

MUIN 277 – 08 Microphones<br />

Neumann KU 100 Binaural Microphone


Final Exam Information<br />

� Review Session<br />

� Tuesday, May 4 th 4:00 – 6:00pm<br />

� Final Exam<br />

� Thursday, May 6 th @ 4:30pm<br />

� 100 question, multiple-choice<br />

� Covers the entire semester<br />

� Approximately 50 questions from this last unit<br />

� Approximately 50 questions from the previous two units<br />

MUIN 277 – 27 Intellectual Property & Copyright


Intellectual Property & Copyright<br />

MUIN 277x • Introduction to Music Technology


Intellectual Property (IP)<br />

� Legal property rights over creations of the mind, both artistic<br />

and commercial<br />

� Under intellectual property law, owners are granted certain<br />

exclusive rights to a variety of intangible assets<br />

� Musical, literary, and artistic works<br />

� Ideas, discoveries and inventions<br />

� Words, phrases, symbols, and designs<br />

� Includes copyrights, trademarks, patents, industrial design<br />

rights, and trade secrets<br />

MUIN 277 – 27 Intellectual Property & Copyright


Copyright ©<br />

� The Congress shall have power to promote the<br />

progress of science and useful arts, by securing for<br />

limited times to authors and inventors the exclusive<br />

right to their respective writings and discoveries<br />

– U. S. Constitution, Article 1, Section 8, Clause 8<br />

MUIN 277 – 27 Intellectual Property & Copyright


Copyright ©<br />

� Copyright is a form of protection grounded in the<br />

U.S. Constitution and granted by law for original<br />

works of authorship fixed in a tangible medium of<br />

expression<br />

� Copyright covers both published and unpublished<br />

works<br />

� Copyrights are governed by both national and<br />

international laws<br />

� Copyright determines who has the right to make a<br />

copy of a protected work<br />

MUIN 277 – 27 Intellectual Property & Copyright


Copyright ©<br />

� The five "pillars" of copyright<br />

� The owner of copyright has the exclusive right to do and<br />

to authorize others to do the following five things<br />

1. To reproduce the work in copies or phonorecords<br />

2. To prepare derivative works based upon the work<br />

3. To distribute copies or phonorecords of the work to the<br />

public by sale or other transfer of ownership, or by rental,<br />

lease, or lending<br />

4. To publicly perform the work, in the case of literary, musical,<br />

dramatic, and choreographic works, pantomimes, and motion<br />

pictures and other audiovisual works, and sound recordings<br />

by means of digital audio transmission<br />

5. To publicly display the work, in the case of literary, musical,<br />

dramatic, and choreographic works, pantomimes, and<br />

pictorial, graphic, or sculptural works, including the individual<br />

images of a motion picture or other audiovisual work<br />

MUIN 277 – 27 Intellectual Property & Copyright


Copyright ©<br />

� Copyright protects original works of authorship<br />

including literary, dramatic, musical, and artistic works,<br />

such as poetry, novels, movies, songs, computer<br />

software, and architecture<br />

� Copyright does not protect facts, ideas, systems, or<br />

methods of operation, although it may protect the<br />

way these things are expressed<br />

MUIN 277 – 27 Intellectual Property & Copyright


Copyright ©<br />

� Copyright protection begins the moment the work is<br />

created and fixed in a tangible form that it is<br />

perceptible either directly or <strong>with</strong> the aid of a<br />

machine or device<br />

� You do not need to register a work to own the<br />

copyright<br />

� Copyright registration may make it easier to claim<br />

damages in court in the event of an infringement<br />

MUIN 277 – 27 Intellectual Property & Copyright


Copyright ©<br />

� Individual Copyright (works created after Jan. 1, 1978)<br />

� Copyright protection lasts for the life of the author plus an additional 70<br />

