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REVIEW
Understand the difference between an audio editor, such as
Amadeus or Soundforge, and a mixing program, such as ProTools or
Audition.
ASSIGNMENT
Create a soundfile that contains the following:
part 1a version of the text below with all of the sibilants
(s or c), the ps (p), and the hard ts (t) removed.
part 2a version with all of the s/cs ts, and ps edited
together.
Text: Sometimes, using this system seems difficult at the start. With
practice it will soon be possible to do even more sophisticated stuff.
As someone once said: practice makes perfect!
PROCEDURE
Creating a Folder (Directory) for Your Audio Work
Before you begin, you will need a folder (directory) in which to
store all of your audio files for this course. On the PC, it might be in
your My Documents directory. On the Mac, it might be in your
Documents folder.
Lab Two
<http://www.sfu.ca/sca/courses/fpa147/sounds/Assignment_1.
aiff>
Move the file from your download folder into your audio folder.
Editing the File
Open the file in either ProTools, Audacity, or your audio editor.
Detailed instructions for the specific programs are given in the
appendix.
Begin editing out (cutting) the sibilants marked above with
underlining, and move them to the end of the file (shown in detail
later).
Once you have removed all of the sibilants, continue with the
ts and then the ps, always moving them to the end of the file.
As always, remember to save your work.
Your final version should sound like this:
(part one) omeime, uing thi yem eem difficul a the tar. With
racie i will oon be oible o do even more ophiicaed uff. A omeone
one aid: racie make erfec!
(part two) [ssssssssscssssssscscstttttttttttttpppp]
FORMAT/PRESENTATION
Upload the file to WebCT, under
Editing.
Assignments Practical 1
EVALUATION
The project will be judged by the quality of the editing. The file will
not be opened in order for the editing to be visually judged
evaluation is completely through listening. What the tutor marker
will listen for is the absence of the specific consonants in the first
part (i.e. no left over s, t, or p), and the absence of vowel
sounds in the second part (i.e., you didnt include part of the o of
sometimes in your edit).
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Lab Two
AUDIO EDITING
BASIC CONVENTIONS
As we will discuss further in Lab Three, many of the conventions of
digital audio editing are borrowed from the traditional analogue
tape studio. The audio editor, of which Amadeus and Soundforge are
both examples, emulates a two-track tape recorder with an editing
block. It allows you to record, play back, edit, and save stereo
sounds.
There are, naturally, some key differences between the two
media. The digital medium has a higher fidelity than virtually all
analogue tape recorders; but, more importantly, editing with digital
equipment is done graphically. This second feature is a tremendous
advantage over tape editing, which you had to do essentially
blindly since you couldnt see the sound information on the tape.
To edit tape, you move the tape manually across the play head,
listen for a space between words, mark the back of the tape with a
felt pen and, finally, cut the tape with a razor blade. Moving the
tape across the tape head (also known as scrubbing) does not
accurately represent the recorded material because the speed of the
tape is inconsistent, and the tape itself cant be moved very far.
Furthermore, editing tape is really only possible during silences
(for example, at the end of a song or between words), since it is too
difficult to identify anything else by tape scrubbing.
Apart from these key differences, the concept of audio editing
is basically the same in the two media. This similarity extends to
the point that many of the physical tape recorder parts are
suggested by the softwares user interface. For example, the virtual
transport buttons contain Play, Stop, Record, and Rewind controls
as well as VU/peak level meters.
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Lab Two
SIGNAL LEVEL
A tape recorders main function is to record a signal onto magnetic
tape. There are limits in the level of signal any piece of audio
equipment can pass without either undue noise (low signal levels)
or distortion (very high signal levels). Therefore, a method had to
be established to measure the signals intensity.
The VU (volume unit) meters found on analogue tape
recorders were devised for this purpose.
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Lab Two
HEADROOM
If you have ever recorded music on a cassette recorder that has a
VU meter (either a VU or a peak level), you probably know that
recording a signal level above 0 dB does not, in fact, cause hideous
distortion: that usually results when you reach levels of +10 dB.
The reason is that analogue devices have a certain room, usually
3 dB, above 0 dB that allows for peak levels: this is known as their
headroom. Higher quality analogue tape recorders, combined with
higher quality recording tape, allow for extended headroom, up to
+6 dB.
Digital recording systems, however, have no headroom because
their dynamic range is fixed. A sixteen-bit system (the CD
standard) can handle numbers in the range of -32,767 to 32,765
which translates into a 96 dB dynamic range. 0 dB, or the maximum
level that it can record, is fixed: if the ADC creates a signal level of
32,769, that number cannot be stored and is unrepresentable in the
system.
For this reason, a peak level meter in a digital system has 0 dB
as its true limit, shown below on the far right.
SIGNAL-TO-NOISE RATIO
When recording in either the digital or analogue domain, we want
to ensure that we capture the highest signal level without distortion.
Any piece of electronic audio equipment has a certain amount of
operating noise caused by random movement of electrons (thermal
noise) in its circuitrythis unavoidable noise is considered the
noise floor of any audio recording. The ratio of our signal level to
this unwanted noise is the signal-to-noise ratio (SNR), and it is the
difference, measured in decibels, between the noise floor of an
audio system and the largest signal it can record without distortion.
Along with the noise created during the recording process,
there is other noise added by the storage medium (magnetic tape)
during playback. There are a number of ways to diminish this byproduct, some of which we will discuss in Lab Seven; however,
none will completely eliminate it. Those of you who have ever
15
Lab Two
EDITING STRATEGIES
FOR PROJECT ONE
VOWELS VS. SIBILANCE
Although it is virtually impossible to tell what a graphic
representation of a complex sound actually sounds like, you can
make some distinctions about certain types of sounds.
In this project, the first editing you are required to do is to edit
out the sibilants. Sibilants are ss and soft cs. Because they dont
use the vocal cords (try experimenting with making s sounds
while touching your throat, then try humming. Notice the
difference?), they have no periodicity (pitch). Noise, you will
remember from Unit One, has no periodicity. You may have
figured out by now that sibilants are some of the noise components
of speech.
Vowels, on the other hand, are voiced and use the vocal
cords. They have periodicity and, therefore, are pitched. When
you sing, it is the vowels (and the voiced consonants, such as m)
that provide the pitch.
Zooming in on the first word of the text, Sometimes, you
can begin to recognize visually some of the internal sounds:
16
Lab Two
MAKING A MISTAKE
If you make a mistake, remember that Command Z (Control Z on a
PC), also found on the Edit menu, will undo your last action.
However, if you have made a separation and then executed
some other commands, you cannot use Undo to reverse the
separation, since this function applies only to the last action
executed.
Heal Separation (ProTools only)
When you create separations in ProTools, remember that you are
only creating additional references to a audio file, you are not
altering the original audio file in any way. Therefore, any
separation can be easily healed so that the original region returns
to the way it was before the separation.
17
Lab Two
18
Lab Two
TO DO THIS WEEK
Begin Assignment One. Decide whether to do the assignment in an
audio editor, or within ProTools or Audacity. Start editing, and
remember to save your work!
Next week we will learn how to create a final audio file that
can be handed in.
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