ELEC 484: Final Project Report Developing an Artificial Reverberation System for a Virtual Sound Stage

Size: px
Start display at page:

Download "ELEC 484: Final Project Report Developing an Artificial Reverberation System for a Virtual Sound Stage"

Transcription

1 ELEC 484: Final Project Report Developing an Artificial Reverberation System for a Virtual Sound Stage Sondra K. Moyls V Professor: Peter Driessen Wednesday August 7, 2013

2 Table of Contents 1.0 Abstract Virtual Room Design and Applications Motivation Design Concept Introduction to Artificial Reverb Reverberation Basics Schroeder and Early Artificial Reverberation Moorer s Algorithm Building a Reverberator in Max/MSP Working with Max/MSP Tapped Delay Line Parallel IIR Comb Filters All pass Filter Using the Program Conclusion and Future Development Max/MSP Patch Files References 20

3 1.0 Abstract This report discusses the implementation of an artificial reverb system using Max/MSP and Moorer s artificial reverb algorithm that could be used for the future development of a virtual sound stage for sound laying in film and television. The final implementation, up to the point of writing this report, allows a user to upload (and loop) up to 3 audio files, manipulate the size and reverberance of the virtual space these files occupy, vary the distance at which the sound is placed from the listener, and adjust the gain of each individual sound, as well as the overall mix.

4 2.0 Virtual Room Design and Applications 2.1 Motivation Sound in film and television, particularly music and foley sounds, are often added to scenes after they have been shot and edited. In order to create a soundtrack for a given scene, many things need to be considered, including the size and reverberance of the setting, objects in the room, the sounds of the actors clothing, as well as the emotional weight of objects and events in the scene. While many virtual sound stages exist to simulate the placement of musicians in a concert hall, or to simulate sound in virtual reality and video game systems, none seem to exist with the idea of applying sound effects to a motion picture. The concept of designing a sound stage with film in mind would allow the ability to physically place sounds within the scene, as if the sound originated from the source itself. 2.2 Design Concept By creating a virtual room around the setting of the scene, sounds could be layered to create a sense of depth and a more realistic response to the setting. Figure 1 below illustrates how sound sources are layered within a film, Figure 2, outlines how this could be applied to a scene from the 2013 film Pacific Rim:

5 Figure 1. The sound depth of a film. The sounds in the foreground are the most direct. Adjusting the background sounds adds depth and realism to the scene. Figure 2. A scene from Pacfic Rim (2013 Warner Bros. Pictures). The main dialogue between Mako (Rinko Kikuchi) and Raleigh (Charlie Hunnam) is in the foreground. The voices and footsteps of crowd behind them add depth to the sound field. The area they are walking through is a large metal reverberant space, and the reverberance of the background sounds adds to the size and weight of the location.

6 The central factor in developing a virtual soundstage is the design of a user controlled reverb system. This system provides the framework for adjusting the distance of the sound from the viewer/user, the sounds overall amplitude, and information about the physical space. In the example above, the scene is in a very reverberant setting. The dialogue between the main actors is the most direct, whereas the footsteps and voices of the crowd behind them is loud and booming. A soundstage would allow the user to take sound effects that have been close miced, and layer them into the scene, creating more realistic audible cues to the size of the space, and adding the intensity of moment. Before I discuss my implementation of a simple sound stage, the following section discusses the concepts behind artificial reverberation up to Moorer s model, which is implemented in the final design.

7 3.0 Introduction to Artificial Reverb 3.1 Reverberation Basics Reverberation refers to the audible effects of an acoustic space on a sound. A musical performance in a concert hall, and a musical performance in a cafe can sound drastically different due to the size of the space and the physical materials the room is constructed from. The direct sound arrives at the listener first, at time T0, followed by the early reflections of the sound off nearby surfaces. The late reverberations arrive last, defined by the decay rate. The decay rate refers to the time it takes these reflections to attenuate 60dB in level, which is also denoted as T60 or RT60. Together, these properties make up the impulse response of a space. Figure 3. Model of a Generic Room Impulse Response The decay rate (or reverberation time) can be approximated mathematically, as was first proposed by Sabine in 1900[3]. The reverberation decay time is inversely proportional to the sound absorption of the space, where A is the absorption and V is the volume of the room is m 3 :

8 Manfred Schroeder later expanded on this model of calculating the reverberation time by integrating the impulse response of the room to get the energy decay curve (EDC), which is defined by: The EDC refers to the amount of energy the signal has at time t [1]. A room s effect is also defined by it s normal modes of vibration, the frequencies that are naturally amplified by a given space. Again, these can be calculated mathematically, and effect the impulse response of an acoustic space. 3.2 Schroeder and Early Artificial Reverberation The physical properties of a real room can be vary complex, as seen above. The need to approximate acoustic spaces outside of those available for a performance has existed since the 1920s, where reverberation chambers were used for music broadcasting and recording [3]. The first digital reverb algorithms were proposed in the early 1960s by Manfred Schroeder at Bell Labs, which introduced the use of recursive comb-filters and delay-based all-pass filters to simulate reverberation echoes. One of his designs using these components can be seen in Figure 4 below.

9 Figure 4. One of Schroeder s reverberators. This one uses 4 parallel comb filters followed by two comb filters. The input signal would also be fed forward to the output to simulate the direct sound. By replacing the transfer function A(z) of the all-pass filters delay lines (Figure 3), the all-pass filters allow for a dense impulse response and a flat frequency response [4]. The comb filters provide some independent control over the delay of the reverberated sound, as well as the decay rate [3]. Together, these components simulate the effect of wall reflections. In both the comb filters and the all-pass filters, the magnitude of g, must be less than 1 for the system to be stable. Figure 5. All-pass filter with delay line.

10 3.3 Moorer s Algorithm James Moorer built on the artificial system proposed by Schroeder by adding a tapped delay line to simulate a room s early reflections. These delay lines are then directed through a series of six parallel comb filters, followed by an all-pass filter, then delayed to allow the last of the early reflections through to the output, before the last of the late reflections is generated by the filters. Figure 6. Moorer s Reverberator Each of the comb filters contains a low-pass filter in the feedback loop, which aids in smearing the echoes of short implosive sounds, adding to a smoother decay [2]. The all-pass filter, the same as that proposed by Schroeder, creates a dense impulse response, while maintaining a flat frequency response; however, transient frequencies are more heavily effected by the phase response of the filter, which can cause a metallic ringing in the output. This will be further explored later.