years<br />

� Corporate Copyright (works created after Jan. 1,<br />

1978)<br />

� Copyright protection lasts for a term of 95 years from the year of its<br />

first publication or a term of 120 years from the year of its creation,<br />

whichever expires first<br />

� Copyrights are no longer renewed for works created<br />

after Jan. 1, 1978<br />

MUIN 277 – 27 Intellectual Property & Copyright


Copyright ©<br />

� © Copyright Symbol for original works of authorship<br />

� ℗ Copyright Symbol for sound recordings<br />

� ® Copyright Symbol for registered names and brands<br />

Copyright © 2010 <strong>Brian</strong> K. <strong>Shepard</strong><br />

MUIN 277 – 27 Intellectual Property & Copyright


Derivative Work<br />

� A work that is based on (or derived from) one or<br />

more already existing works<br />

� Copyrightable if it includes what the copyright law<br />

calls an “original work of authorship”<br />

� Derivative works, also known as “new versions,” include<br />

such works as translations, musical arrangements,<br />

dramatizations, fictionalizations, art reproductions, and<br />

condensations<br />

� Any work in which the editorial revisions, annotations,<br />

elaborations, or other modifications represent, as a whole,<br />

an original work of authorship is a derivative work or new<br />

version<br />

MUIN 277 – 27 Intellectual Property & Copyright


Fair Use<br />

� Under the fair use doctrine of the U.S. copyright<br />

statute, it is permissible to use limited portions of a<br />

work including quotes, for purposes such as<br />

commentary, criticism, news reporting, and scholarly<br />

reports<br />

� There are no legal rules permitting the use of a<br />

specific number of words, a certain number of musical<br />

notes, or percentage of a work. Whether a particular<br />

use qualifies as fair use depends on all the<br />

circumstances<br />

MUIN 277 – 27 Intellectual Property & Copyright


Fair Use<br />

� Elements of Consideration<br />

� The purpose and character of the use, including whether such use is of<br />

commercial nature or is for nonprofit educational purposes<br />

� The nature of the copyrighted work<br />

� The amount and substantiality of the portion used in relation to the<br />

copyrighted work as a whole<br />

� The effect of the use upon the potential market for or value of the<br />

copyrighted work<br />

MUIN 277 – 27 Intellectual Property & Copyright


Fair Use Consideration<br />

� Quotation of excerpts in a review or criticism for<br />

purposes of illustration or comment<br />

� Quotation of short passages in a scholarly or<br />

technical work, for illustration or clarification of the<br />

author's observations<br />

� Use in a parody of some of the content of the work<br />

parodied<br />

� Summary of an address or article, <strong>with</strong> brief<br />

quotations, in a news report<br />

MUIN 277 – 27 Intellectual Property & Copyright


Fair Use Consideration<br />

� Reproduction by a library of a portion of a work to<br />

replace part of a damaged copy<br />

� Reproduction by a teacher or student of a small part<br />

of a work to illustrate a lesson<br />

� Reproduction of a work in legislative or judicial<br />

proceedings or reports<br />

� Incidental and fortuitous reproduction, in a newsreel<br />

or broadcast, of a work located in the scene of an<br />

event being reported<br />

MUIN 277 – 27 Intellectual Property & Copyright


Copy Protection<br />

� Until very recently, copyrighted items were protected<br />

as much by the difficulty of copying as by any<br />

copyright laws<br />

� Copying items was labor-intensive and timeconsuming<br />

� Errors often crept into the copies<br />

� Quality of copies was frequently, obviously inferior to<br />

the original<br />

MUIN 277 – 27 Intellectual Property & Copyright


Copy Protection<br />

� When copying was done<br />

by hand, the sheer effort of<br />

making a copy prevented<br />

most unauthorized copying<br />

� No method for copying<br />

sound existed<br />

MUIN 277 – 27 Intellectual Property & Copyright


Copy Protection<br />

� Even <strong>with</strong> the printing press,<br />

the quality of copies varied<br />

greatly and the amount of<br />

effort to set the type proved<br />

prohibitive for most people<br />

� No method for copying<br />

sound existed<br />

MUIN 277 – 27 Intellectual Property & Copyright


Copy Protection<br />

� The tape recorder finally<br />

allowed people to record<br />

—and re-record—music,<br />

although it’s cost and<br />

impracticality tended to<br />

limit the number of music<br />

recordings that were<br />

copied<br />

MUIN 277 – 27 Intellectual Property & Copyright


Copy Protection<br />

� The cassette tape changed<br />

everything<br />

� For the first time, average<br />

consumers could copy music<br />

inexpensively and <strong>with</strong><br />

relative ease<br />

� Although the quality of the<br />

recording is not great, it was<br />

sufficient for the time<br />

MUIN 277 – 27 Intellectual Property & Copyright<br />

Introduced 1963


Copy Protection<br />

� The CD had been around<br />

since 1979, but it was the<br />

introduction of the CD-<br />

Recordable Disk and CD-R<br />

Drives in 1988 that allowed<br />

the average consumer to<br />

make an exact digital<br />

replication of a song or file<br />

both quickly and<br />

inexpensively<br />

MUIN 277 – 27 Intellectual Property & Copyright<br />

CD-R Introduced 1988


Copy Protection<br />

� The Internet has enabled the<br />

instantaneous access to, and<br />

distribution of, music and<br />

software on an<br />

unprecedented level<br />

� Both legal and illegal copying<br />

and distribution are<br />

flourishing on the Internet<br />

MUIN 277 – 27 Intellectual Property & Copyright


CD Recordings (Example Warnings)<br />

� Unauthorized duplication and use prohibited.<br />

� All rights preserved. Unauthorized copying,<br />

reproduction, hiring, renting, public performance and<br />

broadcasting prohibited.<br />

� All rights of the owner of the work reproduced<br />

reserved. Unauthorized copying, lending, public<br />

performance and broadcasting of this work<br />

prohibited.<br />

MUIN 277 – 27 Intellectual Property & Copyright


Software License Agreement<br />

Cycling '74 Max/MSP License Agreement<br />

This License Agreement governs use of Max/MSP software.<br />

IMPORTANT: PLEASE READ THIS SOFTWARE LICENSE AGREEMENT CAREFULLY BEFORE USING THE SOFTWARE. BY USING THE SOFTWARE, YOU ARE AGREEING TO BE BOUND BY THE TERMS AND CONDITIONS STATED BELOW. IF YOU DO NOT AGREE WITH THE TERMS OF THIS LICENSE, DO NOT INSTALL THE SOFTWARE.<br />

