Audio Communication Basics

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Questions and Answers

What does a ratio of 2:1 signify in terms of compression output?

  • 4dB output for every 1dB above threshold
  • 1dB output for every 2dB above threshold (correct)
  • No compression is applied
  • 2dB output for every 1dB above threshold

What characterizes a hard knee in compression?

  • Signal is never compressed above the threshold
  • Compression starts gradually before reaching the threshold
  • Compression occurs abruptly at the threshold level (correct)
  • Compression is constant regardless of the signal level

Which of the following best describes the concept of 'games' as stated in the content?

  • Games that are always productive and goal-oriented
  • Voluntary activities governed by rules and containing make-believe (correct)
  • Games that are restricted to competitive formats only
  • Activities that always have a clear winning condition

What does 'attack time' in compression refer to?

<p>The speed at which compression is applied after exceeding the threshold (B)</p> Signup and view all the answers

Which statement is true regarding digital games?

<p>Components of a game include material objects, rules, and player experience (C)</p> Signup and view all the answers

What does Hertz (Hz) measure in relation to sound waves?

<p>The number of cycles per second (A)</p> Signup and view all the answers

Which of the following ranges represents the theoretical range of human hearing?

<p>20Hz - 20,000Hz (A)</p> Signup and view all the answers

What happens to the pitch of a sound as its frequency increases?

<p>The pitch increases (C)</p> Signup and view all the answers

What is the function of compression in audio processing?

<p>To control the dynamic range (D)</p> Signup and view all the answers

Which describes the relationship between gain, volume, and level in audio recording?

<p>Level represents loudness in relation to unity gain (B)</p> Signup and view all the answers

Flashcards

Hertz (Hz)

The unit of frequency, which measures the number of sound wave oscillations per second. One Hertz is equal to one cycle per second. Higher frequency means higher pitch.

Dynamic Range

The difference between the loudest and the softest sounds in a recording. Dynamic range is important for achieving a balanced audio experience.

Equalisation (EQ)

The process of adjusting the balance between different frequencies of a sound signal. This allows you to control the overall sound of your audio.

Compression

A process that controls the dynamic range of audio. It reduces the difference between the loudest and the softest sounds in a track. It works by making loud sounds quieter and soft sounds louder.

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Gain

The input signal strength or loudness at which audio is being recorded. It's controlled by the microphone or instrument pre-amp settings.

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Compression Ratio

The ratio determines how much compression is applied to an audio signal. A higher ratio means more compression, while a lower ratio means less compression

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Attack Time

The attack time is how quickly the compressor starts to reduce the volume of a signal once it exceeds the threshold level

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Release Time

The release time is how quickly the compressor reverts back to the original volume once the signal drops below the threshold

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DAW (Digital Audio Workstation)

A digital audio workstation is a software application that allows you to create, edit, and mix audio files. It provides tools for recording, editing, mixing, and mastering audio.

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MIDI (Musical Instrument Digital Interface)

MIDI (Musical Instrument Digital Interface) is a protocol that allows electronic musical instruments and computers to communicate with each other. It is used to control synthesizers, samplers, drum machines, and other electronic instruments.

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Study Notes

Audio Communication

  • Hertz (Hz): The unit of frequency, measuring the number of cycles per second. One Hz equals one cycle per second.
  • Frequency: Refers to the number of times a sound wave oscillates per second, measured in Hz. Higher frequency corresponds to higher pitch.
  • Standard Hertz (Hz) Ranges:
    • 20Hz to 20,000Hz: Theoretical human hearing range.
    • 80Hz to 4000Hz: Human voice range (higher for females).
    • 44,100Hz: CD audio quality.
  • Decibels (dB): Measure the amplitude (loudness) of a sound wave. Higher amplitude means louder sound.
  • Standard Decibel (dB) Ranges:
    • 0dB: Threshold of human hearing (minimum audible sound).
    • 96dB: 16-bit audio recording level.
    • 144dB: 24-bit audio recording level.
  • Dynamic Range: The difference between the loudest and quietest sounds in a recording.
  • Tracking: The process of recording audio either from a voice or an instrument.
  • Gain, Volume, and Level:
    • Gain: Input signal/loudness measured.
    • Level: Loudness measured in mixer relative to unity.
    • Volume: Output signal loudness.
  • Equalization (EQ): Adjusting the balance of different frequencies within an audio signal. Used to increase (boost) or decrease (cut) specific frequencies.

Compression

  • Compression: A technique used to control the dynamic range of audio. It reduces the difference between loud and soft sounds.
  • Compression Ratio: Describes the amount of reduction in the audio signal for a given increase beyond the threshold. Higher ratios mean more compression.
  • Threshold: The level at which the compressor starts to work.
  • Attack Time: How quickly the compressor reacts to the sound going above the threshold (milliseconds).
  • Release Time: How quickly the compressor stops reacting to the sound going below the threshold (milliseconds).
  • Hard Knee: The compressor abruptly changes to reduced volume past a threshold.
  • Soft Knee: The compressor gradually reduces volume past the threshold.

Digital Games

  • Definition of a Game: Possess "family resemblances"—various components, but with shared characteristics. Games are voluntary; occur in space and time; are uncertain, and are unproductive.
  • Winning Condition: Not always necessary. As examples, animal crossing, etc.
  • Games as Narratives: Distinction between games and storytelling. Both are different but have elements in common.
  • Components of a Game: Material components (physical objects), rules, and player experience.

Audio and Digital Terms (from page 2)

  • DAW (Digital Audio Workstation): Software for audio editing.
  • MIDI (Musical Instrument Digital Interface): Standard protocol used to connect electronic instruments to a computer.
  • AD/DA (Analog-to-Digital/Digital-to-Analog): Processes converting between analog and digital signals.
  • ADSR (Attack, Decay, Sustain, Release): Parameters controlling how audio effects react to input.

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