#Sound GIFs
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chaptertwo-thepacnw · 6 months ago
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sout999 · 4 months ago
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https://www.youtube.com/watch?v=Z_OCTU_GX9Y
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thebvbbletea · 5 months ago
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— my school president (2022 - 2023) | we are the series ep. 13 (2024)
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thegoodmorningman · 19 days ago
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Good Morning!!! We need solutions not excuses!!!
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itscolossal · 3 months ago
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Abstract Shapes Dance to a Lively Soundscape by Bernie Krause in a Playful Stop-Motion Animation
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nightdustfallen · 1 month ago
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and also just the gif version lolo
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ilovemesomevincentprice · 9 months ago
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Vincent Price and Mark Damon
Fall of the House of Usher (1960) dir. Roger Corman
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theichellor · 11 months ago
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Even death can't bring true king his peace.
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fieriframes · 1 year ago
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my babys taking me home
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[As we walk through the morning rain. And the skies are clearing. And the streets are glistening. Streets named for New England trees. A rainbow forms. But we're both color-blind. But we can hear what others can't hear. We can hear the sound of a chorus singing.]
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thelensofyashunews · 9 months ago
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BBYMUTHA SHARES NEW SINGLE "GO!"
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The defiant Chattanooga-born, Atlanta-based artist and underground staple, bbymutha has just shared her new single "go!" along with the announcement of an upcoming tour and her new album sleep paralysis—out 4/19 via True Panther Records. Defined by colorful lyricism and genre-bending production, bbymutha stood out among other SoundCould-era artists on her 2017 hit “Rules” (6M+ Streams) and solidified her name a year later with "Lately" feat Rico Nasty as well as the Poppy R&B-infused banger "Sleeping With the Enemy" (9M+ Streams). A viral performance of “Heavy Metal” on COLORS in 2019 followed by the release of bbymutha’s critically acclaimed debut album Muthaland in 2020 lead to subsequent collaborations with Zelooperz, Baby Tate, Na-Kel, Pink Siifu, Kelela, and Fly Anakin on her most recent album Muthaleficent 3 in 2023. Cementing herself as a staple in the Southern underground scene, bbymutha is ushering in a new era of self-discovery and reinvention on her new single "go!" and forthcoming album sleep paralysis this April.
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Compiling beats from nine different electronic and club producers including Foisey, Bon Music Vision, and Kilder, bbymutha’s forthcoming album sleep paralysis layers steely and hilarious musings over windswept synths and echoing industrial 808s, bringing both an urgency to bbymutha’s words and a glint of experimentation to her ever-developing sound. The album’s inspiration was derived from a post-lockdown tour in the UK on which she was introduced to the sounds of 90's Garage and UK dance music, a revelating moment following a gauntlet of bad luck and creative rut during the peak of the pandemic. The album’s title, sleep paralysis is a literal reference to the syndrome which bbymutha has been afflicted with since childhood. Providing a way for her to dive back into memories she didn’t even know she had was essential in crafting her forthcoming album sleep paralysis, an album fascinated with the dreamlike nature of trauma, personal history, and fantasy.
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arcadebroke · 6 months ago
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chaptertwo-thepacnw · 4 months ago
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oliviabutsmart · 1 year ago
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Physics Friday #14: Sound (Part 2/2)
Preamble: Let's get straight into it
Education Level: Primary School (Y5/6)
Topic: Sonic Physics (Mechanics)
The previous part 1 of my sound post is here.
Pitch and Frequency
Pitch and frequency are related to eachother, the only difference being that frequency is a physical interpretation of sound and pitch is our own mental interpretation of it.
But what exactly is frequency?
Go back to last time's example of a tick sound occurring at regular intervals ... because this sound is repeating, we can describe it's behaviour by measuring mathematical properites:
How much time passes in-between each tick (Period)
How many ticks occur every second (Frequency)
These two ideas are related to eachother, in fact Frequency is 1/Period. If you have a tick every half-second, then you can say the tick occurs twice every second.
We measure sound in Hertz, which is effectively a measure of ticks per second.
Most sounds, however, don't work this way, with repeated ticks. They act as proper waves. With zones of high pressure (peaks), and low pressure (troughs). This is where we have to introduce another variable into our equation:
The physical difference separating each peak (Wavelength)
Since these waves travel forward in the air, a detector (like our ears) will pick up the peaks and troughs as they reach our ear. We can measure frequency or period by recording the speed at which our peaks reach our ear.
But we also can relate frequency to wavelength. After all, the further apart the waves are separated, the more time it'll take for a peak to reach us after the previous one.
We quantify this relationship using c = fλ. Where c is the speed of the wave, f is the frequency, and λ is the wavelength.
Notice that we can also say cT = λ, where T is the period. This demonstrates that the physical wavelength is proportional to the amount of time between each peak.
So where does pitch come in?
As mentioned in part 1, if we continue to decrease the time between each tick, or increase the frequency, at some point we'll begin to hear a sound.
This is our brain playing a trick on us. It's like frames-per-second but for our ears. Below some fps threshold, we can see the individual pictures of a video, but above the threshold, it looks like a continuous film. Notice that fps is also another form of frequency.