1. License. Cycling '74, a California corporation ("CYCLING74") grants to the Licensee purchasing this copy of Max/MSP a nonexclusive, nontransferable license to use such Max/MSP software and the Max/MSP Software Development Kit supplied here<strong>with</strong> (the "Software") and the associated documentation solely in accordance <strong>with</strong> this License. CYCLING74 and CYCLING74's Licensors<br />

retain title to the Software and related documentation although the Licensee owns the media on which the Software and documentation are recorded, if any. Only the number of Users for which Licensee has paid the applicable license fees may use the Software and documentation. "User(s)" means Licensee, if Licensee is an individual purchasing the Software for use at office or home (in<br />

which case Licensee's immediate family members residing in the same household shall not be considered additional Users), or, if Licensee is a corporation or similar business or commercial entity or government agency, its current employees. For qualifying educational institutions, "Users" also means faculty and staff teaching for or employed by Licensee and registered students enrolled at a<br />

single campus operated by Licensee. Subject to the limitations of this License, each authorized User may only use the Software on (i) any central processing unit ("CPU"), workstation or portable computer that is owned or controlled by Licensee, and (ii) any User-owned CPU, workstation or portable. This license does not grant Licensee the right to sell, resell, or license Max/MSPcompatible<br />

objects, or Max/MSP-derived plug-ins or standalone software applications to multiple customers. Commercial distribution of objects, plug-ins, or standalone software applications, or any other use not expressly granted herein, is prohibited <strong>with</strong>out an express grant of rights by CYCLING74 in its sole discretion subject to the terms and conditions of a separate written<br />

Commercial License Agreement, which can be obtained by contacting CYCLING74 business office, or by e-mail at admin@cycling74.com.<br />

2. Runtime License. The Max/MSP/Jitter Runtime software may be copied and/or re-distributed in conjunction <strong>with</strong> User’s Max/MSP/Jitter-derived software application(s). It may not be sold, either by itself, or in conjunction <strong>with</strong> User’s application, <strong>with</strong>out written permission from CYCLING74 in the form the Commercial License Agreement referenced above.<br />

3. Restrictions. This License sets forth the terms and conditions governing the use of the Software and documentation. Licensee may not use, reproduce in copies, adapt, distribute, perform, or display the Software other than as expressly stated in this License. Licensee may not rent, lease or otherwise transfer the Software or its documentation. Licensee may make only that number of<br />

copies of the Software equal to the number of licensed Users and two (2) back-up or archival copies. The Software contains copyrighted works of authorship, trade secrets and other proprietary information of CYCLING74. Licensee shall not make copies of the copyrighted Software documentation <strong>with</strong>out the prior written permission of CYCLING74 provided that for electronic<br />

transactions, Licensee may make one (1) printed copy of such documentation for each User.<br />

4. Technical Support. If the Licensee purchases an authorization for unlimited use of the Software directly from CYCLING74, Licensee is automatically registered and may receive technical support via electronic mail for a period of one (1) year from date of purchase, provided that Licensee sends inquiries from the electronic mail address specified on the original order form, or provides a<br />

Customer Serial Number or other identifying information. Upon the expiration of the above-described one (1) year period, Licensee may extend technical support on a per-incident or annual fee basis in accordance <strong>with</strong> CYCLING74's then-current pricing and terms. Upgrades to the Software and its documentation, if any, are not included and may be sold separately. For copies of the<br />

Software sold through suppliers other than Cycling '74, Licensee is entitled to one (1) year of technical support after registering <strong>with</strong> Cycling '74 by sending an electronic mail message to support@cycling74.com containing Licensee's name, electronic mail address and Customer Serial Number or by using the web-based registration form at http://www.cycling74.com.<br />

5. Termination. This License is effective until terminated by either CYCLING74 or Licensee. Licensee may terminate this License at any time by destroying all copies of the Software and its documentation. This License will terminate immediately <strong>with</strong>out notice from CYCLING74 if Licensee fails to comply <strong>with</strong> any provision of this License. Upon termination, Licensee must destroy all copies<br />

of the Software and its documentation.<br />

6. Disclaimer of Warranty. Licensee makes no warranties of any kind <strong>with</strong> respect to any effect that use of Software may have on third party software or applications <strong>with</strong> which Software is used. Licensee expressly acknowledges and agrees that the use of the Software and its documentation is at Licensee's sole risk. The Software, documentation, and technical support are provided "AS IS"<br />

and <strong>with</strong>out warranty of any kind. TO THE MAXIMUM EXTENT PERMITTED UNDER APPLICABLE LAWS, CYCLING74 AND CYCLING74'S LICENSOR(S) (FOR THE PURPOSES OF SECTIONS 5 AND 6, CYCLING74 AND CYCLING74'S LICENSOR(S) SHALL BE COLLECTIVELY REFERRED TO AS CYCLING74) EXPRESSLY DISCLAIM ALL WARRANTIES, EXPRESS OR IMPLIED,<br />

INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND NONINFRINGEMENT. CYCLING74 DOES NOT WARRANT THAT THE FUNCTIONS CONTAINED IN THE SOFTWARE WILL MEET LICENSEE'S REQUIREMENTS, OR THAT THE OPERATION OF THE SOFTWARE WILL BE<br />

UNINTERRUPTED OR ERROR-FREE, OR THAT DEFECTS IN THE SOFTWARE WILL BE CORRECTED. FURTHERMORE, CYCLING74 DOES NOT WARRANT OR MAKE ANY REPRESENTATIONS REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE OR ITS DOCUMENTATION IN TERMS OF THEIR CORRECTNESS, ACCURACY, RELIABILITY, OR<br />

OTHERWISE. NO ORAL OR WRITTEN INFORMATION OR ADVICE GIVEN BY CYCLING74 OR ITS AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY OR IN ANY WAY INCREASE THE SCOPE OF THIS WARRANTY. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO THE ABOVE EXCLUSION MAY NOT APPLY.<br />

7. Limitation of Liability. TO THE MAXIMUM EXTENT PERMITTED UNDER APPLICABLE LAWS, UNDER NO CIRCUMSTANCES, INCLUDING NEGLIGENCE, SHALL CYCLING74 BE LIABLE FOR ANY INCIDENTAL, SPECIAL OR CONSEQUENTIAL DAMAGES (INCLUDING DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS<br />

INFORMATION AND THE LIKE) ARISING OUT OF THE USE OR INABILITY TO USE THE SOFTWARE OR ITS DOCUMENTATION, EVEN IF CYCLING74 OR ITS AUTHORIZED REPRESENTATIVE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME JURISDICTIONS DO NOT ALLOW THE LIMITATION OR EXCLUSION OF LIABILITY FOR INCIDENTAL<br />

OR CONSEQUENTIAL DAMAGES SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY. In no event shall CYCLING74's total liability to Licensee for all damages, losses, and causes of action (whether in contract, tort, including negligence, or otherwise) exceed the amount paid by Licensee for the Software and its documentation.<br />

8. No Waiver or Assignment. No delay or failure to take action under this License will constitute a waiver unless expressly waived in writing, signed by a duly authorized representative of CYCLING74, and no single waiver will constitute a continuing or subsequent waiver. This License may not be assigned, sublicensed or otherwise transferred by Licensee, by operation of law or otherwise,<br />

<strong>with</strong>out CYCLING74's prior written consent, provided that Licensee may assign this License upon written notice to CYCLING74 in instances in which such assignment is to an entity which acquires all or substantially all of the business of Licensee, whether by merger, consolidation, or acquisition of assets.<br />

9. Controlling Law and Severability. This License shall be governed by and construed in accordance <strong>with</strong> the laws of the United States and the State of California, as applied to agreements entered into and to be performed entirely <strong>with</strong>in California between California residents. If for any reason a court of competent jurisdiction finds any provision of this License, or portion thereof, to be<br />

unenforceable, that provision of the License shall be enforced to the maximum extent permissible so as to effect the intent of the parties, and the remainder of this License shall continue in full force and effect.<br />

10. Entire Agreement. This License constitutes the entire agreement between the parties <strong>with</strong> respect to the use of the Software and its documentation, and supersedes all prior or contemporaneous understandings or agreements, written or oral, regarding such subject matter. There shall be no contract for purchase or sale of the Software except upon the terms and conditions specified<br />

herein. Any additional or different terms or conditions proposed by Licensee or contained in any purchase order are hereby rejected and shall be of no force and effect unless expressly agreed to in writing by CYCLING74. No amendment to or modification of this License will be binding unless in writing and signed by a duly authorized representative of CYCLING74.<br />

Copyright © 2002 Cycling ’74. All rights reserved. Cycling ’74, Max, MSP, and Jitter are trademarks of Cycling ’74.<br />

MUIN 277 – 27 Intellectual Property & Copyright


Software License Agreement<br />

Cycling '74 Max/MSP License Agreement<br />

This License Agreement governs use of Max/MSP software.<br />

IMPORTANT: PLEASE READ THIS SOFTWARE LICENSE<br />

AGREEMENT CAREFULLY BEFORE USING THE SOFTWARE.<br />

BY USING THE SOFTWARE, YOU ARE AGREEING TO BE<br />

BOUND BY THE TERMS AND CONDITIONS STATED<br />

BELOW. IF YOU DO NOT AGREE WITH THE TERMS OF THIS<br />

LICENSE, DO NOT INSTALL THE SOFTWARE.<br />

MUIN 277 – 27 Intellectual Property & Copyright


Software License Agreement<br />

1. License. Cycling '74, a California corporation ("CYCLING74") grants to the Licensee purchasing this copy of<br />

Max/MSP a nonexclusive, nontransferable license to use such Max/MSP software and the Max/MSP Software<br />

