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SickPigRecords
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United Kingdom
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Posted - 2005/09/21 : 03:28:16
Average human hearing range is
20Hz -------- 20khz
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SickPigRecords
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Posted - 2005/09/21 : 03:31:03
Sounds are theorecticaly made up of 1 singal waveform - Sine
Sine contains:
two peaks (the lowest and highest most peaks)
Amplitude - actual distance traveled to reach a peak - means the
volume
One cycle is the time it takes for a sine wav to travel through both
peaks, from zero amplitude back to zero.
How often a cycle happens determines the sounds frequency (The
frequency of Cycles)
Its frequency is measured in Hz (Hertz) - Frequency therefore determines the pitch.
By Jonny Rawkus
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SickPigRecords
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Posted - 2005/09/21 : 03:35:43
An overview of the relationship between frequency ranges and instruments plus recommendations on how to EQ them.
50Hz
Boost: To thicken up bass drums and sub-bass parts.
Cut: Below this frequency on all vocal tracks. This should reduce the effect of any microphone 'pops'.
70-100Hz
Boost: For bass lines and bass drums.
Cut: For vocals.
General: Be wary of boosting the bass of too many tracks. Low frequency sounds are particularly vulnerable to phase cancellation between sounds of similar frequency. This can result in a net 'cut of the bass frequencies.
200-400Hz
Boost: To add warmth to vocals or to thicken a guitar sound.
Cut: To bring more clarity to vocals or to thin cymbals and higher frequency percussion.
Boost or Cut: to control the 'woody' sound of a snare.
400-800Hz
Boost: To add warmth to toms.
Boost or Cut: To control bass clarity, or to thicken or thin guitar sounds.
General: In can be worthwhile applying cut to some of the instruments in the mix to bring more clarity to the bass within the overall mix.
800Hz-1KHz
Boost: To thicken vocal tracks. At 1 KHz apply boost to add a knock to a bass drum.
1-3KHz
Boost: To make a piano more aggressive. Applying boost between 1KHz and 5KHz will also make guitars and basslines more cutting.
Cut: Apply cut between 2 KHz and 3KHz to smooth a harsh sounding vocal part.
General: This frequency range is often used to make instruments stand out in a mix.
3-6KHz
Boost: For a more 'plucked' sounding bass part. Apply boost at around 6KHz to add some definition to vocal parts and distorted guitars.
Cut: Apply cut at about 3KHz to remove the hard edge of piercing vocals. Apply cut between 5KHZ and 6KHz to dull down some parts in a mix.
6-10KHz
Boost: To sweeten vocals. The higher the frequency you boost the more 'airy/breathy' the result will be. Also boost to add definition to the sound of acoustic guitars or to add edge to synth sounds or strings or to enhance the sound of a variety of percussion sounds. For example boost this range to:
Bring out cymbals.
Add ring to a snare.
Add edge to a bass drum.
10-16KHz
Boost: To make vocals more 'airy' or for crisp cymbals and percussion. Also boost this frequency to add sparkle to pads, but only if the frequency is present in the original sound, otherwise you will just be adding hiss to the recording.
Specific Instruments
Vocals
General: Roll off below 60Hz using a High Pass Filter. This range is unlikely to contain anything useful, so you may as well reduce the noise the track contributes to the mix.
Treat Harsh Vocals: To soften vocals apply cut in a narrow bandwidth somewhere in the 2.5KHz to 4KHz range.
Get An Open Sound: Apply a gentle boost above 6KHz using a shelving filter.
Get Brightness, Not Harshness: Apply a gentle boost using a wide-band Bandpass Filter above 6KHz. Use the Sweep control to sweep the frequencies to get it right.
Get Smoothness: Apply some cut in a narrow band in the 1KHz to 2KHz range.
Bring Out The Bass: Apply some boost in a reasonably narrow band somewhere in the 200Hz to 600Hz range.
Radio Vocal Effect: Apply some cut at the High Frequencies, lots of boost about 1.5KHz and lots of cut below 700Hz.
Telephone Effect: Apply lots of compression pre EQ, and a little analogue distortion by turning up the input gain. Apply some cut at the High Frequencies, lots of boost about 1.5KHz and lots of cut below 700Hz.
Hi-Hats
Get Definition: Roll off everything below 600Hz using a High Pass Filter
. Get Sizzle: Apply boost at 10KHz using a Band Pass Filter. Adjust the bandwidth to get the sound right.
Treat Clangy Hats: Apply some cut between 1KHz and 4KHz.
Bass Drum
General: Apply a little cut at 300Hz and some boost between 40Hz and 80Hz.
Control The Attack: Apply boost or cut around 4KHz to 6KHz.
Treat Muddiness: Apply cut somewhere in the 100Hz to 500Hz range.
Guitar
Treat Unclear Vocals: Apply some cut to the guitar between 1KHz and 5KHz to bring the vocals to the front of the mix.
General: Apply a little boost between 100Hz and 250Hz and again between 10KHz and 12KHz.
