#square sine sawtooth
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imagine living in a world where shadow people try to take over the bodies of living creatures and the only thing you have to fight against them is a little guy made of paper that summons glitter. how often would you save your game
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ANGEL HOURS
#btdraws#digital art#melodrama...!#carmen#keiko#square sine sawtooth#maddox#edsel#simon#ramona#eleanor#babylon#urik
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Intro to Synthesis Part 1, the building blocks
#newyork#school#synthesis#oscillator#filter#envelope#lfo#sine#square#sawtooth#triangle#pulse#wave#waveform#amp#amplifier#audio#synth#synthesizer#tutorials#Youtube#attack#decay#sustain#release#adsr#matrixsynth
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Wanna make some music?
Don't want to use other people's notes?
Here's a video on how to make your own!
youtube
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was talking about music with yellow and thought of something interesting
so this on simon's face is a sine wave. it's the symbol of the apex, and it's also the wavetype that was on amelia's conductor suit thingy.
there are multiple types of waves in audio, here's the most common:
sine, square, triangle, and sawtooth. sine waves are known as the "natural wave" in part because natural sounds are made from sine waves. square, triangle, and sawtooth waves don't occur in nature, from what i understand. i think this can be connected to the apex's worldview. the apex prioritize 'natural' (i.e. not made by the train) beings above all else.
moreover, simon's motif in the book 3 soundtrack is an electric guitar. while acoustic guitars produce sound in a sine wave, electric guitars are often distorted in unnatural ways, for example, into becoming a square wave.
i think there's some interesting symbolism here. simon starts off as a "natural" kid, but grew obsessed with power and influence on the train. as he did, his number rose to the point that he was unnatural. even if he wanted to get off the train, it would take years and years for him to do so, making him almost like a denizen. it distorted his humanity in the view of the train, much like an amplifier distorting a sine wave.
i also think there's some symbolism in the fact that grace was represented by the electric guitar as well in the first half of the season, but nearing the end her motif changes to vox synths. not only is she separating herself from simon and regaining her own sense of identity, but she goes from being represented by a "natural" (acoustic) instrument mimicking an artificial (electric) one to an artificial (electric) instrument mimicking an acoustic one. i think there's a sense of irony in all of this.
#infinity train#infinity train book 3#simon laurent#grace monroe#infinity train theory#infinity train analysis
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piece for school! my writeup for it, and sources, under cut.
The assignment was to make a collage of yourself.
I wanted to mess with themes of science and religion as complimentary processes, not opposites. Here's a poem that inspired this piece that I couldn't figure out how to work in, which is attributed to Brian May in this tumblr post but that I can't find anywhere besides that post.
"When I had a couple of serious bouts of depression in my life the stars were a big factor in pulling me out. People used to say 'what is your spirituality?' and I'd say I don't know, but I found out looking at the stars one night that that's what it was."
bonus for tumblr: the ASL included (which i wanted as a tie in to the catholic hand symbols used in classic iconography) means transgender. obviously being transgender ties very strongly into the link between spirituality and the body and science.
Sources:
conography is from real safety sign iconography, accessed by me through here (they have very clean pngs)
circuits in the background are from here
i said 'explain physics to me like youre in love with me' and after a while of quiet he went 'everything sings'. so i get it now '
'The fact that a sine wave sounds smooth but a sawtooth wave sounds nasally, and a square wave has a certain hollow fuzz to it.'
Astronomers say they have heard the sound of a black hole singing. And what it is singing, and perhaps has been singing for more than two billion years, '
'Let's Try That Again' screenshot is from @screenshotsofdespair
'natura valde simplex est et sibi consona' is a newton quote (according to the internet)
'What is the difference between a cathedral and a physics lab ...' is from annie dillard, teaching a stone to talk
'my battery is low and it's getting dark' is a poetic interpretation of the Mars Opportunity Rover's last data transmission to earth that was in many articles around the time of its death
unit circle is from https://www.mometrix.com/academy/unit-circles-and-standard-position/
moire patterns were made using a concentric circle from https://www.istockphoto.com/vector/circle-round-target-spiral-design-elements-gm1015672460-273317564
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Making Music In Pyxel Game Engine
This little manual was written by someone experienced with chiptune trackers like Furnace, but inexperienced with Pyxel. I thought about making this because after a quick Google search there wasn’t much documentation on how to make music in Pyxel. If there’s any incorrect information here, feel free to correct me.