Development Kit supplied here<strong>with</strong> (the "Software") and the associated documentation solely in accordance<br />

<strong>with</strong> this License. CYCLING74 and CYCLING74's Licensors retain title to the Software and related<br />

documentation although the Licensee owns the media on which the Software and documentation are recorded,<br />

if any. Only the number of Users for which Licensee has paid the applicable license fees may use the Software<br />

and documentation. "User(s)" means Licensee, if Licensee is an individual purchasing the Software for use at<br />

office or home (in which case Licensee's immediate family members residing in the same household shall not be<br />

considered additional Users), or, if Licensee is a corporation or similar business or commercial entity or<br />

government agency, its current employees. For qualifying educational institutions, "Users" also means faculty and<br />

staff teaching for or employed by Licensee and registered students enrolled at a single campus operated by<br />

Licensee. Subject to the limitations of this License, each authorized User may only use the Software on (i) any<br />

central processing unit ("CPU"), workstation or portable computer that is owned or controlled by Licensee,<br />

and (ii) any User-owned CPU, workstation or portable. This license does not grant Licensee the right to sell,<br />

resell, or license Max/MSP-compatible objects, or Max/MSP-derived plug-ins or standalone software applications<br />

to multiple customers. Commercial distribution of objects, plug-ins, or standalone software applications, or any<br />

other use not expressly granted herein, is prohibited <strong>with</strong>out an express grant of rights by CYCLING74 in its<br />

sole discretion subject to the terms and conditions of a separate written Commercial License Agreement,<br />

which can be obtained by contacting CYCLING74 business office, or by e-mail at admin@cycling74.com.<br />