Acoustic Guitar
Add Sparkle: Try some gentle boost at 10KHz using a Band Pass Filter with a medium bandwidth.
General
Try applying some mid-range cut to the rhythm section to make vocals and other instruments more clearly heard.
by Jonny Rawkus
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Underloop
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Posted - 2005/09/21 : 09:00:03
Sorry to be a pain, I'd just like to add a bit to your second lot of comments
quote: Originally posted by SickPigRecords:
Sounds are theorecticaly made up of 1 singal waveform - Sine
That should be type of waveform..... and the theory is that any signal can be seperated into a number of different sine waves, or can be reconstructed from a number of different frequency sine waves. This is the whole Fourier Series you *may* stumble across in your Maths class. In alot of wave editors you may see something called Fast Fourier Transform. This calculates what sine waves are required to make up the signal you are analysing, and you effectively specify how many pure sine waves you want to use to reconstruct the signal. Its a very good estimation of hte frequency content of a signal.
quote:
Sine contains:
two peaks (the lowest and highest most peaks)
Amplitude - actual distance traveled to reach a peak - means the volume
A sine wave earlier today:
Also the amplitude isn't strictly speaking the volume in the way that most people know it. The volume is more closely related to the rms (root mean squared) value of the signal.... in effect the average amplitude of the signal. Amplitude as you have described it is actually the peak amplitude.
quote: One cycle is the time it takes for a sine wav to travel through both peaks, from zero amplitude back to zero.
One cycle is shown in the above image
quote: How often a cycle happens determines the sounds frequency (The frequency of Cycles)
Its frequency is measured in Hz (Hertz) - Frequency therefore determines the pitch.
The Hz unit is easier defined by number of cycles per second, so 20Hz means that in one second there will be 20 cycles. You can also calculate it by frequency = 1/T where T is the total time for one cycle, so in the above image, T is approximateyl 6.3, so the frequency is 1/6.3 = 0.159Hz (assuming that t is in seconds of course)
Sorry to be geeky, just thought some people might like the extra info to get a better understanding
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SickPigRecords
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344 posts Joined: Sep, 2004
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Posted - 2005/09/21 : 13:27:31
Dude Nuff Respect ;)
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Underloop
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Posted - 2005/09/21 : 14:19:37
quote: Originally posted by SickPigRecords:
Dude Nuff Respect ;)
Code: Underloop is a geek
I'm afraid its true heh
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we grow old because we stop playing."
- George Bernard Shaw
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Edited by - Underloop on 2005/09/21 14:29:25 |
djDMS
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Posted - 2005/09/21 : 23:12:55
Damn, you beat me to it - i was just about to post all that myself!
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SickPigRecords
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344 posts Joined: Sep, 2004
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Posted - 2005/09/22 : 01:04:25
lol
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SickPigRecords
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Posted - 2005/09/22 : 03:38:36
How fast does sound travel?
The speed at which sound propagates (or travels from its source) is directly influenced by both the medium through which it travels and the factors affecting the medium, such as altitude, humidity and temperature for gases like air. Bad news for Star Wars fans—there is no sound in the vacuum of space because there are too few molecules to propagate a wave.
Essentially like dominoes sound energy puts force on moelcules forcing them to put force on other molecules - hence making the energy propagate (Move)
It is important to note that sound speed in air is determined by the air itself. It is not dependent upon the sound’s amplitude, frequency or wavelength. To calculate the speed of sound in dry air at sea level, use the following formula:
V = 331.4 + 0.6Tc
As a comparison with sound in other mediums, the speed of sound in helium at 0°C is approximately 972 meters per second (m/s), or around 3 times as fast as in air
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Underloop
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Posted - 2005/09/22 : 10:11:09
^^^ In the above equation v is the velocity of sound, and Tc is the temperature of the air in celsius
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we grow old because we stop playing."
- George Bernard Shaw
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SickPigRecords
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344 posts Joined: Sep, 2004
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Posted - 2005/09/23 : 01:27:16
oops did it again lol
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ryg0r
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Australia
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Posted - 2005/09/23 : 03:12:22
quote: Originally posted by SickPigRecords:
As a comparison with sound in other mediums, the speed of sound in helium at 0°C is approximately 972 meters per second (m/s), or around 3 times as fast as in air
Where the hell are you going to get helium at 0°C?
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SickPigRecords
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Posted - 2005/09/23 : 03:36:27
in a lab mabe welding supplu store then cool it pass ya beats through it and bobs your uncle u have wasted some time
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Underloop
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Posted - 2005/09/23 : 09:19:18
For those times when 999bpm just *isn't* fast enough!
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we grow old because we stop playing."
- George Bernard Shaw
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ryg0r
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Posted - 2005/09/23 : 15:15:22
quote: Originally posted by Underloop:
For those times when 999bpm just *isn't* fast enough!
You dont get that? You must be getting old.
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SickPigRecords
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Posted - 2005/09/23 : 16:05:51
lol
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