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Time Based Processors
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Reverb source: http://audacity.sourceforge.net/manual-1.2/effects_reverb.html http://audacity.sourceforge.net/manual-1.2/effects_reverb.html Reverb simulates the component of sound that results from reflections from surrounding walls or objects. It is in effect a room simulator. Some people think it's just a delay effect with some filters, but it's way more complex than that. Reverb effects (software plugins or external hardware units) provide an interface to their changeable parameters that need some explaining.
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http://www.prorec.com/Articles/tabid/109/EntryId/345/ Reverb-Types-Explained.aspx http://www.prorec.com/Articles/tabid/109/EntryId/345/ Reverb-Types-Explained.aspx http://www.prorec.com/Articles/tabid/109/EntryId/345/ Reverb-Types-Explained.aspx http://www.prorec.com/Articles/tabid/109/EntryId/345/ Reverb-Types-Explained.aspx GO TO prorec.com and search “REVERB”! GO TO prorec.com and search “REVERB”!
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Reflected Sound Much of what we here is REFLECTED SOUND instead of DIRECT SOUND Much of what we here is REFLECTED SOUND instead of DIRECT SOUND This gives us a sense of SPACE This gives us a sense of SPACE How can we eliminate the “ROOM”? How can we eliminate the “ROOM”?
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When using reverb as an effect, the listener hears the DIRECT signal first. The DIRECT signal is also referred to as the DRY part of the signal when using any effect. Most digital reverbs produce two parts: The Early Reflections and the Reverb component.
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The first Early Reflection reaches the listener milliseconds after the direct signal does. The first Early Reflection reaches the listener milliseconds after the direct signal does. The path of the Early Reflections is longer. The difference in time between the arrival of the direct signal and the first Early Reflections is measured in milliseconds. The sound reflects off the walls and objects in the room, and in time individual reflections disappear and the Reverb develops.
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The time between the reception of the DIRECT signal by the listener and start of the Reverb portion of the effect is called Predelay. This is a parameter in many digital reverb effects, and it is expressed in milliseconds (ms).
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The time difference between switching off any sound generator and the level of the reverb resulting from that sound dropping by 60dB is called RT60. This is usually referred to as the Reverb Time. When anyone refers to the reverb time of a real room or that of a digital reverb, RT60 is what they're talking about. Most digital reverbs feature this as a parameter.
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Reverb Types HALL: Simulates a LARGE space. Lots of REVERB TIME and DECAY HALL: Simulates a LARGE space. Lots of REVERB TIME and DECAY ROOM: Similar to hall, but with less spaciousness ROOM: Similar to hall, but with less spaciousness
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Convolution Digital simulation of a space using IMPULSE RESPONSE (IR)
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Plate Simulates an early analog type of reverb using a microphone on an actual metal plate! Simulates an early analog type of reverb using a microphone on an actual metal plate!
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Spring Reverb Often in GUITAR AMPS Often in GUITAR AMPS Injects sound into metal springs Injects sound into metal springs Can have a strange lo-fi quality Can have a strange lo-fi quality
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Gated Reverb Was invented in the late 70’s and used often in the 80’s Was invented in the late 70’s and used often in the 80’s David Bowie, Peter Gabriel, Phil Collins (Think: “In the Air Tonight”) David Bowie, Peter Gabriel, Phil Collins (Think: “In the Air Tonight”) Combines heavy reverb and NOISE GATE Combines heavy reverb and NOISE GATE Creates a big, full sound, but somewhat artificial Creates a big, full sound, but somewhat artificial
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Delay source: http://en.wikipedia.org/wiki/Delay_(audio_effect) Delay is an audio effect which records an input signal to an audio storage medium, and then plays it back after a period of time. The delayed signal may either be played back multiple times, or played back into the recording again, to create the sound of a repeating, decaying echo.
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Delay is also called echo. Delay is one or more DISTINCT sound images.
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Phase Shifting The first phase shifting effect units were pretty simple. The first phase shifting effect units were pretty simple. Phasing was originally produced by copying the sound onto two analogue tape decks and mixing them together. Phasing was originally produced by copying the sound onto two analogue tape decks and mixing them together. One deck was run slightly faster than the other and the phasing effect was created by the rising and falling "wave interference" of the two signals. One deck was run slightly faster than the other and the phasing effect was created by the rising and falling "wave interference" of the two signals. The term phasing more specifically refers to a swept comb- filtering effect where there is no linear harmonic relationship between the teeth of the comb. The term phasing more specifically refers to a swept comb- filtering effect where there is no linear harmonic relationship between the teeth of the comb.
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A flanger is a sub-type of phaser, with its effect usually being more precise, produced by the harmonic relationship of the comb filter being linear. A flanger is a sub-type of phaser, with its effect usually being more precise, produced by the harmonic relationship of the comb filter being linear. Phasing effects in modern music are typically used in conjunction with electric guitar, and it is also used to "sweeten" the sound of electric keyboards. Phasing effects in modern music are typically used in conjunction with electric guitar, and it is also used to "sweeten" the sound of electric keyboards. Also, a fun fact is that a phaser was used to create C- 3PO’s voice in the movie Star Wars because the phaser sound lends a synthetically generated feel to the human voice. Also, a fun fact is that a phaser was used to create C- 3PO’s voice in the movie Star Wars because the phaser sound lends a synthetically generated feel to the human voice.
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Chorus When chorus is used, individual sounds with roughly the same timbre and nearly the same pitch converge and are perceived as one. When chorus is used, individual sounds with roughly the same timbre and nearly the same pitch converge and are perceived as one. When it is successful, all the sounds hold the same tune and it sounds as if they all came from the same source. When it is successful, all the sounds hold the same tune and it sounds as if they all came from the same source. The chorus effect is enhanced when the sounds originate from different moments in time and from different physical locations. The chorus effect is enhanced when the sounds originate from different moments in time and from different physical locations.
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To produce this effect artificially, a computer processor takes an audio signal and mixes it with one or more delayed, pitch-shifted copies of itself. To produce this effect artificially, a computer processor takes an audio signal and mixes it with one or more delayed, pitch-shifted copies of itself. This results in the production of a single sound that simulates the sound of several instruments or sounds. This results in the production of a single sound that simulates the sound of several instruments or sounds.
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