11 4.0 Building a Reverberator in Max/MSP 4.1 Working with Max/MSP Prior to this project, I had only a basic working knowledge of Max/MSP. I decided to use it primarily based on it s adaptability and the ability to make real-time adjustments. This proved extremely useful in fine tuning values for the delays and gains, as well as identifying what components of this reverberator where producing which parts of the sound. I made a conscience effort not to look at some of the existing reverb patches in Max/MSP, so that they would not influence the design process. Two notable patches that exist in Max are yafr (Yet Another Free Reverb) and Freeverb, designed by Olaf Matthes, which provides a stereo implementation of the Schroeder/Moorer model; however, the external to download this patch is no longer available. Moorer s algorithm was used to keep this implementation simple, and to further explorer the development of a completely artificial reverb system. Max was used to implement this project. 4.2 Tapped Delay Line The first part of the reverberation system implements an 11-tap delay line. Experimenting with the number of M taps found that 7 or more provided a good simulation of early reflections, although more allowed for a more noticeable audible distance between setting the room as larger and smaller. The delay lengths were chosen between 4 and 80 ms, with gains between 0.13 and 0.85, values modeled after the idealized geometric simulation of the Boston Concert Hall proposed by Moorer [3]. Table 1 outlines the values used.

12 TAP TIME (ms) GAIN Table 1. Delay lengths and gains for the delay time simulates early reflections. The tapped delay line not only provides the early reflections, but also allows the user to control the distance of the sound from the listener. This is done by having a scale multiplier that multiples the incoming gain for a tap by a constant between 1 and 1.9 (depending on the position of the slider). A value of 1.9 is used as the maximum to prevent any of the gain values from exceeding 1, which could cause the system to become unstable. As the distance slider moves the sound farther away, the gain of the early reflections increases while the gain of the direct signal decreases. This causes the early reflections to become slightly more prominent, while decreasing the gain of the direct signal. The implementation of the tapped delay line patch can be seen below (for a larger image, see the included image file FIR_delay_line_11.jpeg).

13 Figure 7. FIR Tapped Delay Line with 11 taps (For larger image see FIR_delay_line_11, or view in the Max patch) 4.3 Parallel IIR Comb Filters The lowpass feedback comb filter proposed by Schroeder was also used by Moore in his reverb implementation, and is pictured in Figure 8, below: Figure 8. Lowpass Feedback IIR filter The addition of the lowpass filter contributes to a smooth decay, but also allows control over how reverberant the room is. As the gain coefficient d is increased, the room sounds more wet. As it is decreased, the room sounds more dry. The values of d have been limited between 0.02 and 0.3, as values less that 0.02 do not produce a noticeable difference, and values above 0.3 can create an unwanted buzzing in the output signal. As f varies from 0.1 to 0.9 the overall size of the room increases. In this way, a high value for f and a high value for d will create a more cathedral

14 like sound, and a low value for f and d will create a sound akin to a small room with very little reverberance. While Moorer suggests independent gain values for each of the six parallel comb filters, I have not implemented the filters will different gains here. Each filter changes in the same way when the sliders for f and d are manipulated; however, one difference is that as the value of f increases, the number of samples N being delayed in the comb filter is increased. In this way, as the room becomes bigger, the delay affects more of the signal, causing more later reflections. Values of N between 70 and 7500 samples provided the smoothest result. For values greater than 5000, the reverberator becomes very metallic and unnatural sounding. The Max/MSP implementation for the comb filter can be seen below in Figure 9: Figure 9. Implementation of Lowpass Feedback Comb Filter

15 4.4 All pass Filter The final component of the Moorer reverb algorithm is an all-pass comb filter. This filter has a delay length of 6ms and a gain coefficient of 0.7, as suggested by Moorer [2]. The Max/MSP implementation is pictured below. Figure 10. All-pass filter 4.5 Using the Program The components discussed about have been combined into a maxpatch called p_myreverb. The final.maxpat file provides a rough interface for the user to load in up to three audio files and manipulate them simultaneously within a given room as specified by the values of the Room and Damping sliders. Each sound can be placed at a specified distance with it s own individual gain value. The sounds can also be looped. The interface does not give any exact values, but allows the user to approximate them with the sliders. The output can also be recorded to be applied to a scene or composition.

16 4.6 Observations Overall, the reverberator works well to layer sounds in a scene. Some examples have been provided in the output files output_phone_footstps.aif and bathroom_reveb_test.aif. The former is derived by combining the wooden-stairs-2.wav, telephone-ring-4.wav, and bathroomfaucet-1.wav input sounds, which are included in the folder sample_sounds. The room was set to a medium size with medium reverberance. The phone ringing was placed in the background, the water running in the mid-ground, and the footsteps in the foreground. The second output file uses the bathroom-faucet-1.wav and the brushing-teeth-1.wav sound files. The room is set to be large and very wet to simulate a bathroom scene. Notable problems occur on sounds with transient content, as can be heard in the output file sneeze_large_rev_room.aif. These sounds tend to sound more metallic, especially in the reverb tail when the room is set to be large. The phone clip, footsteps, stairs, and laughing sounds (which don t contain transient information) sound relatively natural when put through the reverb system; however the sneezing sound, as well as plosive and fricative sounds in speech can have a similar ringing. This is largely due to the natural of the all-pass filter, which audibly effects the phase of these high transient sounds. The same problem is described by Moorer: If there are any clicks or pops in the sound being reverberated, a short all-pass will surround each click with a puff consisting of it s own impluse response, sounding not unlike a very quiet crash symbol [3]. I experimented with adding a lowpass filter after the all-pass to try and remove some more of the puffing metallic sounds, but in order to do so, I had to set to all-pass at a point where information in the signal was also cut out, causing to direct sound to become more distant and muddy. Figure 11 and 12 below show the result of a higher, more transient impulse response (generated from a click track in audacity), followed by an impulse response generated by a hammer sound effect. The gradation in the more transient click sound is very noticeable compared to less transient the hammer.

17 Figure 11. Impulse response with a click in a small dry room, medium semi-reverberant room, and a wet reverberant room, respectively Figure 11. Impulse response with a hammer sound in a small dry room, medium semireverberant room, and a wet reverberant room, respectively

18 5.0 Conclusion and Future Development Moorer s reverberator algorithm lends itself well to a simple reverb system. It is easy to understand and manipulate the various components, and can be fine tuned to sound very good on certain sounds. For a very basic sound stage, it provides enough control to position a sound in a given space, with some proximity to the listener. The downsides are that the algorithm itself does not provide measurable numbers in relation to real room acoustics, and relies mostly on the ear to find numerical values that work (although the can be modeled from real impulse responses as well). Further development of this concept may be better realized with a different artificial reverberation algorithm, or by using reverberation tails and performing convolution with the input signal. This implementation is also very limited in terms of how the user can move a sound in space. A full implementation would provide a proper visual interface to place the sounds, and also allow sounds to be placed from left to right, expanding the stage into a stereo image. The use of ray tracing methods would allow the placement of objects in the virtual space, that would further affect how the sound is reflected. In order for the sound stage to be practical for syncing with visuals, sounds would need to be placed in a time stream to correspond to the events on the screen as well; however, this first implementation does provide a quick means of modifying sounds in relation to one another in real time, without needing to open multiple plugins.

