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Audio Production

Room Acoustics Series (Part 2)… Thanks Recording Magazine!

June 28, 2011 by Dan Friedman

Recording Magazine sends out a newsletter to its subscribers every few weeks. The newsletter is (coincidentally) titled “Sound Advice” and this month it features the second in a series about room acoustics. As you will read, room acoustics is one of the biggest concerns for Recording Magazine readers. I know that this is also a big issue for those of you in the voiceover world. Like I did last month, I asked permission to reprint the series (and will ask to reprint the others in the series as well) so that those of you with home studios can also benefit from the information. I want to personally thank Brent Heintz, VP/Associate Publisher for granting permission, allowing me to share this great information with you.

Please visit Recording Magazine‘s website and their Facebook Page.

Catch up or skip ahead: Part 1, Part 3, Part 4, Part 5, Part 6, Part 7, Part 8.

Here is the second newsletter in the series on Room Acoustics:

Welcome to Sound Advice on Acoustics! Last time we sketched out the basic properties of sound: amplitude, frequency, and wavelength. And we talked about how sound waves in air interact with one another to make certain frequencies louder and others softer at various places in the room. Armed with those basic terms and ideas, it’s time for us to look at some real-world problems…

Low-frequency energy that is unevenly distributed is one of the main problems. When you apply the wavelength formula you’ll see that the wavelengths of bass notes easily exceed the measurements of typical rooms. Example: 55 Hz (the open A string on a bass) works out as follows: 1130 ÷ 55 = 20.54 feet. Few control rooms are deeper than 20’6″. When long waves approach and exceed the dimensions of the room, they are forced to fold back onto themselves, and the resulting cancellations and reinforcements will be localized to specific areas in the room. This results in clearly audible artifacts that must be dealt with. Fortunately, these interferences can be calculated and mapped out in the room.

In analyzing a room, the first aspect to consider is its overall size, as this will determine the limit of low-frequency support. Frequencies whose wavelengths are longer than half the longest dimension in a room are said to be unsupported in that room.

Take a small room with dimensions of 1’L x 10’W x 8’H. The formula 1130 ÷ 2L (where 1130 = the speed of sound in feet/sec, and 2L = the longest room dimension multiplied by two) gives us the lowest supported frequency in that room: 1130 ÷ 24 = 47.08, about 47 Hz (for reference, the fundamental of the lowest note on a 4-string bass is about 42 Hz). Frequencies below this will be unsupported, which doesn’t mean that they can’t exist in that room, but that they will be weaker from lack of resonant support (reinforcement by room resonances).

A special problem occurs with the frequency whose wavelength is exactly 1130 ÷ 2L; this will produce what’s called a standing wave or mode. This is a room resonance that occurs when a wave reflects between two parallel surfaces in the room. As the wave is contained by the room, a stationary distribution of reinforcements (boosts in level) and cancellations (null points) will be established as shown in Figure 1A.

Room Acoustics series, figure 1

The reinforcements (maximum pressure) of the standing wave occur at the walls (the points of reflection), while a cancellation occurs midway between the walls. This happens between every pair of parallel walls in the room (there are three pairs in a rectangular room, front/rear walls, side walls, and floor/ceiling).

The locations in the room where the sound wave is canceled are called nodes (in this example the midway point); the areas of maximum reinforcement are called antinodes (in this example at the walls). If you generated a sine wave test tone at that frequency, stood at one wall, and slowly walked to the other wall, you would hear that tone drop in level as you passed the midway point and increase in level again as you approached the opposite wall.

So far we’ve established the first modal frequency in that room, and obviously there are at least three, one for each pair of parallel surfaces. That’s only the beginning—for each room dimension, there are additional modal frequencies.

The second harmonic of this first mode will be twice that frequency and therefore half the wavelength—a sound wave of this frequency will also form a standing wave with discrete node and antinode areas. Since the wavelength of the second harmonic is half that of the fundamental’s, the peaks and nulls will be more closely spaced (by half), as illustrated in Figure 1B.

Room Acoustics series, figure 2

Once again (as always), the standing wave’s reinforcements occur at the walls, but now another reinforcement (Antinode) occurs halfway between, with cancellations (Nodes) a quarter of the way out from each wall. Again, remember this happens for each of the three parallel surfaces in the room.

The same effect happens at the third harmonic (3 x the frequency, 1/3 the wavelength) of that initial modal frequency, (Figure 1C), and so on up, with more closely spaced nodes and antinodes. Eventually the wavelengths will become short enough that the reduced strength, greater density, and closer spacing of the various nodes and antinodes will tend to average out rather than be audible at specific spots in the room; this will happen gradually, beginning at around 300–400 Hz.

Room Acoustics series, figure 3

Figure 2 shows a plot of where the nodes and antinodes of the first three of these modes occur in the room. If you plotted each of the three pairs of parallel surfaces and overlaid them, you’d see the specific layout and intersections of the various nodes and antinodes. The particular frequencies affected would of course depend on the room dimensions.

