Theory of Sound
PART A
- What is sound?
Sound
waves are the source of sound. When it passes via a medium and reaches the ear,
it could be heard. All sounds are created by molecular vibrations. When a
person strikes a drum or a cymbal, for instance, the object vibrates. Air
molecular moves as a result of these vibrations. Sound waves go outward from
their source. The eardrum vibrates once the vibrating air molecules are in
contact of the ears. The ear bones vibrate in the same way that the object that
generated the sound waves vibrated.
How
sound is measured?
They
are measured in frequency and decibels.
· Frequency
The
pace at which current changes direction every second is known as frequency.
It's measured in hertz (Hz), which is an international unit of measurement that
equals one cycle every second.
· Hertz
is a term used to describe a (Hz). A hertz is a unit of measurement that equals
one cycle per second.
· An
entire wave of alternating current or voltage is referred to as a cycle.
· A
period is the amount of time it takes to create one complete cycle of a
waveform.
· The
number of sound vibrations per second is measured by frequency.
A
normal ear can hear a broad range of frequencies, measured in hertz (Hz),
ranging from very low (20 Hz) to very high (20,000 Hz).
Humans
all undergo presbycusis, or age-related hearing loss, as people get older.
It's caused by the natural aging of the cells in our ears, which makes hearing
higher frequencies more difficult.
While
hearing loss is a natural part of growing older, wearing hearing protection
when exposed to high decibel sounds can help to protect people hearing.
· Decibels
The
decibel, or dB, is a unit of measurement for sound intensity. Because the human
ear is so sensitive, the decibel scale is a little strange. Everything from the
fingertip barely brushing across the skin to a noisy jet engine can be heard by
human ears. The sound of a jet engine is around 1,000,000,000,000 times
stronger than the smallest audible sound in terms of power.
The smallest audible sound, almost absolute quiet, is 0 dB on the decibel scale. 10 dB is the difference between a sound that is 10 times stronger and a sound that is 10 times less powerful. 20 dB is a sound that is 100 times louder than almost absolute silence. 30 dB is a sound 1,000 times louder than almost absolute silence.
Common
sound that people have heard and their decibels:
- · Near
total silence is 0 dB
- · A
whisper is 15 dB
- · Normal
conversation is 60 dB
- · A
lawnmower is 90 dB
- · A
car horn is 110 dB
- · A
rock concert or a jet engine is 120 dB
- · A
gunshot or firecracker is 140 dB
All
of the above ratings were taken while standing in close proximity to the sound.
What
is waveform?
A
waveform is a representation of an audio signal or recording in the form of an
image. It depicts the amplitude changes over a period of time. The amplitude of
the signal is measured on the y-axis (vertically), while time is measured on
the x-axis (horizontally).
Waveforms
are displayed in most audio recording tools to provide the user a visual
representation of what has been recorded. The audio was probably quite soft if
the waveform is very low and not pronounced. If the waveform almost completely
covers the image, the recording was either too "hot" or the settings
were set too high. Changes
in a waveform can also be used to determine when specific elements of a
recording occur. When there is only a vocalist singing, the waveform may be
minimal, but when drums and guitar are added, the waveform might grow
considerably larger. This visual depiction allows audio producers to pinpoint
specific sections of a song without having to listen to it.
- Types of waveforms
- Sine
The
fundamental waveform is what it's known. This is due to the fact that it is
unadulterated: there are no “side effects” sounds. The only frequency people
hear when playing a 440Hz sine wave is 440Hz.
Harmonics
are the frequencies that appear as a side effect of a waveform. Certain
waveforms produce harmonics, which are additional frequencies.
On
actual analogue hardware synths, sine waves are less common. The fundamental
reason is that they can't be filtered because they don't contain any harmonics,
therefore attempting to filter them has the same effect as attempting to lessen
their loudness.
- Triangle
It
has a similar appearance to the sine, but without the curviness. Instead,
straight lines form triangle-like forms when they intersect. This makes the
sound "brighter" than the sine wave, but thinner than the ones that
come after.
Because
of the harmonics, they don't sound as distorted as sine ones. The harmonics of
triangle waves are unusual. They have the root note, the 3rd harmonic, the 5th
harmonic, the 7th harmonic, and so on. As they travel further away from the
fundamental frequency, the harmonics become smaller.
- Square
Among
the common periodic waveforms, the square waveform is likely the most severe.
The harmonics are identical to those of the triangle waveform: Each “abnormal”
harmonic (3rd, 5th, 7th, etc). The distinction is that square wave harmonics do
not roll away as quickly as triangle waveform harmonics.
- Sawtooth
There's
also the sawtooth. This waveform, which is named after saw blades, combines the
linear ascent of the triangle waveform with the abrupt drop of the square
waveform. It has a lot of harmonics since it includes even and odd notes.
When
they run a bow across a violin's string, the contact between the two items
causes the string to slip and catch, causing the string to vibrate in a
sawtooth-like pattern.
PART
B
Diegetic
and non-diegetic sound
Diegetic
and non-diegetic sound are the two types of audios that can be found in video
games. Although there is some overlap between the two categories, non-diegetic
sound mainly refers to the music, background ambience, and narrative commentary
in video games.
Diegetic
sound is the term used to describe the sound effects, background ambience, and
character conversation in video games. Diegetic sound is any sound that comes
from a source within the video game's universe. This is a sound that people
would hear if they were within the game's universe.
Examples
of diegetic sound;
1) In
Super Mario, Mario jumps and an iconic sound effect that followed the jump.
2) In
a racing game, pressing the acceleration button produces the sound of a car
revving up.
3) When
a non-player character (NPC) speaks to the player, the player hears a voice
actor's recording.
It's
worth noting that diegetic sounds also can occur off-screen, where the sound
source isn't apparent. The sound is implied here.
Even
if the weapons and explosives are out of sight of the player, the sound of
distant gunfire and explosions may be heard in the background of an FPS game.
A
sound whose source is not visible on-screen or suggested to be present within
the game's universe is known as non-diegetic sound. Non-diegetic sound is heard
just by the player and is not part of the in-game world.
A
narrator's commentary, an original soundtrack (OST), or SFX added for dramatic
impact are examples of non-diegetic sounds.
Example
of Non-diegetic sound:
1) The
player in Grand Theft Auto is flung from a car and dies, resulting in the sound
effect "wasted."
2) As
attackers approach the player in Space Invaders, the background music speeds
up.
In
Halo 3's final mission, a portion of the OST plays in the background to
heighten the tension as the Master Chief flees the Ring.
Comments
Post a Comment