Electronic Music Production
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Electronic Music Production

Teaser: Getting to Know Synthesizer, Sampler and MIDI

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What's the difference of all the gears?

  • MIDI
    • essentially a controller, not an instrument
    • An interface only
  • Sampler
    • input: pre-recorded sound
    • imitate sound of natural instruments
  • Synth
    • pure electronics
    • DSP techniques built in
    • Β 

Synthesizers

  • categories
notion image
  • Subtractive Synthesis Workflow (analyzing with oscilloscope and spectral)
    • Oscillator: making sound
      • sine: single frequency, without harmonics
      • triangle: bass with a bit high-freq harmonics
      • square: Super Mario!
      • sawtooth: overlapping multiple sawtooth and slow Attack release for string
      • Wavetable: tuning from one shape to another
      • Noise
        • white noise: all freq attributed with same loudness
        • use cases for drum: shorten length with a pitch
          • cut high for hi-hat
      • LFO:low frequency oscillator for shape control
        • normal case: control signals for pitch and loundness
    • filter(subtractive part)
      • LPF: low pass or high cut
      • HPF: high pass
      • filter resonance: intensify freq mear filter
    • Amplifier: ADSR Envelope
      • Attack Time: fade in
      • Release Time: fade out
      • Decay Time: after A time, decrease volume for D time
      • Sustan Level: until a constant level reached
      • ADSR is not a specific process but a control method
        • notion image
        • control pitch level
        • control filter: change brightness and timbre
  • Pocket Operators
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Β 

The technology of music production

Sound and Signal Flow

the nature of sound
the basic principles and properties of sound: a sound travels with a certain speed in distance, a vibration degree, a speed in vibration
  • propagation: sounds moving through a medium
    • sound goes through air, water, metal at a different speed(generally 340m/s) and rate
    • our perception can capture the tiny difference in arrival time
    • ⬆️ this is the sense of propagation(delay) that we are trying to manipulate here
    • changing factors: humidity, elevation, temperature
    • ⚠️ so a lot of sound effects - delay, reverb, phasers, flangers β†’ coming from this notion of propagation β†’ mixing is actually creating the sense of space, depth, and location
  • amplitude: extent of the wave, how wide, how air compresses
    • sound wave is not like water, physical media that perpendicular fluctuations with horizontal propagation upon a flat ground β†’ transverse wave
    • sound vibrates in parallel with its propagation, making air compressed and rarefied β†’ longitudinal wave
    • notion image
    • amplitude as the extent of compression(less space) and rare faction(more space): more the louder ← more sound in a condensed space measured in Decibels of Sound Pressure Level dBSPL
    • longitude is hard to draw - we draw sound as if it’s transverse
    • amp is a relative concept, the zero is set by dBSPL with the threshold of hearing through air
    • for computers, we measure with DBFS for full scale (zero by the largest number representation, and it goes negative from there)
    • amplitude vs. loudness: a computer concept vs. human perception
    • controlling amp in production:
      • panning: level between 2 speakers
      • dynamic range: expanders, gates, compressors, limiters
    • dynamic range of a mic: in which range of decibels the mic can reproduce the sound fine (quietest noise floor β†’ distortion)
  • frequency: amount of pulses in a wave (how fast it vibrates)
    • pitch vs. freq: just like loudness vs. amp
    • sound effects that change frequency is usually directly changing timbre
    • timbre: a collection of sound in multiple frequencies
      • the simplest sound with energy of a single frequency β†’ a sine wave
      • instruments have energy at multiple freqs β†’ this is harmonics, overtone, partial, spectrum
      • audio effects for timbre
        • EQualizer: a collection of filters(an amp at a specific freq)
        • Boost: increase bottom end
    • human freq range: 20 hertz - 20000 hertz
      • 1 hertz = 1 vibration/second
      • and we don’t hear all the freq equally, we hear them with different extent β†’ as if our ears are EQ themselves
      • notion image
      • every gear has a freq response curve (some natural EQ)
  • Extra definitions
    • psycho acoustics
    • masking
    • phantom fundamental
    • the Fletcher Munson curves
    • equal loudness contours
Visualizing sound: relating seeing numbers and hearing sound
πŸ’‘
essentially, sound is about freq and amp, maybe time as well And note that they are independent factors
  • oscilloscope display β†’ speaker movement
  • spectrum analyzer
  • spectrogram: for change over time
  • C1 β†’ C2 is doubling freq
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  • timbre change: from sine wave to sawtooth wave
    • notion image
      notion image
    • a major function in timbre: harmonica series (1 x, 2 x, 3 x…. the original frequency)
      • fundamental frequencies + harmonicas
      • what’s the trait of one sound? to see where the energy focus
      • when speaking, our vocal folds create the pitch, our mouth creates the complex filtering mapping amplitude and freq
microphones and cables
  • signal flow of a home studio setup
    • sound into computer
      • sound β†’ pressure variation in the air β†’ input transducer microphone(air pressure β†’ voltage variation(audio signal)) β†’ low level audio signal through balanced XLR cable β†’ audio interface β†’ mic preamp(amplify the signal to standard operating level) β†’ line level signal β†’ analog to digital converter β†’ sound becomes digital signals binary info β†’ usb or firewire cable β†’ DAW
    • sound out of computer
      • DAW β†’ usb firewire cable β†’ binary signal interface(digital to analog) β†’ line level signal through TS TRS or XLR cable β†’ amplifier β†’ high level signal β†’ output transducer speaker
  • mic as a transducer: convert one energy type to another without changing the signals
  • condenser vs. dynamic type comparison
    • dynamic is for loud env on stage, because it’s not sensitive enough to pick up the monitor near the mic, avoiding feedback
    • dynamic is on battery instead of any power
    • condenser is on phantom power 48 volts
    • room acoustics and mic placement matter more than the mic specs, but a A large diaphragm condenser will do you good
    • other types: ribbon, PZM, lavalier
  • frequency response
    • designed for vocal frequencies or everything(what you hear is what you get)
  • polar pattern
    • eg, pickup what’s in front of it and rejects sound from the end β†’ cartiod directional pattern
      • notion image
    • omini directional pattern
  • mic placement: best way is to walk around and listen
    • πŸ’‘
      a mic is not a pickup…
  • line level and gain staging
    • +4 studio level, -10 consumer level
    • our goal is to bring everything to the unity line level so it’s not amplifying or attenuating
    • first gain stage is preamp = bring mic low signal up to standard line level
  • cables
    • most standard TS(instrument cable, unbalanced): quarter inch jack with a tip and a sleeve, single conductor cable, susceptible to noise as short as possible
    • TRS: still quarter inch connector, two conductor with a shield, tip + ring(shield) + sleeve β†’ able to transmit 2 separate signals for stereo output β†’ also can be used for balanced configuration that takes a single signal but cancel noist
    • XLR: standard cable for mic, 3 connectors, not used for stereo but used for balanced signal
    • πŸ’‘
      if you are using a long cable on stage, you better use XLR or TRS for noise cancelling
      • how to convert unbalanced to balanced: direct box from TS to XLR
    • 1/8 inch stereo cable for headphones: same thing as TRS
    • RCA cable for video: same thing like 1/4 TS cable - things connecting to RCA are assuming a -10 level
  • signal processing

Flashback: Getting to know your guitar FX board