19 6.0 Max/MSP Patch Files 6.1 Audio Files Provided All test files can be found in the folder sample_sounds. With the exception of Toms_diner.wav (which is from the DAFX website) and impulse.wav (which was made in Audacity) all the sound files are from Output Files All pre-generated output files can be found in the folder output. output_phone_footsteps.aif - room size and damping set to mid values. Phone ringing placed most distant from the user (telephone-ring-4.wav). Footsteps coming down the stairs in the foreground (wooden-stairs-2.wav). Water running in the middle ground (bathroom-faucet.wav). bathroom_reverb_test.aif - room size is set to be large and very reverberant to model a bathroom. Water running in the background (bathroom-faucet.wav), and someone brushing their teeth in the foreground (brushing-teeth-1.wav). sneeze_large_rev_room.aif - room is set a notch below the largest and most reverberant. Only the sneezing-1.wav sound is used. 6.3 Max/MSP Files final.maxpatch - contains my_reverb patch, which contains the delay line, allpass filter, and comb filters implemented

20 7.0 References [1] Frenette, Jasmin. Reducing Artificial Reverberation Requirements Using Time-Varient Feedback Delay Networks. University of Miami, Decemeber programs/mue/mue2003/research/jfrenette/index.html [2]James A. Moorer. About this Reverberation Business, Computer Music Journal, Vol. 3, No. 2, Pp , June 1979 [3] Välimäki, Vesa et al. Fifty Years of Artificial Reverberation, IEEE Transactions on Audio, Speech, and Language Processing. Vol 20, No. 5, Pp [4] Zölzer, Udo. DAFX: Digital Audio Effects 2nd Edition, John Wiley & Sons Ltd, 2012 Audio Files from: Sound Jay DAFX Textbook WebPage MATLAB files DAFX_Book_Page_2nd_edition/matlab.html

FIR/Convolution. Visulalizing the convolution sum. Convolution

FIR/Convolution. Visulalizing the convolution sum. Convolution FIR/Convolution CMPT 368: Lecture Delay Effects Tamara Smyth, tamaras@cs.sfu.ca School of Computing Science, Simon Fraser University April 2, 27 Since the feedforward coefficient s of the FIR filter are

More information

FIR/Convolution. Visulalizing the convolution sum. Frequency-Domain (Fast) Convolution

FIR/Convolution. Visulalizing the convolution sum. Frequency-Domain (Fast) Convolution FIR/Convolution CMPT 468: Delay Effects Tamara Smyth, tamaras@cs.sfu.ca School of Computing Science, Simon Fraser University November 8, 23 Since the feedforward coefficient s of the FIR filter are the

More information

Additional Reference Document

Additional Reference Document Audio Editing Additional Reference Document Session 1 Introduction to Adobe Audition 1.1.3 Technical Terms Used in Audio Different applications use different sample rates. Following are the list of sample

More information

CMPT 468: Delay Effects

CMPT 468: Delay Effects CMPT 468: Delay Effects Tamara Smyth, tamaras@cs.sfu.ca School of Computing Science, Simon Fraser University November 8, 2013 1 FIR/Convolution Since the feedforward coefficient s of the FIR filter are

More information

Room Acoustics. March 27th 2015

Room Acoustics. March 27th 2015 Room Acoustics March 27th 2015 Question How many reflections do you think a sound typically undergoes before it becomes inaudible? As an example take a 100dB sound. How long before this reaches 40dB?

More information

MPEG-4 Structured Audio Systems

MPEG-4 Structured Audio Systems MPEG-4 Structured Audio Systems Mihir Anandpara The University of Texas at Austin anandpar@ece.utexas.edu 1 Abstract The MPEG-4 standard has been proposed to provide high quality audio and video content

More information

Lab 18 Delay Lines. m208w2014. Setup. Delay Lines

Lab 18 Delay Lines. m208w2014. Setup. Delay Lines MUSC 208 Winter 2014 John Ellinger Carleton College Lab 18 Delay Lines Setup Download the m208lab18.zip files and move the folder to your desktop. Delay Lines Delay Lines are frequently used in audio software.

More information

UNIVERSITY OF MIAMI REDUCING ARTIFICIAL REVERBERATION ALGORITHM REQUIREMENTS USING TIME-VARIANT FEEDBACK DELAY NETWORKS.

UNIVERSITY OF MIAMI REDUCING ARTIFICIAL REVERBERATION ALGORITHM REQUIREMENTS USING TIME-VARIANT FEEDBACK DELAY NETWORKS. UNIVERSITY OF MIAMI REDUCING ARTIFICIAL REVERBERATION ALGORITHM REQUIREMENTS USING TIME-VARIANT FEEDBACK DELAY NETWORKS By Jasmin Frenette A Research Project Submitted to the Faculty of the University

More information

Reducing comb filtering on different musical instruments using time delay estimation

Reducing comb filtering on different musical instruments using time delay estimation Reducing comb filtering on different musical instruments using time delay estimation Alice Clifford and Josh Reiss Queen Mary, University of London alice.clifford@eecs.qmul.ac.uk Abstract Comb filtering

More information

THE BEATING EQUALIZER AND ITS APPLICATION TO THE SYNTHESIS AND MODIFICATION OF PIANO TONES

THE BEATING EQUALIZER AND ITS APPLICATION TO THE SYNTHESIS AND MODIFICATION OF PIANO TONES J. Rauhala, The beating equalizer and its application to the synthesis and modification of piano tones, in Proceedings of the 1th International Conference on Digital Audio Effects, Bordeaux, France, 27,

More information

Case study for voice amplification in a highly absorptive conference room using negative absorption tuning by the YAMAHA Active Field Control system

Case study for voice amplification in a highly absorptive conference room using negative absorption tuning by the YAMAHA Active Field Control system Case study for voice amplification in a highly absorptive conference room using negative absorption tuning by the YAMAHA Active Field Control system Takayuki Watanabe Yamaha Commercial Audio Systems, Inc.

