Amplitude
Definition: Height of a sound wave
- Define Volume
- Measured in decibels -- dB
- Boost -- increase amplitude, e.g. "boost that 3 dB" = +3 dB
- Cut -- decrease amplitude, e.g. "cut that 3 dB" = -3 dB
Examples:
0 dB – near silence
50–60 dB – whisper
60–75 dB – typical conversation
80–85 dB – a blender, optimum level to monitor sound according to the Fletcher–Munsoncurve
100 dB – baby crying
110 dB – leaf blower, car horn
120 dB – threshold of pain, can cause hearing damage
150–160 dB – jet engine
Frequency
Definition: Cycles per second (cps) of a sound wave
- Define Pitch
- Measured in hertz -- Hz
- Equalization -- boosting or cutting the amplitude of a frequency or range of frequencies
3 ranges of frequencies
- Mid range is most heavily represented frequency
- Low-mids, from around 200 to 700 Hz darker, hollow tones
- Mid-mids, from 700 to 2 kHz more aggressive “live” tones
- High-mids or upper-mids, from 2 to 5 kHz brighter, present tones
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20 ~ 200 Hz: Low range, omnidirectional, provide power, make things sound bigger, and can be destructive if too much is present in a mix.
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200 Hz ~ 5 kHz: Mid range, directional, make a sound appear “in your face,” or
add attack and edge. Less midrange can sound mellow, dark, or distant. Too much exposure can cause ear fatigue. -
5 ~ 20 kHz: High range, extremely directional, makes sounds airy, bright, shiny, or thinner. Provides the weakest energy, add presence to a sound without the added ear fatigue. Lack of high frequencies will result in a darker, more distant, and possibly muddy mix or sound.