MUIN 277 – 27 Intellectual Property & Copyright


Gamestation License Agreement<br />

� By placing an order via this Web site on the first day of<br />

the fourth month of the year 2010 Anno Domini, you<br />

agree to grant Us a non transferable option to claim, for<br />

now and for ever more, your immortal soul. Should We<br />

wish to exercise this option, you agree to surrender your<br />

immortal soul, and any claim you may have on it, <strong>with</strong>in 5<br />

(five) working days of receiving written notification from<br />

gamesation.co.uk or one of its duly authorized minions.<br />

� The clause even contained an option to opt out, and<br />

Gamestation rewarded attentive customers <strong>with</strong> an $8 gift<br />

certificate for catching it. Gamestation says about 88-percent<br />

of the people who purchased from the site on April 1st 'lost<br />

their souls.'<br />

MUIN 277 – 27 Intellectual Property & Copyright


Digital Rights Management (DRM)<br />

� Usually some sort of software hidden code that attempts to<br />

restrict the ability to copy and/or distribute protected IP<br />

� FairPlay (iTunes)<br />

� Adobe Protected Streaming (Flash Media Server)<br />

� 3-play (Microsoft Zune)<br />

� Open Mobile Alliance (Cell Phone Ring Tones)<br />

� DRM-X (All Types of Media Formats for MS Windows)<br />

� Many, many more!<br />

� Nearly all have been hacked!<br />

MUIN 277 – 27 Intellectual Property & Copyright


Digital Rights Management (DRM)<br />

� Digital Millennium Copyright Act (DMCA) of 1998<br />

� The American implementation of the World Intellectual Property<br />

Organization (WIPO) Copyright Treaty<br />

� An extension to US Copyright law<br />

� Prohibits defeating and/or reverse engineering of DRM for the purpose<br />

of violating the rights of copyright holders<br />

� IP owners are frequently targeting large-scale violators of the<br />

DMCA <strong>with</strong> lawsuits that often reach the hundreds of<br />

thousands of dollars in fines and penalties<br />

MUIN 277 – 27 Intellectual Property & Copyright


DMCA Compliance at USC<br />

� Institutions that allow DMCA violations to occur are also<br />

being held liable for damages<br />

� Under the Digital Millennium Copyright Act (DMCA), The University of<br />

Southern California reserves the right to terminate computing services<br />

of users who repeatedly infringe upon the rights of copyright owners.<br />

For questions or concerns related to copyright compliance contact Ilee<br />

Rhimes, Chief Information Officer and Vice Provost for Information<br />

Technology Services, who is the designated agent to receive notification<br />

of copyright infringement claims.<br />

—http://www.usc.edu/its/policies/dmca/<br />

MUIN 277 – 27 Intellectual Property & Copyright


Questions?<br />

� Remember, I’m not an lawyer<br />

� I don’t even get to play one on TV!<br />

� Always consult an attorney for real legal advice<br />

� Ignorance of the law is not a legitimate legal defense—you’ll<br />

lose<br />

� Just because you haven’t been caught doesn’t mean it’s legal<br />

� When in doubt, don’t copy and/or distribute<br />

MUIN 277 – 27 Intellectual Property & Copyright


Please,<br />

Don’t Steal Music<br />

and Software*<br />

*Or anything else, for that matter


Digital Audio<br />

MUSC 310 • Computer Recording for the Performing Musician


Analog<br />

A continuous, and often graphical representation (analogy)<br />

of a thing or concept<br />

Analog Speedometer Analog Clock<br />

MUSC 310 – 02 Digital Audio


Digital<br />

A momentary, periodic, and often numerical, representation<br />

of a thing or concept<br />

Digital Speedometer Digital Clock<br />

MUSC 310 – 02 Digital Audio


Acoustical to Electrical Conversion<br />

Recording equipment converts acoustical energy to<br />

electrical energy<br />

� Positive air pressure (compression) becomes positive voltage<br />

� Negative air pressure (rarefaction) becomes negative voltage<br />

Positive<br />

(Compression)<br />

Air Pressure<br />

(Rarefaction)<br />

Negative<br />

MUSC 310 – 02 Digital Audio<br />

Positive<br />

Voltage<br />

Negative


Analog Audio<br />

In Analog recording, voltage changes are stored in a<br />

continuous and physical medium; most frequently as<br />

� Grooves on a record<br />

� Dispersion of iron-oxide particles on magnetic tape<br />

Magnified Grooves on a Vinyl LP Illustration of Magnetic Tape Particles<br />

MUSC 310 – 02 Digital Audio


Digital Audio<br />

In Digital recording, voltage changes are stored as individual<br />

measurements, called samples, taken thousands of times per<br />

second. Each sample is then stored in a time-stamped<br />

memory location in binary format (0s & 1s)<br />

Sample # Sample Value<br />

1<br />

2<br />

3<br />

4<br />

5<br />

6<br />

7<br />

8<br />

Sequence of 16-bit samples in<br />

Binary Notation<br />

MUSC 310 – 02 Digital Audio<br />

1001001101100101<br />

1001001101100110<br />

1001001101100011<br />

1001001101100101<br />

1001001101100111<br />

1001001101100110<br />

1001001101100101<br />

1001001101100011<br />

Magnified Pits and Lands on a CD<br />

Representing 0s and 1s


Nyquist Theorem<br />

In order to digitally capture an analog sound wave, you must<br />

take, at least, two samples of every wave period<br />

� That way, you measure both the compression and the rarefaction<br />

phase of each wave<br />

� The sampling rate frequency must be at least twice as high as the<br />

frequency of the highest sound wave to be recorded<br />

MUSC 310 – 02 Digital Audio


Sampling Rate<br />

� In the Digital Audio world, a Sample is a single<br />

measurement of a transduced soundwave’s voltage at a<br />

specific point in time<br />

� The Sampling Rate is the number of measurements<br />

taken per second<br />

� Since we can hear up to about 20kHz, we use a sampling<br />