More information

Phase Correction System Using Delay, Phase Invert and an All-pass Filter

Phase Correction System Using Delay, Phase Invert and an All-pass Filter Phase Correction System Using Delay, Phase Invert and an All-pass Filter University of Sydney DESC 9115 Digital Audio Systems Assignment 2 31 May 2011 Daniel Clinch SID: 311139167 The Problem Phase is

More information

Scarlett Plug-in Suite

Scarlett Plug-in Suite Scarlett Plug-in Suite User Guide FA0000-01 1 Contents Installation... 3 Software Activation... 3 Scarlett Plug-in Suite Modules... 5 Compressor... 5 EQ... 6 Gate... 7 Reverb... 9 2 Installation 1. Double

More information

Psychoacoustic Cues in Room Size Perception

Psychoacoustic Cues in Room Size Perception Audio Engineering Society Convention Paper Presented at the 116th Convention 2004 May 8 11 Berlin, Germany 6084 This convention paper has been reproduced from the author s advance manuscript, without editing,

More information

APPLICATIONS OF A DIGITAL AUDIO-SIGNAL PROCESSOR IN T.V. SETS

APPLICATIONS OF A DIGITAL AUDIO-SIGNAL PROCESSOR IN T.V. SETS Philips J. Res. 39, 94-102, 1984 R 1084 APPLICATIONS OF A DIGITAL AUDIO-SIGNAL PROCESSOR IN T.V. SETS by W. J. W. KITZEN and P. M. BOERS Philips Research Laboratories, 5600 JA Eindhoven, The Netherlands

More information

Equalizers. Contents: IIR or FIR for audio filtering? Shelving equalizers Peak equalizers

Equalizers. Contents: IIR or FIR for audio filtering? Shelving equalizers Peak equalizers Equalizers 1 Equalizers Sources: Zölzer. Digital audio signal processing. Wiley & Sons. Spanias,Painter,Atti. Audio signal processing and coding, Wiley Eargle, Handbook of recording engineering, Springer

More information

NAME STUDENT # ELEC 484 Audio Signal Processing. Midterm Exam July Listening test

NAME STUDENT # ELEC 484 Audio Signal Processing. Midterm Exam July Listening test NAME STUDENT # ELEC 484 Audio Signal Processing Midterm Exam July 2008 CLOSED BOOK EXAM Time 1 hour Listening test Choose one of the digital audio effects for each sound example. Put only ONE mark in each

More information

Click on the numbered steps below to learn how to record and save audio using Audacity.

Click on the numbered steps below to learn how to record and save audio using Audacity. Recording and Saving Audio with Audacity Items: 6 Steps (Including Introduction) Introduction: Before You Start Make sure you've downloaded and installed Audacity on your computer before starting on your

More information

Magic Leap Soundfield Audio Plugin user guide for Unity

Magic Leap Soundfield Audio Plugin user guide for Unity Magic Leap Soundfield Audio Plugin user guide for Unity Plugin Version: MSA_1.0.0-21 Contents Get started using MSA in Unity. This guide contains the following sections: Magic Leap Soundfield Audio Plugin

More information

epicverb M A N U A L

epicverb M A N U A L epicverb M A N U A L Content Chapter 1: Introduction 5 1.1. License... 5 1.2. Installation... 6 1.3. Overarching topics... 6 1.4. Credits... 6 Chapter 2: Reference 7 2.1. Overview... 7 2.2. Quick Reference...

More information

MAGNITUDE-COMPLEMENTARY FILTERS FOR DYNAMIC EQUALIZATION

MAGNITUDE-COMPLEMENTARY FILTERS FOR DYNAMIC EQUALIZATION Proceedings of the COST G-6 Conference on Digital Audio Effects (DAFX-), Limerick, Ireland, December 6-8, MAGNITUDE-COMPLEMENTARY FILTERS FOR DYNAMIC EQUALIZATION Federico Fontana University of Verona

More information

Splash Instrument Manual

Splash Instrument Manual Splash Instrument Manual Thank you for buying Splash from Wobblophones! You will find two instruments in the Splash library: Splash and Nebulon Splash. This manual will give you an overview of the Splash

More information

Final Exam Study Guide: Introduction to Computer Music Course Staff April 24, 2015

Final Exam Study Guide: Introduction to Computer Music Course Staff April 24, 2015 Final Exam Study Guide: 15-322 Introduction to Computer Music Course Staff April 24, 2015 This document is intended to help you identify and master the main concepts of 15-322, which is also what we intend

More information

Extreme Environments

Extreme Environments Extreme Environments Extreme Environments is a unique sound design tool that allows you to quickly and easily create dense and complex ambiences, ranging from musical pads through to realistic room tones

More information

IE-35 & IE-45 RT-60 Manual October, RT 60 Manual. for the IE-35 & IE-45. Copyright 2007 Ivie Technologies Inc. Lehi, UT. Printed in U.S.A.

IE-35 & IE-45 RT-60 Manual October, RT 60 Manual. for the IE-35 & IE-45. Copyright 2007 Ivie Technologies Inc. Lehi, UT. Printed in U.S.A. October, 2007 RT 60 Manual for the IE-35 & IE-45 Copyright 2007 Ivie Technologies Inc. Lehi, UT Printed in U.S.A. Introduction and Theory of RT60 Measurements In theory, reverberation measurements seem

More information

PLEASE NOTE: EVERY ACTIVITY IN THIS SECTION MUST BE SAVED AS A WAV AND UPLOADED TO YOUR BOX.COM FOLDER FOR GRADING.

PLEASE NOTE: EVERY ACTIVITY IN THIS SECTION MUST BE SAVED AS A WAV AND UPLOADED TO YOUR BOX.COM FOLDER FOR GRADING. PLEASE NOTE: EVERY ACTIVITY IN THIS SECTION MUST BE SAVED AS A WAV AND UPLOADED TO YOUR BOX.COM FOLDER FOR GRADING. Multitrack Recording There will often be times when you will want to record more than

More information

Flanger. Fractional Delay using Linear Interpolation. Flange Comb Filter Parameters. Music 206: Delay and Digital Filters II

Flanger. Fractional Delay using Linear Interpolation. Flange Comb Filter Parameters. Music 206: Delay and Digital Filters II Flanger Music 26: Delay and Digital Filters II Tamara Smyth, trsmyth@ucsd.edu Department of Music, University of California, San Diego (UCSD) January 22, 26 The well known flanger is a feedforward comb

More information

Acoustics II: Kurt Heutschi recording technique. stereo recording. microphone positioning. surround sound recordings.

Acoustics II: Kurt Heutschi recording technique. stereo recording. microphone positioning. surround sound recordings. demo Acoustics II: recording Kurt Heutschi 2013-01-18 demo Stereo recording: Patent Blumlein, 1931 demo in a real listening experience in a room, different contributions are perceived with directional

More information

Pre- and Post Ringing Of Impulse Response

Pre- and Post Ringing Of Impulse Response Pre- and Post Ringing Of Impulse Response Source: http://zone.ni.com/reference/en-xx/help/373398b-01/svaconcepts/svtimemask/ Time (Temporal) Masking.Simultaneous masking describes the effect when the masked

More information

AUTOMATIC EQUALIZATION FOR IN-CAR COMMUNICATION SYSTEMS

AUTOMATIC EQUALIZATION FOR IN-CAR COMMUNICATION SYSTEMS AUTOMATIC EQUALIZATION FOR IN-CAR COMMUNICATION SYSTEMS Philipp Bulling 1, Klaus Linhard 1, Arthur Wolf 1, Gerhard Schmidt 2 1 Daimler AG, 2 Kiel University philipp.bulling@daimler.com Abstract: An automatic