Room Acoustic series, figure 4

And that’s not all—the modes described so far are only one of three types that exist in any rectangular room. These modes, which occur between two parallel surfaces, are called axial modes. They are by far the strongest and most problematic, but they’re not alone. Standing waves also result when sound waves bounce around four surfaces (see Figure 3)—these are called tangential modes; they have half the energy of the axial modes. Finally, oblique modes arise from sound waves that bounce around all six surfaces; these have one-quarter the energy of the axial modes.

There will always be a buildup of bass at each wall, and in the corners, where the different modes intersect, generating even more low-frequency energy; the three-way intersection of two walls and ceiling or floor will have the greatest amount of low-end buildup.

To fully analyze the low-frequency behavior in a room, all of these modes would have to be calculated and mapped out, but this is difficult to do without test equipment, and since the axial modes are by far the most prominent, we’ll focus on those to create some representative charts of modal behavior in typical rooms. We’ll do that next time… see you then!

Filed Under: Audio Production, Studio & Gear

Audio Terms and Definitions

May 3, 2011 by Dan Friedman

Dan Friedman, microphoneGood communication is a key to success in all relationships. Often miscommunication and misunderstandings between people occur because they simply don’t know how to “speak the same language”. I’m not talking about the difference between English and Chinese. I’m talking about technical audio terms. In the business world, nearly every type of business, has a name for everything they do. The recording and voiceover world is no different.

In an effort to overcome the “language barrier” that often exists among engineers, directors, clients and talent, my friends and I have put together a glossary of voice over studio terms that everyone in this business should know.

While individual studios and production companies may also have unique terminology that is used internally, this list will provide you with key terms that are fairly universal throughout the industry.

Enjoy!

AUDIO TERMS and DEFINITIONS

ADR – (Automated Dialog Replacement) Also referred to as ʻloopingʼ. The process of replacing a voice over for an on-camera talent.

Compression – The use of an audio processor to control audio dynamics (loudness and softness) on a piece of audio. It can be arcoxia 90 applied to individual parts as well as to an overall production.

Data compression – Process designed to reduce the transmission bandwidth requirement of digital audio streams and the storage size of audio files.

De-breathing – The process of removing all breaths from a vocal performance.

Editing – The process of removing unwanted portions of audio, leaving only the portion that will be used in the final production. May or may not include de-breathing.

Equalization (EQ) – The use of an audio processor to manipulate the frequencies that exist within all sounds heard by the human ear.

Audio File Formats – Common uncompressed audio file types used in audio production are: AIFF & WAV. Compressed audio files are typically MP3.

ISDN – Integrated Services Digital Network – A communication standard allowing the transmission of voice (as well as video and data) from one studio to another over telephone lines in high speed, digital quality and with great fidelity.

Limiting – The use of an audio processor to keep audio from exceeding a certain level or threshold as determined by the engineer.

Maximization or Maximize – A mastering process that includes the use of an audio processor to bring audio up to a maximum level as determined by the engineer.

Mix – A fully produced, finished or broadcast ready audio presentation that may include voice, music, sound effects, all necessary processing and maximization. Usually provided in stereo unless the final format is mono only (such as a phone system)

Mixing – The process of manipulating and combining multiple audio signals or elements to create a final audio production or mix.

Noise – Any sound that is undesirable or unwanted.

Normalize – To increase or decrease audio levels to a fixed point based on the peak point or RMS equation.

Processing – Any alteration of raw audio through the use of audio tools such as compression, equalization (EQ), maximization, or time- based/space-based effects (i.e. – delay or reverb).

Raw Audio – Any recorded audio that is unedited and unprocessed. Delivery of “raw audio” means to provide clients with audio exactly as it was recorded.

Reverb – A space/time based effect that simulates an environment. All environments have an effect on a sound within that environment.
Example: A voice heard in a stadium sounds different than a voice heard in a closet. Reverb can be used to simulate the sound of both environments. Some people refer to this as “echo” (IMPORTANT NOTE: the use of reverb is very dependent on an overall production and therefore is rarely added unless a full mix is being produced).

Sample Rate/Bit Rate – Essentially the amount of digital information used by the computer in the creation of an audio file. The higher the rate, the higher the supposed quality of the file. However, beyond a certain point (for most people above 44.1kHz/16 bit) the difference in sound quality is undetectable. Therefore, the need to obtain/verify this information becomes necessary primarily for compatibility among files or systems.

44.1kHz/16bit = CD quality audio

48kHz/16bit = Video standard for audio

Slate – A recorded audio cue that identifies the audio that follows. Generally stated as, “take one (followed by the recorded VO), take two (followed by the recorded VO) take three…” etc.

Stems – Individual elements of a mix provided separately. Voice, music, and sound effects provided as separate files instead of combined in a full mix.

Takes – A separate file of recorded audio. Each take is identified by a separate file name and a slate.