rate that is at least 40kHz (Nyquist Theorem)<br />

� 44.1kHz (CD Audio)<br />

� 48kHz (Video and DVD Audio)<br />

� High-Definition Rates<br />

� 88.2kHz and 96kHz (2 X 44.1 and 48)<br />

� 176.4kHz and 192kHz (4 X 44.1 and 48)<br />

MUSC 310 – 02 Digital Audio


Sampling Rate<br />

Sampling is more accurate at low frequencies than at high<br />

frequencies<br />

� 44.1 kHz Sampling Rate<br />

� 100Hz wave = 441 samples per period<br />

� 1000Hz wave = 44.1 samples per period<br />

� 10,000Hz wave = 4.41 samples per period<br />

� 20,000Hz wave = 2.205 samples per period<br />

� 192 kHz Sampling Rate<br />

� 100Hz wave = 1920 samples per period<br />

� 1000Hz wave = 192 samples per period<br />

� 10,000Hz wave = 19.2 samples per period<br />

� 20,000Hz wave = 9.6 samples per period<br />

MUSC 310 – 02 Digital Audio


Bit Depth<br />

� The measurement of the voltage at a sample point is<br />

stored in Bits (short for “Binary Digits”)<br />

� Bits are the 1s and 0s that a computer uses for all<br />

calculations<br />

� Bits are usually strung together into larger groups called<br />

Digital Words or “Bytes”<br />

� Bit Depth refers to the number of Bits in each Byte<br />

� In Digital Audio, the most common Bit Depth is 16 bits<br />

� 16 1s and 0s (ex. 1101001010110100)<br />

MUSC 310 – 02 Digital Audio


Bit Depth<br />

� The more bits used for the measurement, the greater the<br />

accuracy of the measurement<br />

� 8 bit = 256 measurement units (0-255)<br />

� 16 bit = 65,536 measurement units (0-65,535)<br />

� 24 bit = 16,277,216 measurement units (0-16,277,215)<br />

� Each added bit doubles the dynamic range of the audio<br />

recording (adds 6<strong>dB</strong>)<br />

� 8 bit = 48<strong>dB</strong><br />

� 16bit = 96db<br />

� 24bit = 144<strong>dB</strong><br />

MUSC 310 – 02 Digital Audio<br />

…but first, a little binary math refresher


Decimal (base 10) math<br />

� Counting system based on ten numerals<br />

� 0, 1, 2, 3, 4, 5, 6, 7, 8, 9<br />

� Each “column” in a large number represents a 10 x power<br />

� 10 0 – ones<br />

� 10 1 – tens<br />

� 10 2 – hundreds (10 x 10)<br />

� 10 3 – thousands (10 x 10 x 10)<br />

� 10 4 – ten-thousands (10 x 10 x 10 x 10), etc.<br />

� 12,257<br />

� (1 X 10 4 ) + (2 X 10 3 ) + (2 X 10 2 ) + (5 X 10 1 ) + (7 X 10 0 )<br />

MUSC 310 – 02 Digital Audio<br />

10 4 10 3 10 2 10 1 10 0<br />

1 2 2 5 7


Binary (base 2) math<br />

� Counting system based on two numerals<br />

� 0, 1 (represented by negative and positive voltage)<br />

� Each “column” in a large number represents a 2 x power<br />

� 2 0 – ones<br />

� 2 1 – twos<br />

� 2 2 – fours (2 x 2)<br />

� 2 3 – eights (2 x 2 x 2)<br />

� 2 4 – sixteens (2 x 2 x 2 x 2), etc.<br />

� 12,257 = 0010111111100001 (16 bit)<br />

2 15 2 14 2 13 2 12 2 11 2 10 2 9 2 8 2 7 2 6 2 5 2 4 2 3 2 2 2 1 2 0<br />

32768 16384 8192 4096 2048 1024 512 256 128 64 32 16 8 4 2 1<br />

0 0 1 0 1 1 1 1 1 1 1 0 0 0 0 1<br />

MUSC 310 – 02 Digital Audio


Counting in Binary<br />

Counting in binary is similar in many ways to counting in<br />

the base-10 system. Notice that instead of having the 1’s<br />

place, 10’s place, and so on, we have powers of 2’s instead<br />

(i.e. 2 0 ’s place is the right most digit, etc.)<br />

� 0 = 0000 0000<br />

� 1 = 0000 0001 = 2 0<br />

� 2 = 0000 0010 = 2 1<br />

� 3 = 0000 0011<br />

� 4 = 0000 0100 = 2 2<br />

� 5 = 0000 0101<br />

� 6 = 0000 0110<br />

� 7 = 0000 0111<br />

� 8 = 0000 1000 = 2 3<br />

MUSC 310 – 02 Digital Audio<br />

� 9 = 0000 1001<br />

� 10 = 0000 1010<br />

� 11 = 0000 1011<br />

� 12 = 0000 1100<br />

� 13 = 0000 1101<br />

� 14 = 0000 1110<br />

� 15 = 0000 1111<br />

� 16 = 0001 0000 = 2 4<br />

� And so on…


Digitization<br />

Electrical analog wave enters the Analog-to-Digital Converter (ADC) where a<br />

clock pulsing thousands of times a second triggers a sampling device that<br />

measures the wave’s amplitude at each point in time rounded to the nearest<br />

amplitude increment.<br />

MUSC 310 – 02 Digital Audio


Digitization<br />

Electrical analog wave enters the Analog-to-Digital Converter (ADC) where a<br />

clock pulsing thousands of times a second triggers a sampling device that<br />

measures the wave’s amplitude at each point in time rounded to the nearest<br />

amplitude increment.<br />

Clock Pulses<br />

MUSC 310 – 02 Digital Audio


Digitization<br />

Electrical analog wave enters the Analog-to-Digital Converter (ADC) where a<br />

clock pulsing thousands of times a second triggers a sampling device that<br />

measures the wave’s amplitude at each point in time rounded to the nearest<br />

amplitude increment.<br />

Clock Pulses<br />

Amplitude<br />

Measurements<br />

MUSC 310 – 02 Digital Audio


Digitization<br />

Electrical analog wave enters the Analog-to-Digital Converter (ADC) where a<br />

clock pulsing thousands of times a second triggers a sampling device that<br />

measures the wave’s amplitude at each point in time rounded to the nearest<br />

amplitude increment.<br />

Clock Pulses<br />

Amplitude<br />

Measurements<br />

MUSC 310 – 02 Digital Audio


Digitization<br />

Electrical analog wave enters the Analog-to-Digital Converter (ADC) where a<br />

clock pulsing thousands of times a second triggers a sampling device that<br />

measures the wave’s amplitude at each point in time rounded to the nearest<br />

amplitude increment.<br />

MUSC 310 – 02 Digital Audio


Digitization<br />

Electrical analog wave enters the Analog-to-Digital Converter (ADC) where a<br />

clock pulsing thousands of times a second triggers a sampling device that<br />

measures the wave’s amplitude at each point in time rounded to the nearest<br />

amplitude increment.<br />

MUSC 310 – 02 Digital Audio


Digitization<br />

Electrical analog wave enters the Analog-to-Digital Converter (ADC) where a<br />