More information

Active Field Control (AFC) Reverberation Enhancement System Using Acoustical Feedback Control

Active Field Control (AFC) Reverberation Enhancement System Using Acoustical Feedback Control Active Field Control (AFC) Reverberation Enhancement System Using Acoustical Feedback Control What is AFC? Active Field Control Electro-acoustical sound field enhancement system *Enhancement of RT and

More information

ROOM SHAPE AND SIZE ESTIMATION USING DIRECTIONAL IMPULSE RESPONSE MEASUREMENTS

ROOM SHAPE AND SIZE ESTIMATION USING DIRECTIONAL IMPULSE RESPONSE MEASUREMENTS ROOM SHAPE AND SIZE ESTIMATION USING DIRECTIONAL IMPULSE RESPONSE MEASUREMENTS PACS: 4.55 Br Gunel, Banu Sonic Arts Research Centre (SARC) School of Computer Science Queen s University Belfast Belfast,

More information

Topic. Filters, Reverberation & Convolution THEY ARE ALL ONE

Topic. Filters, Reverberation & Convolution THEY ARE ALL ONE Topic Filters, Reverberation & Convolution THEY ARE ALL ONE What is reverberation? Reverberation is made of echoes Echoes are delayed copies of the original sound In the physical world these are caused

More information

Envelopment and Small Room Acoustics

Envelopment and Small Room Acoustics Envelopment and Small Room Acoustics David Griesinger Lexicon 3 Oak Park Bedford, MA 01730 Copyright 9/21/00 by David Griesinger Preview of results Loudness isn t everything! At least two additional perceptions:

More information

MIKING ACTORS ON A THEATER STAGE By Bruce Bartlett Copyright 2010

MIKING ACTORS ON A THEATER STAGE By Bruce Bartlett Copyright 2010 MIKING ACTORS ON A THEATER STAGE By Bruce Bartlett Copyright 2010 Plays and musicals are a serious challenge for the sound engineer. In these situations, it s hard to get enough gain before feedback and

More information

Welcome to Art Vista s

Welcome to Art Vista s Welcome to Art Vista s Art Vista Virtual Grand Piano 2.1 Art Vista Productions, 2011. All rights reserved. Thank you for purchasing Art Vista s Virtual Grand Piano 2. The instrument is based on extensive

More information

Reverb Tutorial What Is Reverb In Music, What It Does, When We Need It And Its Controls

Reverb Tutorial What Is Reverb In Music, What It Does, When We Need It And Its Controls musicproductiontips.net http://musicproductiontips.net/what-is-reverb-tutorial/ Reverb Tutorial What Is Reverb In Music, What It Does, When We Need It And Its Controls Paschalis What Is Reverb In Music

More information

Class Overview. tracking mixing mastering encoding. Figure 1: Audio Production Process

Class Overview. tracking mixing mastering encoding. Figure 1: Audio Production Process MUS424: Signal Processing Techniques for Digital Audio Effects Handout #2 Jonathan Abel, David Berners April 3, 2017 Class Overview Introduction There are typically four steps in producing a CD or movie

More information

Making Music with Tabla Loops

Making Music with Tabla Loops Making Music with Tabla Loops Executive Summary What are Tabla Loops Tabla Introduction How Tabla Loops can be used to make a good music Steps to making good music I. Getting the good rhythm II. Loading

More information

production RECORD SOUND To access our full set of Into Film mini filmmaking guides visit intofilm.org mini filmmaking guides INTOFILM.

production RECORD SOUND To access our full set of Into Film mini filmmaking guides visit intofilm.org mini filmmaking guides INTOFILM. PRODUCTION mini filmmaking guides production 4. To access our full set of Into Film mini filmmaking guides visit intofilm.org DEVELOPMENT (3 guides) PRE-PRODUCTION (4 guides) PRODUCTION (5 guides) 1. LIGHT

More information

(temporary help file!)

(temporary help file!) a 2D spatializer for mono and stereo sources (temporary help file!) March 2007 1 Global view Cinetic section : analyzes the frequency and the amplitude of the left and right audio inputs. The resulting

More information

The psychoacoustics of reverberation

The psychoacoustics of reverberation The psychoacoustics of reverberation Steven van de Par Steven.van.de.Par@uni-oldenburg.de July 19, 2016 Thanks to Julian Grosse and Andreas Häußler 2016 AES International Conference on Sound Field Control

More information

Lowpass A low pass filter allows low frequencies to pass through and attenuates high frequencies.

Lowpass A low pass filter allows low frequencies to pass through and attenuates high frequencies. MUSC 208 Winter 2014 John Ellinger Carleton College Lab 17 Filters II Lab 17 needs to be done on the imacs. Five Common Filter Types Lowpass A low pass filter allows low frequencies to pass through and

More information

WARPED FILTER DESIGN FOR THE BODY MODELING AND SOUND SYNTHESIS OF STRING INSTRUMENTS

WARPED FILTER DESIGN FOR THE BODY MODELING AND SOUND SYNTHESIS OF STRING INSTRUMENTS NORDIC ACOUSTICAL MEETING 12-14 JUNE 1996 HELSINKI WARPED FILTER DESIGN FOR THE BODY MODELING AND SOUND SYNTHESIS OF STRING INSTRUMENTS Helsinki University of Technology Laboratory of Acoustics and Audio

More information

Microphone a transducer that converts one type of energy (sound waves) into another corresponding form of energy (electric signal).

Microphone a transducer that converts one type of energy (sound waves) into another corresponding form of energy (electric signal). 1 Professor Calle ecalle@mdc.edu www.drcalle.com MUM 2600 Microphone Notes Microphone a transducer that converts one type of energy (sound waves) into another corresponding form of energy (electric signal).

More information

Research Article Efficient Dispersion Generation Structures for Spring Reverb Emulation

Research Article Efficient Dispersion Generation Structures for Spring Reverb Emulation Hindawi Publishing Corporation EURASIP Journal on Advances in Signal Processing Volume, Article ID, 8 pages doi:.// Research Article Efficient Dispersion Generation Structures for Spring Reverb Emulation

More information

A Realtime Multichannel Room Simulator

A Realtime Multichannel Room Simulator A Realtime Multichannel Room Simulator Bill Gardner Perceptual Computing Group MIT Media Lab, E15-368C 20 Ames St. Cambridge, MA 02139 Internet: billg@media.mit.edu October 30, 1992 Abstract A room simulator

More information

4: EXPERIMENTS WITH SOUND PULSES

4: EXPERIMENTS WITH SOUND PULSES 4: EXPERIMENTS WITH SOUND PULSES Sound waves propagate (travel) through air at a velocity of approximately 340 m/s (1115 ft/sec). As a sound wave travels away from a small source of sound such as a vibrating

More information

INFINITE IMPULSE RESPONSE (IIR) FILTERS

INFINITE IMPULSE RESPONSE (IIR) FILTERS CHAPTER 6 INFINITE IMPULSE RESPONSE (IIR) FILTERS This chapter introduces infinite impulse response (IIR) digital filters. Several types of IIR filters are designed using the Filter Design and Analysis

More information

Before You Start. Program Configuration. Power On

Before You Start. Program Configuration. Power On StompBox is a program that turns your Pocket PC into a personal practice amp and effects unit, ideal for acoustic guitar players seeking a greater variety of sound. StompBox allows you to chain up to 9

More information

, where I 0 is the. From the definition of intensity level, I I

, where I 0 is the. From the definition of intensity level, I I Acoustics of buildings Obtaining right amount of reverberation is the secret of good acoustics Topics: Applied acoustics: Sound transducers and their characteristics. Recording and reproduction of sound.

