LO1 Understand the use of sound in
interactive media products
Theory of sound: waveform (wavelength, amplitude, frequency); pitch;
Hertz (Hz); decibel level (dB);
sound generator (loudspeaker) Basics of sound recording : signals; signal to noise ratio; analogue
distortion; digital distortion; mono and stereo; sound recording media;
digital audio file formats eg .mp3, .wav, .mid, .ogg, .wma, .aif
Analogue versus digital : comparison of analogue and digital sound;
advantages and disadvantages of production techniques; issues with
digitisation of analogue material; quality issues
Applications : interactive media products, eg websites, DVD
interfaces, interactive presentations, computer games, mobile phone
content
Use of sound : carrying dialogue; enhancing mood or tone;
indicators, eg danger, impending action, emotion; guiding users; alerts;
entertainment, eg streaming music
Article
Whether you are indoors or outdoors your acoustic environment could affect the sound you are recording.
When recording your sound inside, you may find that the area you are using produces echoes, this is because of surfaces in the room with reflective properties, causing the sound to reflect off the surface and travel around the room in the form of an echo.
Studios are used so that when recording all sound is encased within the recording area itself, the walls are usually lined with foam or carpet as these are very absorbent surfaces and the floor is usually wood as it also has good absorbent properties. Studio acoustics allow fine tuning sound quality to take place, the settings require strategic placement so that the sound may be absorbed to control effects such as reverberation and the acoustic materials that are used in the enclosed space are usually fibreglass and cotton for their unique properties.
When music is being recorded live, instead of using a studio they will use a ‘live room’; this is acoustically absorbent and partly reflective, which allows a varied sound, it is particularly suited to record instruments from the percussion family so that no interference can take place when recording for example a vocalist nearby or the vocalist being picked up on the drummer’s recording. A room with a lot of sound absorbing surfaces is called a dead room this has a high frequency, and little to no reverberation so that all the sound is captured in the most clear manner.
Indoor acoustics
The principles of sound and acoustics;
Sound and acoustics have many principles, such as all properties have some sort of acoustic material inside them, which is likely to absorb, reflect, or transmit the sound. Acoustic material is designed for the purpose of absorbing sound. The studying of sound can be divided into three sections: production, transmission and reception. All of these principles are needed to allow sound to occur. Acoustic principles are now used a lot in concert halls and auditoriums.
When using a studio to record the acoustics are clear, this is because the surroundings have a low frequency and are designed to block out any audio that is not coming from within the studio. Recording in a studio is the opposite to recording in a location such as a hall, when recording it is said that the studio would be ‘dead’ as no other sounds can come in contact with the recording system other than the sounds purposely made within the studio, whereas within a hall you would usually find an echoing effect making the sound perhaps sound more distant or as if the source is travelling.
Many different surface types have different reflective and absorptive properties, for example carpet is greatly absorbent when it comes to sound proofing. Alternatively a very reflective surface for sound proofing would be plastic.
Reverberation is similar to echo in the sense that it re-creates an echo of sound that sounds like a ‘humming’ tone of the just played note(s). It is often found in modern day music such as Rock and Electro; it is the most commonly used sound effect in music.
Soundproofing is used to keep sound encased. It is often used in recording studios and cinemas as a means of keeping the outside area quieter. Common materials used for soundproofing a room are: carpet, foam, wood, fibreglass and cotton. These all have uniquely good properties for absorbing sound. However the alternative is for reflective surfaces such as: glass, metal, brick, stone and plastic.
Outdoor acoustics
Outdoor acoustics have an entirely different working environment from indoor acoustics. There is a larger chance of there being background noise if you record something outside. There is also almost always a requirement for foam to be placed around a microphone.
Sound bites are a short sound clip taken from a larger piece of audio, a sound bite usually lasts between 15-30 seconds, sound bites were first introduced in the 1930’s.
When creating sounds you want minimal background noise, this is the background sound that you have behind the audio or soundtrack, by using a controlled room you can control the amount of background interference that is then on the track, you can also get rid of it entirely.
The unwanted noise is the noise behind the track which can be hidden by editing the sound on software such as Cubase or Reason, if recording outside the level of background noise will be higher as there will be more unwanted noise interfering such as cars or wind. Editing in the studio is the main way to get rid of these sounds or you can use the wind shield on the microphone, which is the most commonly used method as it is the most effective.
During recording outside the likeliness of having ambient sounds such as birds or cars is very likely, to make sure that there is only a small amount of ambience you must use the microphone wind shield when recording this makes these interfering sounds less likely to be picked up on the recording. When recording with a microphone the use of the wind shield is very important if the wind is high, this is because without the shield you will have the sound of wind in the back of the audio sound track, often it will even take over most of the recording and drown out the key thing you’re trying to record, such as dialogue. Most microphones for this are called boom mics.
Simulated acoustics.
Many different effects can be used when creating music such as:
Distortion, Which creates a warm, fuzzy , dirty sounds by compressing aand adding overtones.
Delay, Which records an input signal to an audio storage medium and then plays it back after a period of time.
Wah-Wah, this is produced by closing and opening the bell of an instrument such as the trombone, or trumpet.
Reverberation, this is produced when a sound is created in an enclosed space using a large number of echoes built up and then slowly decay.
Echo, Repetition of the sound by reflection of sound waves from an acoustic surface.
Phaser, this is an electronic sound processor, it creates a sweeping effect.
The software that is used on the computers so that editing of sound and video can take place, there are many different programmes and software that can be used, the most popular programmes to use are Cubase and Reason.
Surround sound is a technique by sound reproduction and audio channels, by using additional and discrete speakers. Surround sound is created by a listening location where the audio works best, and creates a forward perspective in the sound field.
Mono and Stereo are two classifications of reproduced sound. Mono is the term used to describe sound that is only from one channel while stereo uses 2 or more channels to provide an experience much like being in the same room where the sound was created.
Indirect recording is when a soundtrack is recorded through a microphone but not directly onto a computer software system, the sound is recorded onto a system such as the H2 zoom, this is then connected to the computer via USB port and the sound is then copied onto the system, it is then edited on a system such as Cubase