Monday, 10 June 2013

Audio recording in different acoustic environments


(Principles of sound and acoustics)

Indoor acoustics

Studio based acoustics – Sound can travel through any surface or atmosphere. The only place sound cannot travel is a vacuum and this in not an atmosphere at all. It actually passes through solids better than air. Sound intensity is lost when travelling between one material and another, for example, from the air to a wall and back. The amount of reduction (transmission loss) is in relation to the density of the wall. The only way mute travelling sound is for the wall to not move at all in response to the sound. Unfortunately, all walls are somewhat flexible and any sound striking one side of the wall will result in the wall moving in response and sound is radiated on the other side. This is an effect called coupling. If the sound hits a resonant frequency, the wall will vibrate a lot and boom like a drum. This often happens with loud bass.


Live room – Live rooms are designed to bounce sound around in a way pleasing to the ear. This is similar to live music being played in an auditorium, or just the echo produced by talking in a bathroom.  This is called “reverberation” or more commonly known as “reverb”. One of the reasons Carnegie Hall is so famous is because of the way it reverberates the sound. It’s like the ultimate ‘singing in the shower’ place for professional performers, singers, and musicians.


Dead room – Dead Rooms have very little or no reverberation of their own and are considered to be “dead” because when you speak, that is the only sound and it is gone as soon as you stop speaking and it instantly mutes or “deadens” the sound. The ultimate dead room is what is called an Anechoic Chamber. It is built in a way so that it produces no echoes whatsoever however these are usually made for scientific/measurement purposes. A lot of music and spoken media are recorded in dead rooms, as the product is perfectly clear with no distortions, echoes or unwanted noise. Reverb and effects can then be added in postproduction if wanted.


In Situ Recording – this is where the sound is recorded on location. This can relate to a lot of different forms of media such as live music, conferences, interviews, audio books and lots more. With in situ recording, all reverberation, ambient sounds, atmospheric sounds and distortions due to surroundings will come through in the product. Quite often, in situ recordings will be made using binaural techniques. Binaural recording involves using two or more microphones to create a surround sound atmospheric affect where it sounds like it is happening around you. A popular example is the virtual haircut seen here https://www.youtube.com/watch?v=IUDTlvagjJA .


Surface types, properties and soundproofing – All surface types and materials have different absorption and reflective qualities that affect the reverberation around them to create echoes. The materials that reflect sound better are always rigid, smooth surfaces such as tiled bathrooms. Also, the least surfaces there are, the less sound will be lost. Square rooms with smooth walls are most commonly used for reverberation but hard tubing echoes most, as it is only one surface with no angles. Softer materials with lots of angles, such as foam, are very good at absorbing and muffling sound. Anechoic Chambers (silent dead rooms) are constructed using lots of long foam triangles all pointing in towards the room. These have so much surface are combined that they are the best sound proofing technique. The quietist room in the world uses these foam triangles, is approximately -9.4 decibels and is 99.99% sound absorbent.


Screening – the above is an extreme example of screening. Screening is basically sound insulation to help prevent sound escaping or reverberating from a room or area. These screens are most commonly only a few inches thick and only a moderate insulator however very affective sound insulating screens can be purchased and created. They use the same basic principals as of the dead rooms and anechoic chambers just in a less extreme scale.

Outdoor acoustics

Actuality – actuality is very similar to the principles of in situ recording. All background sound, unwanted noise and distortions due to the environment must be taken into account and will always be in the product. It is the proper term for live recording on location.


Sound bites – these are small snippets of a larger recording. These are mostly used in news. Sound bites usually last 10 – 15 seconds and no longer as they are keyley used to get an important point out without losing the interest of the audience. A sound bite must be able to get the point across and explain why it is important without that short time and also be interesting, powerful and convincing to get attention and be remembered.


Background atmosphere – background atmosphere is the ambient sound surrounding a point. This is mostly needed as an element towards film. It includes background sound such as traffic, wind, rustling, distant voices, birds etc. They are usually recorded on their own then dubbed onto the film so the editor has full control over the level of them underneath the main sounds such as dialogue or more prominent sound effects. It is a term only used when the sounds are wanted.