More information

Convention e-brief 400

Convention e-brief 400 Audio Engineering Society Convention e-brief 400 Presented at the 143 rd Convention 017 October 18 1, New York, NY, USA This Engineering Brief was selected on the basis of a submitted synopsis. The author

More information

Sound Design and Technology. ROP Stagehand Technician

Sound Design and Technology. ROP Stagehand Technician Sound Design and Technology ROP Stagehand Technician Functions of Sound in Theatre Music Effects Reinforcement Music Create aural atmosphere to put the audience in the proper mood for the play Preshow,

More information

Suppose you re going to mike a singer, a sax, or a guitar. Which mic should you choose? Where should you place it?

Suppose you re going to mike a singer, a sax, or a guitar. Which mic should you choose? Where should you place it? MICROPHONE TECHNIQUE BASICS FOR MUSICAL INSTRUMENTS by Bruce Bartlett Copyright 2010 Suppose you re going to mike a singer, a sax, or a guitar. Which mic should you choose? Where should you place it? Your

More information

Auditory Localization

Auditory Localization Auditory Localization CMPT 468: Sound Localization Tamara Smyth, tamaras@cs.sfu.ca School of Computing Science, Simon Fraser University November 15, 2013 Auditory locatlization is the human perception

More information

CHAPTER ONE SOUND BASICS. Nitec in Digital Audio & Video Production Institute of Technical Education, College West

CHAPTER ONE SOUND BASICS. Nitec in Digital Audio & Video Production Institute of Technical Education, College West CHAPTER ONE SOUND BASICS Nitec in Digital Audio & Video Production Institute of Technical Education, College West INTRODUCTION http://www.youtube.com/watch?v=s9gbf8y0ly0 LEARNING OBJECTIVES By the end

More information

DREAM DSP LIBRARY. All images property of DREAM.

DREAM DSP LIBRARY. All images property of DREAM. DREAM DSP LIBRARY One of the pioneers in digital audio, DREAM has been developing DSP code for over 30 years. But the company s roots go back even further to 1977, when their founder was granted his first

More information

SIA Software Company, Inc.

SIA Software Company, Inc. SIA Software Company, Inc. One Main Street Whitinsville, MA 01588 USA SIA-Smaart Pro Real Time and Analysis Module Case Study #2: Critical Listening Room Home Theater by Sam Berkow, SIA Acoustics / SIA

More information

Impulse Response Measurements Using All-Pass Deconvolution David Griesinger

Impulse Response Measurements Using All-Pass Deconvolution David Griesinger Impulse Response Measurements Using All-Pass Deconvolution David Griesinger Lexicon, Inc. Waltham, Massachusetts 02154, USA A method of measuring impulse responses of rooms will be described which uses

More information

Understanding the Behavior of Band-Pass Filter with Windows for Speech Signal

Understanding the Behavior of Band-Pass Filter with Windows for Speech Signal International OPEN ACCESS Journal Of Modern Engineering Research (IJMER) Understanding the Behavior of Band-Pass Filter with Windows for Speech Signal Amsal Subhan 1, Monauwer Alam 2 *(Department of ECE,

More information

CONTENTS. Preface...vii. Acknowledgments...ix. Chapter 1: Behavior of Sound...1. Chapter 2: The Ear and Hearing...11

CONTENTS. Preface...vii. Acknowledgments...ix. Chapter 1: Behavior of Sound...1. Chapter 2: The Ear and Hearing...11 CONTENTS Preface...vii Acknowledgments...ix Chapter 1: Behavior of Sound...1 The Sound Wave...1 Frequency...2 Amplitude...3 Velocity...4 Wavelength...4 Acoustical Phase...4 Sound Envelope...7 Direct, Early,

More information

PHYSICS 107 LAB #6: SINGING IN THE SHOWER, SINGING

PHYSICS 107 LAB #6: SINGING IN THE SHOWER, SINGING Section: Monday / Tuesday (circle one) Name: Partners: /29 pts Could add in a simple Articulation test (p. 186 of The Taylor Manual of experiments or at http://arch37 3.wikispaces. com/sound+ Off) for

More information

Surround: The Current Technological Situation. David Griesinger Lexicon 3 Oak Park Bedford, MA

Surround: The Current Technological Situation. David Griesinger Lexicon 3 Oak Park Bedford, MA Surround: The Current Technological Situation David Griesinger Lexicon 3 Oak Park Bedford, MA 01730 www.world.std.com/~griesngr There are many open questions 1. What is surround sound 2. Who will listen

More information

AFX USER GUIDE ACOUSTIC REVERB PEDAL

AFX USER GUIDE ACOUSTIC REVERB PEDAL AFX USER GUIDE ACOUSTIC REVERB PEDAL clip batt off max warm bright short long decay time level tone studio room canyon cathedral plate concert chamber stage REVERB ACOUSTIC EFFECTS 2 Quick start Power

More information

DEEP LEARNING BASED AUTOMATIC VOLUME CONTROL AND LIMITER SYSTEM. Jun Yang (IEEE Senior Member), Philip Hilmes, Brian Adair, David W.

DEEP LEARNING BASED AUTOMATIC VOLUME CONTROL AND LIMITER SYSTEM. Jun Yang (IEEE Senior Member), Philip Hilmes, Brian Adair, David W. DEEP LEARNING BASED AUTOMATIC VOLUME CONTROL AND LIMITER SYSTEM Jun Yang (IEEE Senior Member), Philip Hilmes, Brian Adair, David W. Krueger Amazon Lab126, Sunnyvale, CA 94089, USA Email: {junyang, philmes,

More information

ANALYSIS OF REAL TIME AUDIO EFFECT DESIGN USING TMS320 C6713 DSK

ANALYSIS OF REAL TIME AUDIO EFFECT DESIGN USING TMS320 C6713 DSK ANALYSIS OF REAL TIME AUDIO EFFECT DESIGN USING TMS32 C6713 DSK Rio Harlan, Fajar Dwisatyo, Hafizh Fazha, M. Suryanegara, Dadang Gunawan Departemen Elektro Fakultas Teknik Universitas Indonesia Kampus

