Escolar Documentos
Profissional Documentos
Cultura Documentos
Bit Depth
– Size of number used to store samples
– larger number gives more degrees of
value
Sampling Rate
Storage
Digital Playback Process
Direct Sound
– Directly from the source to the listener
– Direct sound arrives before reflected
sound; even if reflected sound is louder,
we hear direct sound first and determine
direction of the source
Room Acoustics
Early Reflections
– First-order reflections that reach the
listener after reflecting once from the
floor, ceiling, or walls
– If arriving in the first 35ms after the
direct sound, reinforces with clarity &
intelligibility
– “Intimate” halls have first-order
reflections of less than 20ms
Room Acoustics
Diffuse Reverberations
– Second- (and higher) order reflections
– Reverberation time is the time required for
the SPL to drop 60dB
– Larger room is likely to have longer
reverberation time than a smaller room
– Reverberation time is frequency dependent;
lower frequencies reverberate longer
Types of Reflections
Specular
– Reflections off smooth and regular
surfaces
– reflection in one direction
Diffuse
– Reflections off irregular surfaces
– Reflections scattered in many directions
– Contribute to sound of older concert halls
Absorption
Small Room
Receptor type
– Diaphragm acts as receptor
– Diaphragm vibrates
Transducer type
– Transducer converts vibrations to electricity
Directionality
– Determines strength of signal produced by
sounds arriving from different directions
Receptor Types
Pressure
– Diaphragm responds to sound pressure
changes on only one side of diaphragm
Pressure Gradient
– Diaphragm responds to sound pressure
changes from the front or rear
– Signal is determined by difference
(gradient) of pressures from either side
Transducer Types
Figure-eight response
Responds equally to sounds from front &
back; none from sides
Pressure gradient mics are bidirectional
First-Order Cardioid
Flanging
Chorusing
Phase Shifting
Reverberation
Non-Delay-Based Effects
Ring Modulation
Amplitude Modulation
Compression/Limiting
Expansion/Noise Gating