When we reach this level, our brain can't distinguish between each tick and sees it as one sound. We begin to hear our first sound.
At this point, frequency becomes tied to pitch. The more rapid the ticking becomes, the higher of a pitch we hear. This is a choice that our brain makes - it's purely psychological.
Mixing different pitches
Combining different pitches allows us to create a foundation for music. In western music, our source of harmonics comes from Pythagoras, who kinda fucked it up by not using irrational numbers.
An octave is defined as a higher sound that has twice the frequency of the lower sound i.e. a ratio of 2:1. One octave above middle C (at about 262 Hz) gives us C5 (at about 524 Hz).
We can create further subdivisions like a perfect fifth, where frequencies form a 3:2 ratio. Or a perfect fourth, which has a ratio of 4:3.
Volume, Intensity, and the Inverse Square Law
Volume is directly related to the amplitude of a sound wave. Effectively, how strongly is the air being compressed at each peak?
Again, volume is just another psychological interpretation of a physical phenomena. Similar to how our eyes see brightness.
Amplitude isn't just interpreted as volume, it is also the power that the sound waves carry. Smaller amplitudes correspond to less energy contained within the moving particles.
We measure intensity logarithmically, because that's what our ears here. Effectively a wave sounds twice as loud only if the wave is 100 times as amplified. It's a similar effect to pitch, where we multiply frequencies instead of adding them.
That's where the decibel scale comes in. 1 dB = a 10x increase in the sound's power output. The decibel scale is used generally for a lot of measurements of wave/power intensity. However it just so happens that our ears behave in very similar ways.
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Image credit: soundear.com
Notice that louder sounds are more likely to damage our ear. That's because when loud sounds reach our ear, it causes the inner components to vibrate. This vibration amplitude generally is proportional to the amplitude of the waves.
Too loud of a sound means that our eardrums are vibrating with too great of a physical movement. This can create tears in tissue that damage our ears' sensitivity to sound.
Sound looses power over distance
If you stand far away enough from a sound source, it sounds fainter, eventually becoming unhearable.
This is because of the inverse square law. As sound spreads out over distance, it has to emanate in the form of a sphere, going outward in every direction, in order to maintain consistency of direction.
The same amount of power gets spread thinner and thinner over the bubble that it creates. The surface area of a sphere increases to the square of it's radius.
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Image Credit: Wikipedia
Thus we get a decrease in volume over time.
What the Actual Fuck is Timbre, and how do you pronounce it? (also Texture too)
Unfortunately I still don't know how to pronounce it.
Timbre is defined as the quality and the colour of the sound we hear. It also includes the texture of the sound. It's sort of the catch-all for every other phenomena of sound.
Timbre is a bit more complex of a phenomena. In that, it combines basically everything else we know about how we hear sound. So I'll go one by one and explain each component of what makes Timbre Timbre.
Interference
Wave interference is an important property that needs to be understood before we actually talk about timbre. Sound waves often can overlap eachother in physical space, normally caused by multiple sound sources being produced at different locations.
These sound sources often will create new shapes in their waveform, via interference.
Constructive interference is when the high-pressure zones of two sound waves combine to produce an even-higher-pressure zone of wave. Effectively pressure gradient add onto eachother.
Destructive interference is when a high-pressure zone overlaps with a low-pressure zone, causing the pressure to average out to baseline, or something close to the baseline.
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Image Credit: Arbor Scientific (Youtube)
We can look at multiple waves acting continuously over a medium to see how their amplitudes will add up together using interference. This is the origin of more unique wave patterns.
The shape of a wave
Sound waves can come in different varieties. While the most basic shape is the sine wave. We can add different intensities, frequencies and phases of sine waves to produce more complex patterns.
I won't go into how this combination works because that's better left for a Fourier series topic. Just know that pretty much any sound can be broken down into a series of sine waves.
These patterns have a different texture, as they combine multiple different monotone sounds. Take a listen to a sawtooth wave vs a sine wave:
Warning: the sawtooth wave will sound a lot louder than the sine wave.
This gives us a different sound texture.
Resonance
When you play a musical instrument at a particular frequency, the instrument is often resonating.
Say you produce sound within an enclosed box. Producing it at one end. Eventually the sound will reach the end of the box and bounce back from reflection (as we'll see later).
The sound will bounce back and forth, combining itself with the previous waves to produce more and more complex waveforms.
But there is a particular frequency, at which, the waves will perfectly interfere with eachother to produce what's known as a standing wave.
A standing wave will oscillate, but it will appear as if it's not moving forward. Of course, power is still moving throughout the wave, as we'll still be able to hear something.
This standing wave can only occur at a particular frequency, one in which the wave perfectly interferes with it's reflection within the box.
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A standing wave (black) that is produced by two sine waves (blue and red) moving in opposite directions Image source: Wikipedia
This frequency is called the resonant frequency of the box. This frequency depends on several factors like the speed of the wave, the material inside the box, the shape of the box, and the length of the box.