Unwanted noise – also known as noise pollution, unwanted noise is the same sounds as in background atmosphere however they often cause problems when recording where you want a clean clear sound without other background sounds in the recording as well. Even sounds as small as the hum of an electrical device can be a big problem. With in situ recording it is not as much of a problem and to be expected but in studio recording there cant be any. This is why studios are sound proofed so that no outside sound can get into the studio as well as keeping the sound inside and keeping it clear.


Unwanted ambience – unwanted ambience is where echoes are picked up which is natural reverberation. This is why a lot of studios are dead rooms so that there is no chance of unwanted ambience and the effect can be applied after if they want it.


Wind noise – as well as being one of the many things that can come under both headings “background atmosphere” and “unwanted noise” it can also be a big problem when recording outside as not only does it pick up on microphones, it also created a loud rustling, banging sound when it hits the microphone. The main way to avoid this is to use a windshield, which is the fluffy cover seen on some microphones and often nicknamed “dead cats”. They massively reduce the amount of wind noise and distortion when recording outside but are not sufficient to create a studio sound.

Simulated acoustics

Effects units – these are used generally after recording when involving vocals and un-amplified instruments such as drums, wind and strings. If they have been recorded in a dead room where there is no reverberation at all then they will apply effects in postproduction to give it more feel and atmosphere that are achieved with acoustics. These effects include reverb, distortion, delay and echo. However instruments that are accompanied with an amp or effects of their own, such as guitars and synthesizers, will very rarely have effects applied in postproduction as all the effects can be applied before recording.


Processors – these are generally pieces of hardware that are used to add effects to a sound. Processors can be devices such as foot pedals for guitars and instruments like that or can be used to add reverb, delay, distortion etc. to acoustic instruments that are recorded using microphones. What they do is take the live sound, put the desired effect on it and allows you too control how much of that effect is fed back to the desk. They can also be separate equalisers used just to get the required bass, treble and mid levels from a track.


Compression and limiting – when an instrument/vocal part is recorded quite often there will be parts that go a lot loader and “scream” above the wanted level of the track. What producers used to do is memorize exactly where these errors were and edit the levels manually but dropping the fader quickly where the unwanted peaks are. Nowadays it is an almost obsolete method and producers use compressors which electronically monitors the level of the track and when the track goes above predetermined threshold then it will automatically reduce the level down to a lave that is also predetermined. A useful option most compressors have is an attack, which lets you choose how quickly the compressor starts to work which softens the level change.


Computer based software plugins – plugins are ad-ons that are compatible for a variety of different pieces of software providing they are of a similar function. In audio and recording, VST plugins are used and they are usually virtual instruments that are played using a midi keyboard by drawing notes onto a track. The other function that VSTs can have is as a virtual processor to add effects to tracks already created. They are very commonly used to create music electronically and also used in postproduction of acoustically recorded music of any genre.


Surround sound – surround sound is a relatively new invention in systems of audio playback that has quickly become standard for cinemas and quite commonly used among home theatre systems. Basically what a surround sound system does is put the listeners/audience/viewers in the middle of a landscape of sound as apposed to standard stereo systems that just place the sound in front of the audience. Surround sound usually uses four or more speakers placed all around the room to surround the audience/listeners. To get the best result from surround sound it is good to use the binaural recording method of recording to achieve a clear left/right/back/front effect.


Multi-channel – multi-channel recording is where you record more than two channels of audio simultaneously so that they are synchronized with each other. This needs to be done using recording software with compatible hardware and drivers that are appropriate to record these.


Pitch – pitch quite simply means how high or low the sound of the note played/sang is. As the vibration of an object creates all sound, whether that is vocal chords, strings, reed or a speaker, depending on the material, size and tension of the medium that is vibrating, the frequency of the sound wave given off will vary. Small, tight, hard mediums will give of a high frequency and bigger, looser, softer mediums will give off a lower frequency. The higher the frequency of the sound wave, the higher the pitch of the note and vice versa, the lower the frequency of the sound wave, the lower the pitch of the note.


Time delay – delay is one of the most important effects and is used live and in the recording studio. It is very simple how the effect works and simply stores the input signal for a short time before sending it to the input or output. The signal will be repeated a few times after it is first released from the delay effect and will get a bit quieter each time. These two characteristics give the effects of a diminishing echo from the voice or instrument.

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