For those who aren’t familiar, Pyxel is a game engine designed to imitate retro consoles. It was developed by Takashi Kitao, lead developer of the Zone of the Enders series. You can run Pyxel in Python or you can use Pyxel Studio, which lets you use Pyxel in your browser. (It seems that the Pyxel Studio website is primarily in French, but you should be able to use it if you only speak English.)
The music and sound effects limitations of Pyxel appear to be inspired from the NES and Game Boy. There are 4 channels. As per usual with NES and Game Boy chiptune music, it is recommended the sound effects be used in the least musically important channel, which is often the channel used for harmony.
Be sure the Speed is set to the same number for all parts of the song. Otherwise, the sections will be out of tempo with each other when played back.
The piano roll allows notes from C1 to B5. The lowest pegs are blue. Blue pegs indicate a rest.
You have 5 wave shapes for timbre: triangle, pulse, square, sawtooth, and noise. From what I can hear, I think the triangle wave is an NES-like, stepped triangle wave instead of a perfect triangle shape. (A stepped triangle has more character to it; normal triangle waves sound very similar to sine waves otherwise.)
A Sound is a small section of the Editor where you can place notes on a piano roll sequencer. There are 6 measures per Sound. You can fit 8 pegs into one measure. You can fill a Sound with a max of 48 pegs.
There are 8 volume levels to assign each peg, labeled 0 through 7, with 0 being mute.
The Music Section is a section of the Editor where you arrange your Sounds into a complete song. There are 8 songs, labeled 0 through 7. There are 32 spots per channel to place your Sounds.
You can create 64 Sounds, labeled 00 through 63. This means that ultimately you are limited to a max of 384 measures (or 3,072 pegs) for both music and sound effects in a game.
It is clear that this is not a composing tool, but a tool you use to arrange the music to Pyxel chiptune format. I recommend composing your music on an instrument or DAW separately and then manually convert the song in Pyxel.
Apparently, it is possible for games to play audio files in Pyxel—and not only audio files but also play them in 5.1 surround sound—as shown by GRASLAY by Ontake44…but I don’t know how to do this lol
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What if you put sounds through a full wave rectifier? i.e. an abs(x) function.
good question! naively I would expect it to double the frequency and reduce the volume, as the speaker cone is going to move back and forth faster but move less overall; it's also going to mess with the sound in weird ways, like a sine wave will still be curved up top but spiky down below where it bounces off the zero line, but that's just my completely uninformed intuition, let's try it!
here is the original waveform:
and here it is after going through abs():
actually doesn't sound as different as I expected? strangely though if we switch from a sine wave to a sawtooth wave to get a bit of buzz:
then when we run it through abs() it smooths it right out again:
finally abs() completely destroys a square wave which I was momentarily confused by until I realised of course, a square wave ping pongs instantaneously between +1.0 and -1.0, so running it through abs() will leave a constant +1.0 signal: utterly silent!
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Step-by-Step Guide to Learning Any Synthesizer: Essential Tips for Beginners and Pros
Learning how to use a synthesizer can feel overwhelming at first, but with the right approach, it becomes an exciting journey of sound exploration. Whether you're a beginner looking to dive into synths for the first time or an experienced musician wanting to refine your skills, understanding the fundamentals and working through key steps can help you master any synthesizer. This Guide to Learning Any Synthesizer offers a step-by-step breakdown to help you build a solid foundation and grow your synth expertise.
Step 1: **Understand the Basics of Sound Synthesis**
Before jumping into a synthesizer, it’s important to grasp the basic principles of sound synthesis. Synthesizers create sound by manipulating audio signals in various ways, and knowing these fundamental concepts will make the rest of your learning experience easier.
Key Concepts to Know:
- **Oscillators (OSC):** These generate the basic waveforms that are the starting point of most synth sounds. Common waveforms include sine, square, triangle, and sawtooth, each having a distinct tone and character.
- **Filters (VCF):** Filters shape the sound by removing or emphasizing certain frequencies. The most common is the low-pass filter, which cuts high frequencies, making the sound warmer or darker.
