Audio Engineering Basics - Sound, Amplitude (dB) & Frequency (Hz) Important to understand from day 1
Introduction
The speaker introduces himself and the purpose of the video. He explains that he will be covering the basics of audio engineering terminology and definitions.
Importance of Learning Terminology
The speaker emphasizes the importance of learning basic audio engineering terminology to avoid looking foolish in the industry.
Definition of Sound
- Sound is defined as the brain's interpretation of an auditory stimulus.
- Sound pressure waves travel through air, hit our ears, go into our eardrum, and then our brain receives that information.
- If a tree falls in the woods and no one is around to hear it, it creates sound pressure waves but technically does not make a sound since there is no brain to perceive it.
Amplitude
- Amplitude refers to volume and is measured in decibels (dB).
- Decibels are abbreviated as dB and named after Alexander Graham Bell.
- Amplitude is a voltage that travels through air as sound pressure waves.
Sound Pressure Levels
- SPL (Sound Pressure Level) is measured in decibels (dB).
- Examples of different SPL levels include rustling leaves at 10 dB, normal conversation at 50-60 dB, toilet flushing or vacuum cleaner at 70 dB, live rock band at 120-130 dB, and jackhammer at 130 dB.
Protecting Your Ears
This section discusses the importance of protecting your ears from loud noises, such as rocket launches.
Decibel Levels and Sound Pressure
- Decibel levels measure sound pressure, while volume measures amplitude.
- A sound wave completes a 360-degree cycle, which is known as a wavelength.
- The number of cycles completed per second is known as frequency and is measured in hertz (Hz).
- The human ear can hear between 20 Hz and 20 kHz.
Sine Wave Generator
- A signal generator can produce sine waves with different frequencies.
- The faster the cycles per second, the higher the perceived pitch.
- Dogs can hear frequencies above 20 kHz.
Emergency Tone
- The emergency tone is at 1 kHz.
- Humans hear best between 1 kHz and 4 kHz.
Conclusion
This transcript covers the basics of sound waves, decibel levels, and frequency. It emphasizes the importance of protecting your ears from loud noises and provides examples using a sine wave generator.
Introduction to Sound Waves
This section introduces the basics of sound waves and their characteristics.
Characteristics of Sound Waves
- The range of vocals is typically between 1,000 and 4,000 Hertz.
- Old-school TVs emit a high-pitched noise at around 18,000 Hertz when turned on.
- Lower frequencies are more omnidirectional while higher frequencies are more unidirectional.
- Low-end frequencies travel three-dimensionally while higher frequencies are stopped by walls or other obstacles.
Importance of Amplitude and Frequency
- Amplitude is measured in decibels and represents volume while frequency is measured in Hertz and represents pitch.
- Understanding the details of amplitude and frequency can set you apart from others in the industry.
Creating an 808 Kick Drum with a Signal Generator
This section demonstrates how to create an 808 kick drum using a signal generator.
Creating an Accidental Discovery
- The beloved 808 kick drum was accidentally discovered by using a kick drum in a sidechain with a signal generator and sine wave.
- Once learned, this technique can be used to trigger various sounds.
Demonstration
- Add a sidechain to the sound at one kilohertz.
- Use a simple kick drum sample played through MIDI as the trigger for the signal generator.
Using Side Chains in Music Production
In this section, the speaker demonstrates how to use side chains in music production.
Setting up a Side Chain
- Send signal down a random bus.
- Add a gate to the signal and set it to accept the key for the sidechain.
- Every time the kick drum hits, it opens the gate and mutes the signal generator until it closes again.
Adjusting Sub Tone
- Drop sub tone down to 50 Hz for a solid 808.
- Adjust sustain and attack as needed.
Conclusion
- Using side chains can add depth and interest to music production.
- Experiment with different triggers and effects for unique sounds.