More information

Acoustical Testing 1

Acoustical Testing 1 Material Study By: IRINEO JAIMES TEAM ANDREW MILLER SAM SHROYER NATHAN NEGRU ERICH PFISTER Acoustical Testing 1 Dr. Lauren Ronsse, Dr. Dominique Chéenne 11/05/2014 Table of Contents Abstract. 3 Introduction....3

More information

IMGD 3xxx - HCI for Real, Virtual, and Teleoperated Environments: Human Hearing and Audio Display Technologies. by Robert W. Lindeman

IMGD 3xxx - HCI for Real, Virtual, and Teleoperated Environments: Human Hearing and Audio Display Technologies. by Robert W. Lindeman IMGD 3xxx - HCI for Real, Virtual, and Teleoperated Environments: Human Hearing and Audio Display Technologies by Robert W. Lindeman gogo@wpi.edu Motivation Most of the focus in gaming is on the visual

More information

MICROPHONE TECHNIQUES

MICROPHONE TECHNIQUES A Shure Educational Publication MICROPHONE TECHNIQUES 1 GENERAL RULES Microphone Techniques Microphone technique is largely a matter of personal taste whatever method sounds right the particular instrument,

More information

Improving room acoustics at low frequencies with multiple loudspeakers and time based room correction

Improving room acoustics at low frequencies with multiple loudspeakers and time based room correction Improving room acoustics at low frequencies with multiple loudspeakers and time based room correction S.B. Nielsen a and A. Celestinos b a Aalborg University, Fredrik Bajers Vej 7 B, 9220 Aalborg Ø, Denmark

More information

REAL TIME WALKTHROUGH AURALIZATION - THE FIRST YEAR

REAL TIME WALKTHROUGH AURALIZATION - THE FIRST YEAR REAL TIME WALKTHROUGH AURALIZATION - THE FIRST YEAR B.-I. Dalenbäck CATT, Mariagatan 16A, Gothenburg, Sweden M. Strömberg Valeo Graphics, Seglaregatan 10, Sweden 1 INTRODUCTION Various limited forms of

More information

Deus est machina for electric bass, two performers, two amplifiers, and live electronics

Deus est machina for electric bass, two performers, two amplifiers, and live electronics Deus est machina for electric bass, two performers, two amplifiers, and live electronics Stephen F. Lilly (2008) Deus est machina Stephen F. Lilly (*1976) PERSONAE: PERFORMER #1 Controls amplifiers and

More information

Understanding Sound System Design and Feedback Using (Ugh!) Math by Rick Frank

Understanding Sound System Design and Feedback Using (Ugh!) Math by Rick Frank Understanding Sound System Design and Feedback Using (Ugh!) Math by Rick Frank Shure Incorporated 222 Hartrey Avenue Evanston, Illinois 60202-3696 (847) 866-2200 Understanding Sound System Design and

More information

19 th INTERNATIONAL CONGRESS ON ACOUSTICS MADRID, 2-7 SEPTEMBER 2007 VIRTUAL AUDIO REPRODUCED IN A HEADREST

19 th INTERNATIONAL CONGRESS ON ACOUSTICS MADRID, 2-7 SEPTEMBER 2007 VIRTUAL AUDIO REPRODUCED IN A HEADREST 19 th INTERNATIONAL CONGRESS ON ACOUSTICS MADRID, 2-7 SEPTEMBER 2007 VIRTUAL AUDIO REPRODUCED IN A HEADREST PACS: 43.25.Lj M.Jones, S.J.Elliott, T.Takeuchi, J.Beer Institute of Sound and Vibration Research;

More information

MIXING I HAVE A NAME

MIXING I HAVE A NAME MIXING I HAVE A NAME by Chris Harris http://headfirst.www.idnet.com/about_music.htm chris@headfirstonly.com This document explains how I mixed @sapient and @leslie's song for FAWM 2016, I Have A Name.

More information

FIR window method: A comparative Analysis

FIR window method: A comparative Analysis IOSR Journal of Electronics and Communication Engineering (IOSR-JECE) e-issn: 2278-2834,p- ISSN: 2278-8735.Volume 1, Issue 4, Ver. III (Jul - Aug.215), PP 15-2 www.iosrjournals.org FIR window method: A

More information

Recording Overview. We will cover the following topics over the course of the semester:

Recording Overview. We will cover the following topics over the course of the semester: Recording Overview We will cover the following topics over the course of the semester: Basic (simultaneous) tracking: recording multiple tracks at the same time. This is commonly the procedure used when

More information

EQ s & Frequency Processing

EQ s & Frequency Processing LESSON 9 EQ s & Frequency Processing Assignment: Read in your MRT textbook pages 403-441 This reading will cover the next few lessons Complete the Quiz at the end of this chapter Equalization We will now

More information

Implementation of Decimation Filter for Hearing Aid Application

Implementation of Decimation Filter for Hearing Aid Application Implementation of Decimation Filter for Hearing Aid Application Prof. Suraj R. Gaikwad, Er. Shruti S. Kshirsagar and Dr. Sagar R. Gaikwad Electronics Engineering Department, D.M.I.E.T.R. Wardha email:

More information

PHYSICS. Sound & Music

PHYSICS. Sound & Music PHYSICS Sound & Music 20.1 The Origin of Sound The source of all sound waves is vibration. 20.1 The Origin of Sound The original vibration stimulates the vibration of something larger or more massive.

More information

MEASURING DIRECTIVITIES OF NATURAL SOUND SOURCES WITH A SPHERICAL MICROPHONE ARRAY

MEASURING DIRECTIVITIES OF NATURAL SOUND SOURCES WITH A SPHERICAL MICROPHONE ARRAY AMBISONICS SYMPOSIUM 2009 June 25-27, Graz MEASURING DIRECTIVITIES OF NATURAL SOUND SOURCES WITH A SPHERICAL MICROPHONE ARRAY Martin Pollow, Gottfried Behler, Bruno Masiero Institute of Technical Acoustics,

More information

Interactive Simulation: UCF EIN5255. VR Software. Audio Output. Page 4-1

Interactive Simulation: UCF EIN5255. VR Software. Audio Output. Page 4-1 VR Software Class 4 Dr. Nabil Rami http://www.simulationfirst.com/ein5255/ Audio Output Can be divided into two elements: Audio Generation Audio Presentation Page 4-1 Audio Generation A variety of audio

More information

VOCAL FX PROJECT LESSON 9 TUTORIAL ACTIVITY

VOCAL FX PROJECT LESSON 9 TUTORIAL ACTIVITY LESSON 9 TUTORIAL REQUIRED MATERIALS: VOCAL FX PROJECT STUDENT S GUIDE NAME: PERIOD: TEACHER: CLASS: CLASS TIME: Audio Files (Pre-recorded or Recorded in the classroom) Computer with Mixcraft Mixcraft

More information

RECENT EXPERIENCES WITH ELECTRONIC ACOUSTIC ENHANCEMENT IN CONCERT HALLS AND OPERA HOUSES

RECENT EXPERIENCES WITH ELECTRONIC ACOUSTIC ENHANCEMENT IN CONCERT HALLS AND OPERA HOUSES RECENT EXPERIENCES WITH ELECTRONIC ACOUSTIC ENHANCEMENT IN CONCERT HALLS AND OPERA HOUSES David Griesinger Lexicon 3 Oak Park Bedford, MA 01730 dg@lexicon.com www.lares-lexicon.com Contents: Major Message:

More information

INTRODUCTION TO COMPUTER MUSIC PHYSICAL MODELS. Professor of Computer Science, Art, and Music. Copyright by Roger B.