- **Envelopes (ADSR):** Envelopes control how a sound evolves over time, including Attack (how quickly the sound reaches its peak), Decay, Sustain (the level the sound holds while a key is pressed), and Release (how quickly the sound fades after the key is released).
- **LFO (Low-Frequency Oscillator):** LFOs modulate various parameters like pitch, filter cutoff, or volume, adding motion and depth to the sound.
Step 2: **Familiarize Yourself with the Interface**
Each synthesizer, whether software or hardware, has a unique layout. Spend some time getting to know the layout of your particular synth. Understanding where things are located on the interface will save you time and allow you to dive deeper into sound creation.
How to Get Started:
- **Identify key sections:** Most synths have sections like Oscillators, Filters, Envelopes, and Modulation. Start by familiarizing yourself with where these are located.
- **Check out presets:** Most synthesizers come with pre-made sounds or presets. Use these as a way to explore how the synth works, and examine the settings used to create these sounds.
- **Label important controls:** If your synth allows for custom labeling or notes, make reminders of what certain knobs or sliders do, especially when learning a more complex interface.
Step 3: **Experiment with Basic Presets**
Many synthesizers come with a wide variety of presets. While your ultimate goal may be to design your own sounds, presets are a great starting point for understanding how specific parameters affect sound.
Steps for Experimentation:
- **Choose a simple preset:** Start with a basic sound, like a clean sine wave or a pad, and begin tweaking different controls like the filter cutoff or LFO rate.
- **Analyze the settings:** Compare the settings on different presets to see how changing parameters (oscillators, filters, effects) alters the sound.
- **Modify presets:** Once you're familiar with the basics, try making small adjustments to the presets to see how they change. For example, increase the attack to make the sound fade in slowly, or add more resonance to the filter for a sharper, more focused tone.
Step 4: **Learn to Create Your Own Sound from Scratch**
Once you’ve gotten comfortable with presets, the next step is creating your own sounds from scratch. Start with a blank slate by initializing the synth (resetting all settings) and build your sound one element at a time.
Steps for Sound Design:
- **Start with a single oscillator:** Choose a waveform (sine, saw, square, etc.) and listen to how it sounds by itself. Experiment with adding other oscillators or tuning them slightly apart for a richer tone.
- **Add filtering:** Use the filter section to shape the sound. A low-pass filter can soften a harsh waveform, while a high-pass filter can thin out a sound to make it fit better in a mix.
- **Use envelopes for dynamics:** Set the envelope to control how the sound evolves. For example, a short attack will make a punchy sound, while a long release will create a more ambient, sustaining tone.
- **Experiment with modulation:** Add movement by applying an LFO to parameters like pitch or filter cutoff. This can add subtle wobble or dramatic sweeps, depending on the settings.
Step 5: **Explore Modulation and Effects**
Modulation and effects can take your sounds to the next level by adding complexity, movement, and texture.
Modulation Tips:
- **LFO to Pitch:** Modulating the pitch of an oscillator can create vibrato or a more extreme wobble effect. Adjust the rate and depth to find the sweet spot for your sound.
- **LFO to Filter Cutoff:** This can make your sound sweep in and out, which is great for rhythmic effects or evolving pads.
- **Envelope to Filter:** By routing an envelope to a filter, you can control how the filter opens or closes over time, creating a dynamic sound that changes as you play.
Effects Tips:
- **Reverb:** Add space to your sound with reverb to give it depth and atmosphere. A short reverb works well for rhythmic sounds, while a long reverb can turn a simple sound into an epic ambient wash.
- **Delay:** Use delay to create echoes that add texture and rhythmic interest.
- **Chorus:** Apply chorus to thicken up your sound by slightly detuning multiple versions of the same signal, creating a lush, wide stereo effect.
Step 6: **Use Arpeggiators and Sequencers**
Many synthesizers include arpeggiators and sequencers, which can be powerful tools for creating rhythmic patterns and melodies.
How to Use Arpeggiators:
- **Activate the arpeggiator:** This will automatically play the notes of a chord in a repeating pattern. Experiment with different arpeggio styles (up, down, random) and tempos.
- **Adjust the rate:** Changing the speed of the arpeggiator can create different feels, from slow, evolving soundscapes to fast, energetic riffs.
