Audio Engineering 001 -- 7 Important Characteristics

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

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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

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3 ranges of frequencies

  1. Mid range is most heavily represented frequency
  2. Low-mids, from around 200 to 700 Hz darker, hollow tones
  3. Mid-mids, from 700 to 2 kHz more aggressive “live” tones
  4. High-mids or upper-mids, from 2 to 5 kHz brighter, present tones
  • 20 ~ 200 Hz: Low range, omnidirectional, provide power, make things sound bigger, and can be destructive if too much is present in a mix.

  • 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.

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 Phase

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