INTRODUCTION TO COMPUTER MUSIC PHYSICAL MODELS. Professor of Computer Science, Art, and Music. Copyright by Roger B. INTRODUCTION TO COMPUTER MUSIC PHYSICAL MODELS Roger B. Dannenberg Professor of Computer Science, Art, and Music Copyright 2002-2013 by Roger B. Dannenberg 1 Introduction Many kinds of synthesis: Mathematical

More information

EQ Uncovered: Demo Chapter

EQ Uncovered: Demo Chapter EQ Uncovered: Demo Chapter This is an excerpt taken from Eddie Bazilʼs book, ʻEQ Uncoveredʼ. To download the complete book with all audio examples, please go to: http://www.mpc-samples.com/product.php/102/eq-uncovered/

More information

Tap Delay. Multi-tap Delay and Tape Simulator. VirSyn

Tap Delay. Multi-tap Delay and Tape Simulator. VirSyn Tap Delay Multi-tap Delay and Tape Simulator VirSyn Introduction... 3 Welcome to Tap Delay... 3 Why simulate analog tape?... 3 Features... 4 Basics... 5 Top bar... 5 Tempo... 5 Settings... 6 List of Recordings...

More information

Since the advent of the sine wave oscillator

Since the advent of the sine wave oscillator Advanced Distortion Analysis Methods Discover modern test equipment that has the memory and post-processing capability to analyze complex signals and ascertain real-world performance. By Dan Foley European

More information

Design and comparison of butterworth and chebyshev type-1 low pass filter using Matlab

Design and comparison of butterworth and chebyshev type-1 low pass filter using Matlab Research Cell: An International Journal of Engineering Sciences ISSN: 2229-6913 Issue Sept 2011, Vol. 4 423 Design and comparison of butterworth and chebyshev type-1 low pass filter using Matlab Tushar

More information

Discrete-Time Signal Processing (DTSP) v14

Discrete-Time Signal Processing (DTSP) v14 EE 392 Laboratory 5-1 Discrete-Time Signal Processing (DTSP) v14 Safety - Voltages used here are less than 15 V and normally do not present a risk of shock. Objective: To study impulse response and the

More information

Select and apply a range of processes to enhance sound in a performance context. Level 3 Credits 6 Student Name:

Select and apply a range of processes to enhance sound in a performance context. Level 3 Credits 6 Student Name: 28007 - Select and apply a range of processes to enhance sound in a performance context Level 3 Credits 6 Student Name: Students are free to use this template for providing evidence for this Unit Standard.

More information

Photone Sound Design Tutorial

Photone Sound Design Tutorial Photone Sound Design Tutorial An Introduction At first glance, Photone s control elements appear dauntingly complex but this impression is deceiving: Anyone who has listened to all the instrument s presets

More information

FIR Filter For Audio Practitioners

FIR Filter For Audio Practitioners Introduction Electronic correction in the form of Equalization (EQ) is one of the most useful audio tools for loudspeaker compensation/correction, whether it compensates from non linearities in the loudspeaker

More information

From time to time it is useful even for an expert to give a thought to the basics of sound reproduction. For instance, what the stereo is all about?

From time to time it is useful even for an expert to give a thought to the basics of sound reproduction. For instance, what the stereo is all about? HIFI FUNDAMENTALS, WHAT THE STEREO IS ALL ABOUT Gradient ltd.1984-2000 From the beginning of Gradient Ltd. some fundamental aspects of loudspeaker design has frequently been questioned by our R&D Director

More information

Audio Quality Terminology

Audio Quality Terminology Audio Quality Terminology ABSTRACT The terms described herein relate to audio quality artifacts. The intent of this document is to ensure Avaya customers, business partners and services teams engage in

More information

St. Marks Arrays. <coeff sets 1 & 2, excel doc w/ steering values, array program, > 1. System Setup Wiring & Connection diagram...

St. Marks Arrays. <coeff sets 1 & 2, excel doc w/ steering values, array program, > 1. System Setup Wiring & Connection diagram... St. Marks Arrays Contents 0. Included Documents: 1. System Setup......... 2 1.1 Wiring & Connection diagram..... 2 1.2 Optimum Equipment

More information

SUPERVISED SIGNAL PROCESSING FOR SEPARATION AND INDEPENDENT GAIN CONTROL OF DIFFERENT PERCUSSION INSTRUMENTS USING A LIMITED NUMBER OF MICROPHONES

SUPERVISED SIGNAL PROCESSING FOR SEPARATION AND INDEPENDENT GAIN CONTROL OF DIFFERENT PERCUSSION INSTRUMENTS USING A LIMITED NUMBER OF MICROPHONES SUPERVISED SIGNAL PROCESSING FOR SEPARATION AND INDEPENDENT GAIN CONTROL OF DIFFERENT PERCUSSION INSTRUMENTS USING A LIMITED NUMBER OF MICROPHONES SF Minhas A Barton P Gaydecki School of Electrical and

More information

VIRTUAL ACOUSTICS: OPPORTUNITIES AND LIMITS OF SPATIAL SOUND REPRODUCTION

VIRTUAL ACOUSTICS: OPPORTUNITIES AND LIMITS OF SPATIAL SOUND REPRODUCTION ARCHIVES OF ACOUSTICS 33, 4, 413 422 (2008) VIRTUAL ACOUSTICS: OPPORTUNITIES AND LIMITS OF SPATIAL SOUND REPRODUCTION Michael VORLÄNDER RWTH Aachen University Institute of Technical Acoustics 52056 Aachen,

More information

Sound Terminology. Soundtrack

Sound Terminology. Soundtrack Sound Terminology Soundtrack Location sound (also known as production sound or direct sound) All the different layers of sound used within a film, including location sound, dialogue, sound effects (FX),

More information

Quick Start. Overview Blamsoft, Inc. All rights reserved.

Quick Start. Overview Blamsoft, Inc. All rights reserved. 1.0.1 User Manual 2 Quick Start Viking Synth is an Audio Unit Extension Instrument that works as a plug-in inside host apps. To start using Viking Synth, open up your favorite host that supports Audio

More information