Sequencer Tips:
- **Program simple patterns:** Start by programming a basic sequence of notes and tweak the timing, velocity, or pitch to add variation.
- **Sync with tempo:** Many synths allow you to sync the sequencer with your DAW’s tempo, making it easy to integrate the sequence into your production.
Step 7: **Practice with Purpose**
Like learning any instrument, mastering a synthesizer takes time and practice. Set aside regular practice sessions where you focus on specific aspects of the synth.
Practice Tips:
- **Focus on one section at a time:** One day, practice working only with oscillators; another day, focus on filters or modulation. This approach helps you master each component before moving on.
- **Recreate sounds:** Listen to your favorite songs and try to recreate the synth sounds you hear. This is a great way to apply your knowledge and understand how different settings work together.
- **Keep experimenting:** Synthesis is an art form, so don’t be afraid to push boundaries and create unconventional sounds. The more you experiment, the more confident you’ll become.
Final Thoughts
Learning how to use any synthesizer is both a technical and creative journey. By understanding the fundamentals of sound synthesis, experimenting with presets, and diving into modulation and effects, you can unlock a world of sonic possibilities. Whether you're a beginner or a seasoned pro, this step-by-step guide will help you gain the skills you need to confidently design and manipulate sounds with any synthesizer. Keep exploring, stay curious, and let your creativity lead the way!
#SynthesizerGuide#MusicProduction#LearnSynthesizers#BeginnerMusician#ProTips#ElectronicMusic#SoundDesign#MusicEducation#SynthesizerTips#MusicTheory
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Sound Design Basics: Tools and Techniques for Beginners
What excites me is this absolutely dynamic field merging creativity with technology. Whether you want to be a film music producer, compose music for video games, or just simply work with sound on personal projects, some basic concepts about sound design are quite essential. For this blog post, we're going to look into the very basic tools and techniques beginners need to know to get started on their own journey.
Understanding Sound
Well, sound is, in essence, a vibration transmitted through the air-or another medium-but when it reaches our ears, it becomes audible. So, before we look into the tools and techniques of sound design, let's first think about what sound is.
Key Concepts in Sound
1. Frequency: This is the pitch of a given sound in Hertz. The higher the frequency, the higher the pitch, and vice versa.
2. Amplitude: The sound loudness is termed as amplitude. The more the amplitude, the louder the sound will be and vice versa; that is, lesser the amplitude, softer it will be.
3. Waveform: The shape of a waveform. Waveforms exist in different forms, such as sine, square, sawtooth etc, which will determine the variations or differences of timbre associated with sounds produced.
4. Envelope: A description of how a sound changes over time. It typically has four stages: Attack, Decay, Sustain, and Release.
Essential Tools for Sound Design
Sound design always depends on the right tools and equipment. So here's a list of basic tools and software you'll need to begin with:
1. Digital Audio Workstation (DAW)
The right sound design always depends on the proper tools and equipment. So here's a list of basic tools and software you'll need to begin with:
Ableton Live: Mostly known more for simplicity and flexibility in use, especially for electronic music.
FL Studio: The best for beginners and advanced alike.
GarageBand: More intuitive in design. For free loving, Mac specific individuals it includes most of the basics required by the actual sound design.
2. MIDI Controller
A MIDI controller is used to create and influence your music and sounds. In all forms from keyboard and drum pad to many others, the device can help you send notes into a DAW, control virtual instruments, among other things.
3. Audio Interface
An interface with audio quality will offer you high-quality sound for your recordings and give you the opportunity to connect microphones, instruments, and speakers through your computer. It is a great tool, especially if you record high-quality audio.
4. Virtual Instruments and Plugins
Virtual instruments and effects plugins expand your sonic palette. Here are some beginner-friendly options:
Native Instruments Komplete Start: It's a free group of instruments and effects.
Spitfire Audio LABS: Offers all sorts of sampled instruments of highest quality for free.
iZotope Ozone Elements: A mastering plugin with extreme ease of use for newcomers and to make the final touches on your audio somewhat easier.