The resonant frequency can be activated by our voices, as our voices or just blowing air is already a combination of different sound frequencies. The non-resonant frequencies will eventually loose all of their power as they destructively interfere, leaving only the resonant frequency, which gets amplified by what we put in
For example, you can fill a glass bottle halfway with some water, blow in it, and it will produce a particular sound. Fill it with more water, and the pitch increases - i.e. by adding the water we increase the resonant frequency.
All instruments have one or more resonant frequencies based on their material and shape (I say multiple because some instruments can me modelled as multiple boxes. Like a violin will have the inside of the wood, the wood itself, the strings, etc.).
Instruments also allow us to alter the resonant frequency by playing it differently (like putting a finger over your recorder's hole (phrasing)).
These differences in how we obtain resonance can also affect the quality of the sound.
Overtones
Resonance is not just generated with a single resonant frequency, we can create resonance with higher multiples of the the same fundamental frequency.
This is because in our box model, multiplying the fundamental frequency will allow us to create a standing wave, just with a shorter wavelength:
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The A's stand for antinodes, which vibrate in the standing wave with the maximum amplitude. The N's stand for nodes, which do not move at all.
Image Credit: Macquarie University
Direct multiples of the fundamental frequency are called harmonics. Instruments can also produce other frequencies not directly harmonic depending on the structure of the 'box' they utilise.
These additional frequencies, ones which come often in fractional multiples of the fundamental are called partials. Both partials and harmonics represent the overtones of an instrument.
Overtones are what give sound additional character, as they allow instruments to not just resonate at the note they play, but at other combined frequencies. In some instruments, the overtones dominate over the fundamental - creating instruments that can play at much higher pitches.
Envelopes and Beats
Say we add two sine waves together (red and blue), each with slightly different frequencies, what we get is this:
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Image Credit: HyperPhysics Concepts
We can see that the brown wave has a singular oscillation frequency, but also it's amplitude continuously scales with reference to this hidden envelope frequency, called the beat frequency (dotted line).
This difference between the actual wave's real frequency and the wave's overall frequency envelope. Is another source of timbre.
Notes, and the way we play them will often generate unique and different envelopes depending on how they are played. For example a staccato quarter-note will have a different envelope to a softly played quarter-note.
Other properties of Sound
Reflection
Different mediums mean different speeds of sounds e.g. molecules in wood (solid) are harder to move than molecules in air (gas).
These different speeds create several effects. Including the reflection of waves. Often waves require a bit of power in order to physically overcome the resistances to vibration of a particular medium.
Often this leads to sound waves bouncing back off harder-to-traverse surfaces.
Say that a sound wave travels through the air and reaches a wooden wall. The atoms vibrating in the air will hit against the wooden wall, transferring only some of their energy to the resistant wood.
The wood atoms on the border of the wall will bounce back, as expected. But this time they will transfer energy back into the air at a much greater magnitude due to newton's third law.
Thus while some of the sound wave ends up going deeper into the wood, the wood will push back and cause the air to vibrate in the opposite direction, creating a reflected wave.
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Image credit: Penn State
We characterise the amount of power being reflected versus transmitted versus absorbed using portions:
A + R + T = 1
A = Power absorbed into the material (e.g. warms up the material)
R = Power reflected back
T = Power transmitted into the new medium
This is both an explainer as to why rooms are both very good, and very bad at keeping sound inside them. It really depends on the rigidity and shape of the material they are bordered by.
Refraction
Just like light, sound waves can also refract. Refraction is actually a lot simpler to understand once you already realise that waves will both reflect and transmit across medium changes.
Refraction is just combining the results of incomplete reflection (i.e. transmission) with some angle.
I won't go into refraction in too much detail, as it's worth a different topic. But effectively we experience snell's law but modified for sound.
Diffraction
Sound waves, like all waves propagate spherically (or circularly in 2D).
When travelling around corners, sound can often appear louder than if you were further away, looking at the source more directly.
This is because spherical waves will often 'curve' around corners. This is better described by light diffraction. Which is something for another time.
Conclusion
In conclusion, that's how sound works, mostly. This is a topic that is a little less closer to my expertise. Mainly because it delves into more musically-inclined phenomena that I am less familiar with. But I'm sure I did a good job.
Unfortunately, it seems like the plague of the long post is not yet over. Perhaps I need to get into a lot more specific topics to make things better for me and you (the reader).
Anyways, my exams are done. I am done. I do not have to do school anymore. Until I remember to have to get ready for my honours year (a.k.a. a mini-masters degree tacked on after your bachelor's degree).
Until next time, feel free to gib feedback. It's always appreciated. Follow if you wanna see this stuff weekly.
Cya next week where I will probably try another astronomy topic, or something like that.
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thebvbbletea · 2 years ago
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+bonus: we as a shipper:
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"Stop trying to look handsome, you idiot, because it's making my heart so weak"
— Sound & Win in My School President ep. 12
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2001hz · 2 years ago
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Sega Dreamcast (1998)
Kenji Eno 'D' & 'Real Sound: Kaze no Regret' game creator recommended his friend Ryuichi Sakamoto to composed the sound for Sega’s Dreamcast startup screen, so he in fact did.
Kenji Eno also created the name for 'Dreamcast'.
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