clock pulsing thousands of times a second triggers a sampling device that<br />

measures the wave’s amplitude at each point in time rounded to the nearest<br />

amplitude increment.<br />

MUSC 310 – 02 Digital Audio


Quantization Error<br />

The difference between the digitized sound wave and the original analog<br />

sound wave as a result of the sampling rate and rounding to the nearest<br />

amplitude increment.<br />

MUSC 310 – 02 Digital Audio


Higher Resolution<br />

Increasing the Sampling Rate, the Bit Depth, or both, dramatically reduces<br />

quantization error.<br />

Amplitude<br />

Measurements<br />

MUSC 310 – 02 Digital Audio<br />

Clock Pulses


Common Sample Rates & Bit Depths<br />

� 44.1kHz and 48kHz • Standard Digital Sampling Rates<br />

� 88.2kHz, 96kHz, 176.4kHz, and 192kHz • High Definition Rates<br />

� 8-bit • “Grunge” or “Retro” Resolution<br />

� 16-bit • Standard Resolution<br />

� 20-bit and 24-bit • High Resolution<br />

� 44.1kHz / 16-bit • “CD Quality”<br />

� 48kHz / 16-bit • “DAT or DV Quality”<br />

� 96kHz / 24-bit • “DVD-Audio 5.1 Quality”<br />

� 192kHz / 24-bit • “DVD-Audio Stereo Quality”<br />

MUSC 310 – 02 Digital Audio


Aliasing<br />

If the sampling rate is too low for the frequencies being recorded (below the<br />

Nyquist Theorem requirements), aliasing can occur. Aliasing is the creation of<br />

much lower–artificial–frequencies during the digital-to-analog or playback<br />

phase as a result of improperly sampled high frequencies.<br />

MUSC 310 – 02 Digital Audio


Aliasing<br />

If the sampling rate is too low for the frequencies being recorded (below the<br />

Nyquist Theorem requirements), aliasing can occur. Aliasing is the creation of<br />

much lower–artificial–frequencies during the digital-to-analog or playback<br />

phase as a result of improperly sampled high frequencies.<br />

MUSC 310 – 02 Digital Audio


Aliasing<br />

If the sampling rate is too low for the frequencies being recorded (below the<br />

Nyquist Theorem requirements), aliasing can occur. Aliasing is the creation of<br />

much lower–artificial–frequencies during the digital-to-analog or playback<br />

phase as a result of improperly sampled high frequencies.<br />

MUSC 310 – 02 Digital Audio


Digital Levels<br />

� Levels in Digital Audio are measured in <strong>dB</strong>fs (full scale)<br />

� The highest level Digital Audio can record is 0 <strong>dB</strong>fs<br />

� Digital Over (Digital Clipping) is when 2 or more<br />

consecutive samples are recorded at 0 <strong>dB</strong>fs<br />

� Since VU meters don’t move fast enough and only<br />

measure averages, they don’t report Digital Overs<br />

� Digital Peak Program Meters (PPM) are used to watch for<br />

clipping<br />

� On many devices, 0VU = -18 <strong>dB</strong>fs, but can frequently be<br />

changed<br />

MUSC 310 – 02 Digital Audio


Clipping<br />

When the incoming audio signal exceeds the bit<br />

resolution of the ADC, the measurements drop out<br />

temporarily creating a nasty, and harsh sound<br />

MUSC 310 – 02 Digital Audio


Normalizing<br />

Normalizing increases the digital signal so that the<br />

loudest sample is brought up to 0<strong>dB</strong>fs<br />

MUSC 310 – 02 Digital Audio<br />

Original Audio File Normalized Audio File


Dither<br />

� Dither is a small amount of random noise added to the<br />

audio signal to lessen the effect of the Distortion caused<br />

by Quantization Error<br />

� Quantization Distortion is especially noticeable at low<br />

(quiet) signal levels<br />

� Reduces the “graininess” of Digital Audio during quiet<br />

passages, fades, and reverberation tails<br />

� In theory, increasing from 16 bit to 24 bit eliminates need<br />

for Dither<br />

� Currently, all consumer Digital Audio devices are 16 bit<br />

� Most professional recordings are now done at 24 bit and<br />

“Dithered Down” to 16 bit for distribution<br />

MUSC 310 – 02 Digital Audio


Word Clock<br />

In order to work correctly, all devices in the Digital<br />

Audio chain must have their sampling rate coordinated.<br />

Word Clock is a timing message shared between digital<br />

devices that keeps them synchronized.<br />

Jitter<br />

Errors or deviations in clock timing are called Jitter.<br />

Although Jitter can be caused by a variety of<br />

components, it is often a result of defective digital audio<br />

cables.<br />

MUSC 310 – 02 Digital Audio


Digital Cables for Multi-Channel<br />

� ADAT (Alesis Digital Audio Tape) Lightpipe<br />

� Toslink: fiber-optic<br />

� Carries 8 channels of digital audio<br />

� TDIF (Tascam Digital Interface Format)<br />

� Looks like a 25-pin computer cable, but pins are in different order<br />

� Carries 8 channels of digital audio in both directions (in/out)<br />

MUSC 310 – 02 Digital Audio

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