Basic Sound Design Techniques
Now that you have your tools, it's time to jump into sound design techniques. Here are some basic methods to explore:
1. Synthesis
Synthesis is the process of synthesizing sounds; you create sounds from the beginning by using electronic instruments. Here are some forms of synthesis:
Subtractive Synthesis: This is the most basic form of synthesis; it employs the filtering of harmonically-rich waveforms in order to outline the sound.
FM Synthesis: It utilizes another waveform to modulate the frequency of another. This creates a highly complex sound.
Wavetable Synthesis: Here, a series of waveforms determines an evolving sound. It causes the texture to be rich and varied.
2. Sampling
Sampling is taking a bit of recorded sound and manipulating it to create something new. You can sample anything-from field recordings to snippets of existing music. One of the nicest features most DAWs have built in is built-in samplers that can take your audio and slice it, stretch it, and do all sorts of transformation to it.
3. Layering
Layering sounds is a powerful technique to create depth and complexity. By combining different sounds, you can create a richer final product. For example, layering a synth pad with a vocal sample can add warmth and texture to your mix.
4. Effects Processing
Effects are also crucial aspects to the shaping and transformation of sounds. Some of the common effects are:
Reverb: It adds space and depth to sounds, simulating a variety of environments.
Delay: Even delay creates echoes. Adding it to sound design might create a sense of rhythm as well.
EQ (Equalization): It lets you amplify or reduce certain frequencies in order to aid in defining the tonal balance of your sounds.
Compression: This regulates the dynamic range of the audio. So quiet sounds become as loud as necessary, and loud sounds less loud. It makes your mix sound more professional.
5. Field Recording
Field recording is the act of recording sound from your environment. This could include everything from city noise to nature sounds. These recordings can then be utilized in projects toward which you are designing the sound, thereby giving each piece a level of authenticity and uniqueness.
Learning and Experimentation
Sound design is a fluid and evolving category of work that is partly fueled through experimentation. The following are some ways you might continue your own learning:
Online Courses and Tutorials: There are some such platforms that have vast amounts of resources for beginners like Coursera, Udemy, and YouTube. Look up courses that are specifically on sound design.
Join Communities: Online communities might inspire you and also support you. You might find a sense of belonging with online forums like Gearslutz or r/sound design on Reddit.
Practice Regularly: Give yourself every week to just go out and try new techniques and sounds. The more you practice, the better your abilities will be.
Summary
Sound design is a fun and very fulfilling creative activity. First, getting a handle on the basics of sound, knowing the main tools, and a vast accumulation of techniques, you can start to create your own unique sounds. The bottom line, experiment and have fun-and there are no strict rules in sound design other than endless possibilities. So, grab your DAW, take it for a spin, and let your creativity flow!
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Creating a solid bassline in Ableton involves a mix of sound design, rhythm, and music theory. Here’s a step-by-step guide:
### 1. **Choose the Right Sound:**
- **Instrument Selection:** Start with a bass instrument. Ableton’s built-in instruments like Analog, Operator, or Wavetable are great choices. You can also use third-party VSTs like Serum or Massive.
- **Sound Design:** If you're using a synth, adjust the waveform (sine, square, or sawtooth) to shape your bass tone. Sine waves are smooth and deep, while saw and square waves add more harmonics and grit.
- **Add Effects:** Use filters (low-pass), saturation, and EQ to sculpt the sound further. A compressor can help to even out the dynamics and make the bass punchier.
### 2. **Write the Bassline:**
- **Start with Root Notes:** Begin by playing the root notes of the chords or harmonies in your track. This ensures the bassline fits well with the rest of the music.
- **Add Rhythm:** Experiment with different rhythms. Short, staccato notes give a tight, punchy feel, while longer, sustained notes can create a deep, flowing groove.
- **Syncopation:** Try off-beat rhythms or syncopation to add groove and movement to the bassline.
- **Use Octaves:** Adding or alternating between octaves can create variety and richness.
### 3. **Layering and Processing:**
- **Layer Bass Sounds:** You can layer different bass sounds (e.g., a sub-bass with a mid-range bass) to fill out the frequency spectrum.
- **EQ:** Cut unnecessary low frequencies to avoid muddiness. Boost around 100 Hz for more punch and clarity.
- **Sidechain Compression:** Use sidechain compression to duck the bass when the kick drum hits, creating a tighter mix and more room for the kick.
- **Distortion/Saturation:** Add distortion or saturation to give the bass more character and warmth.