Time Compression/Expansion – An electronic process using an algorithm which leaves the pitch of the signal intact while changing its speed (tempo)

Filed Under: Audio Production, Voiceover Tips & Advice Tagged With: 4VO, home studio, Recording, Sound Advice Voiceover From an Audio Engineer's Perspective, sound4vo, VO, voiceover, voiceover book, voiceover recording

Room Acoustics Series… Thanks Recording Magazine

April 19, 2011 by Dan Friedman

Recording Magazine sends out a newsletter to its subscribers every few weeks. The newsletter is (coincidentally) titled “Sound Advice” and this month it features the first in a series about room acoustics. As you will read, room acoustics is one of the biggest concerns for Recording Magazine readers. I know that this is also a big issue for those of you in the voiceover world. So, I asked permission to reprint this newsletter (and will ask to reprint the others in the series as well) so that those of you with home studios can also benefit from the information. I want to personally thank Brent Heintz, VP/Associate Publisher for granting permission, allowing me to share this great information with you.

Please visit Recording Magazine‘s website and their Facebook Page.

Skip ahead to Part 2, Par1 3, Part 4, Part 5, Part 6, Part 7, Part 8.

Here is the newsletter:

Welcome to Sound Advice on Acoustics! In a recent survey of our readership, the number one answer to the question, “What do you feel most limits the quality of your home recordings?” was “Room acoustics.” There’s a lot to learn about the subject of acoustics, and the more you know, the more tricks you can master to get your room sounding its best.

New York-based producer/engineer Joe Albano brings us the first installment of a multipart primer on acoustics to get this newsletter started, and over the coming months we’ll bring you all kinds of useful information on acoustics! Here we go…

***

We’ll start our look at acoustics by briefly reviewing the basics of how sound works.

Sound is created by vibrating objects like guitar strings, drum heads, vocal cords, or loudspeakers; it travels through the air in waves. The waves are alternating areas of higher and lower air pressure; everything we do to control the sound of a room boils down to managing what happens to those waves as they move around the room.

When we talk about a sound wave or audio signal, it has some properties that we’ll need to understand.

1. There’s its amplitude (what we perceive as “loudness”). This is measured indecibels or dB. The decibel is a relative measure of loudness, and needs a reference point to have an absolute value (we talk about 0 dB Full Scale in digital audio all the time, for example). In acoustics, we’re usually talking about dB SPL or Sound Pressure Level, from the threshold of human hearing at 0 dB SPL all the way up to very loud sounds above 100 dB SPL.

2. There’s its frequency, or how many times per second the wave compresses air; it’s measured in wave cycles per second, or Hertz (Hz). We say that the A above middle C has a frequency of 440 Hz.

3. There’s its waveshape. All sound waves are made up of a combination of basic simple waves called sine waves. There’s the lowest frequency wave, thefundamental, and then a mix of higher-frequency information blended into it calledovertones. Every sound has a different blend of overtones over time; that’s what makes a flute playing a C sound different than a horn or guitar playing the same note.

Some overtones are multiples of the fundamental—if the fundamental is at 55 Hz, there may be overtones at 110, 220, 440, etc.. These overtones are called harmonics. Other overtones are inharmonic, without this clear relationship to the fundamental. We hear them as clangorous or noisy, like the attack of a ringing bell or the chiff of breath on a flute.

4. There’s its wavelength… how long a distance you can measure between the start of one wave and the start of the next. This is a really important property, because how a sound wave “fits” into a room has a direct bearing on how loud or controllable it is!

We can calculate the wavelength of any wave if we know its frequency and its speed; this applies to light waves, sound waves, any kind of wave. The formula is simple:

Speed = Frequency times Wavelength, so Wavelength is Speed divided by Frequency.

Now, we know the speed of sound in air at sea level; it’s 1130 feet per second (fps). So a sound wave’s wavelength in feet equals 1130 fps divided by the frequency in Hz.

Here’s a couple of examples: A low E on a guitar has a fundamental frequency of 82 Hz; its wavelength is 1130 / 82 = 13.8 feet. That’s a pretty long wave. Compare that with the highest C on a piano. Its fundamental frequency is 4000 Hz, so its wavelength is 1130 / 4000 = 0.28 feet, or a bit over 3 inches: a much shorter wave.

So, as you can imagine, when we play back music on loudspeakers or have a set of instruments playing in a room, there are all kinds of waves bouncing around at all kinds of wavelengths. When two of them happen to line up so that a high pressure area of one is at the same place as another high pressure area, the overall pressure will be still higher, i.e., the wave will be louder. And when two of them line up so that a high pressure area of one is at the same place as a low pressure area of another, they’ll partly cancel out and the wave will be softer.

In other words: in any given room where there’s sound, certain frequencies will be louder than you think they’d normally be, and certain frequencies will be softer. The room won’t be accurate in representing the actual sound being played, and if you track and mix in such a room then play your music back elsewhere, it won’t sound the way you think it should. Presto: you now know why acoustics and sound control in rooms is so important!

Next time, we’ll start to look at how these properties of sound combine to create real-world acoustic problems. See you then!

Filed Under: Audio Production Tagged With: audio engineers, Dan Friedman, Recording, sound advice, studio, VO, voice over, voiceover

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