### 4. **Refine and Iterate:**
- **Test with the Rest of the Track:** Continuously listen to the bassline in context with the other elements of your track. Make adjustments as needed.
- **Tweak Parameters:** Experiment with filter cutoff, resonance, or envelope settings to shape the bassline’s character and movement.
- **Automation:** Automate filters, volume, or effects to add dynamic changes throughout the track.
By combining these elements, you can craft a bassline that’s solid, dynamic, and fits well within your track.
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Close up wips!! I hope you like brown haired men
#thinking about doing fully rendered commissions like these once I'm caught up with my current ones...#btdraws#digital art#square sine sawtooth#wip#edsel#elias#vince
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Learning to make synths is amazing, man.
Let me paint you a sound. I can imitate a sound or Ii can go abstract. I can make it mellow and soft or harsh and buzzy. I can make the pluck of a string or the gentle swell of the ocean waves.
Tell me the sound and I will paint it for you with mathematical functions. The square, the sine, the sawtooth. These are the colors I paint with. I can mix them or modulate them. I can filter the highs and bring up the bass. I can add the overtones. I can distort and phase and flange. I am the maker of this sound, and it can sound however I like.
All I need is my computer.
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=Applied sound principles=
Thats my blog by Oleksandr Sodol, about assignment: Applied Sound Principles by Kenneth Harte
LO1Explain the properties and propagation of sound waves and the harmonic series in relation to square, triangle and sawtooth waves
(p1)Illustrate the properties of sound waves, with accurate use of numbers and standard index units
Sound waves are mechanical waves that propagate through a medium, typically air, as variations in pressure. These waves possess several key properties:
Propagation: Sound waves travel through a medium by causing particles to oscillate back and forth along the direction of wave propagation. When a sound is produced, it creates a series of compressions (high-pressure regions) and rarefactions (low-pressure regions) in the air.
Frequency: This refers to the number of complete oscillations (or cycles) of a wave per second and is measured in Hertz (Hz). In sound, frequency determines the pitch; higher frequencies result in higher-pitched sounds.
Amplitude: It's the measure of the strength or intensity of a sound wave and correlates with the loudness of the sound. Larger amplitudes produce louder sounds.
Now, the harmonic series is fundamental to understanding the structure of complex sounds, especially those produced by different waveforms like square, triangle, and sawtooth waves.
(p2)Illustrate the harmonic content of the waveforms with examples of the frequencies of the first ten harmonics for a given fundamental frequency
Square Wave: It's composed of a fundamental frequency and odd harmonics (3rd, 5th, 7th, etc.). The amplitude of the harmonics decreases as their frequency increases. A square wave consists of a fundamental frequency and its odd integer multiples, giving it a rich and bright character.
Triangle Wave: This waveform contains the fundamental frequency and both odd and even harmonics (3rd, 5th, 7th, 9th, etc.). Its harmonic series diminishes more gradually in amplitude compared to the square wave. Triangle waves have a smoother, milder sound compared to square waves.
Sawtooth Wave: It comprises a fundamental frequency and all integer multiples of the fundamental frequency (both odd and even harmonics). The amplitude of its harmonics decreases linearly with increasing frequency. Sawtooth waves have a bright, edgy, and buzzy quality due to their rich harmonic content.
Sine Wave: It represents a single frequency with no additional harmonics. It's characterized by its smooth, round waveform. Sine waves produce a pure, clean, and smooth tone. They have a simple harmonic structure and are often used as a reference for comparing and analysing other waveforms.
Sine waves are fundamental in sound synthesis and analysis.
LO2Illustrate the anatomy of the human ear and aspects of the human perception of sound
(p3)Illustrate the anatomy of the human ear
(p4)Describe the aspects of the human perception of sound, along with the human hearing range in terms of frequency and amplitude thresholds
Human perception of sound involves various aspects, including the range of frequencies and amplitudes that humans can detect, as well as how the brain interprets and processes sound.
Frequency Range:
Human Hearing Range: The typical human hearing range spans from about 20 Hz to 20,000 Hz (or 20 kHz). This range varies among individuals and can change with age, as higher frequencies become more challenging to perceive as we get older.
Pitch Perception: Within this range, the perception of pitch corresponds to the frequency of sound waves. Lower frequencies are perceived as lower pitches, while higher frequencies are perceived as higher pitches.
Amplitude Range or Loudness Perception and Amplitude Interpretation:
Threshold of Hearing: This refers to the minimum sound pressure level that can be detected by the human ear. For most people, this threshold is around 0 dB SPL (sound pressure level) at a frequency of 1,000 Hz.
Threshold of Pain: On the upper end, there's a threshold of pain, beyond which sound becomes physically uncomfortable or even painful. This level is typically around 120-130 dB SPL.
Decibel Scale: Loudness is measured using the decibel (dB) scale, which quantifies sound intensity. The decibel scale is logarithmic, meaning small changes in dB correspond to substantial changes in perceived loudness. For example, an increase of 10 dB is perceived as roughly a doubling in loudness.
Aspects of Human Perception:
Loudness Perception: The perception of loudness is influenced by the amplitude or intensity of sound waves. However, the relationship between physical amplitude and perceived loudness is not linear. The perceived loudness follows a logarithmic scale, measured in decibels (dB), where a small increase in dB corresponds to a much larger increase in perceived loudness.
Timbre Perception: Timbre refers to the quality or color of a sound that distinguishes it from other sounds, even when they have the same pitch and loudness. It's affected by the complex interaction of various frequencies and amplitudes present in a sound.
Localization and Directionality: Humans can perceive the direction from which sound is coming due to the slight time delay and differences in intensity that reach each ear. This ability is known as sound localisation.
Masking and Perception: Sounds can mask or interfere with the perception of other sounds. When one sound makes it difficult to hear another sound, it's known as auditory masking.
Pitch Perception and Frequency Interpretation:
Tonotopic Organisation: The cochlea, a spiral-shaped organ in the inner ear, is responsible for frequency analysis. It's structured in a tonotopic manner, meaning different parts of the cochlea are sensitive to different frequencies. High-frequency sounds stimulate the part of the cochlea closest to the entrance, while low-frequency sounds stimulate the part farther along the cochlea's spiral.
Place Theory: This theory suggests that specific areas along the cochlea respond to specific frequencies. When sound waves enter the ear, the hair cells in these different areas vibrate in response to the particular frequency they are sensitive to. The brain interprets the location and intensity of these vibrations to determine the perceived pitch.
Frequency-to-Pitch Relationship: Generally, higher frequencies are perceived as higher pitches, and lower frequencies are perceived as lower pitches. For example, a sound wave with a frequency of 100 Hz is typically perceived as a low pitch, while a sound wave with a frequency of 10,000 Hz is perceived as a high pitch.
Directionality:
In human auditory perception refers to the ability to determine the direction from which a sound originates. This capability allows us to localize sounds in space, providing valuable information about our environment.
Mechanisms of Directionality:
Binaural Hearing: The human auditory system relies on binaural cues, information gathered by both ears, to determine the direction of a sound. There are two primary cues:
Interaural Time Difference (ITD): ITD is the difference in the time it takes for a sound to reach each ear. For sounds coming from the side, one ear receives the sound slightly earlier than the other. The brain uses this time delay to determine the direction of the sound.
Interaural Level Difference (ILD): ILD refers to the difference in the intensity or loudness of a sound reaching each ear. When a sound originates from one side, it's louder in the ear closer to the source and quieter in the ear farther away. The brain uses this difference in intensity to localize the sound.
Head-Related Transfer Functions (HRTFs): These are individualised frequency-dependent filters that account for the unique shape and features of each person's head, torso, and ears. HRTFs play a crucial role in how the brain processes binaural cues to localise sounds.
The human perception of sound is a complex process involving the outer, middle, and inner ear's physical mechanisms, neural processing in the auditory cortex of the brain, and psychological factors that influence how we interpret and respond to different sounds.
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SpectrumViewer ~ Windows Continuous Spectrum Display
Display of audio spectrum from PC input or wave file. Reads audio from Windows audio interface or wave file and creates a continuous spectrum display. Command line support for generating sine, square, triangle and sawtooth wave files. Uses biquad IIR digital filters for frequency detection, plus digital lowpass filters for smoothing. Highly configurable. 60+ FPS with suitable hardware. Manual or…
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