[1] metaphysical music learning

\ (\ Huge { "Art is not the right answer"} \)

Friends: ct

Therefore, the purpose of writing this article is to understand the above sentence while recording, and make a benchmark.

introduction

The definition and development of popular music

Pop: refers to the structure of short, popular content, in the form of lively, sincere emotion, and is loved by the masses, widely sung, enjoy, fad instrumental music and songs and even affect future generations.

Chinese pop music in the thirties of the twentieth century appeared in a few cities, began to spread in the eighties, in the last two decades of rapid development. And the trend toward diversification and the development of increasingly popular. But pop music after a run-in with the society, its development process inevitably receive economic benefits, its originality recession led to outstanding works dystocia.

A preliminary understanding of the mix

1.1 remix concept

\ [Remix \ to \ begin {cases} \\ Sound Mixing music mix \ to \ begin {cases} pop Remix \\ \\ traditional orchestral remix vocal mix (solo, chorus) \ end { cases} \ end {cases} \ tag {1.1} \]

Mixing sound effects and music can be divided into levels, more attention sound mixing simulation environment specific acoustic environment, so that the sink if exposure to the simulated environment; the two music mix subdivided three.

Symphony instruments in the studio anyway, for the sound great impact, so the production out of the software symphony lack of realism;

1.2 Reverb principle

Will reflect sound waves encounter obstacles, so our world is full of reverb (reverberation), sound waves propagate in the interior, to be reflected by an obstacle walls, ceilings, floors, etc., must be reflected once every absorb some obstacles. Thus, when the sound source stop sounding after a period of time (indoor sound source stops sounding sound waves in the room to go through multiple reflections and absorption, and finally disappears, we feel that the sound source to stop the sound mixing as well as a number of sound waves still there is a continuation of the sound phenomenon). This phenomenon is called reverberation , this time called the reverberation time.

If passage of an analog signal stored in the computer, a pulse signal may be obtained as shown:

If a period of the analog signal to a pulse abstract would be enhanced visual sense, and also more easy to handle:

So we can all participating reverberation sound signal by convolution (Convolution) overlay calculation to obtain the reverberation characteristic of this pulse sequence generated numerous pulses are superimposed, called on the acoustic impulse response (impulse response, IR )

1.3 reverberation characteristic parameters defined and

1.3.1 Characteristics and Classification of reverberation

In order to facilitate research on the acoustic reverberation it is divided into several parts:

  • Direct sound: a first IR pulse, called dry in the effect out (dry acoustic output);
  • Early reflection: Several significant IR pulse later, due to the small number of reflections, the voice line is not long, it has a strong energy and shorter delay;
  • Chi reflection: countless pulses later IR.

Depending on the IR source, reverb divided into three types:

  • Sampling Reverb

Sampling Reverb IR samples are recordings come, the easiest way to get IR is: where you want to get the reverberation characteristics, such as placement of speakers on a concert hall, arena, seating seats in stereo microphone placement. Then play a series of test signals, these signals to a pulse-based, full-band sine wave at various speeds supplemented continuous scanning, sound was recorded, and then after some calculated IR. This sampling method with IR get, very real. IR sampling reverb, not only the manufacturers can be preset for you, you can also make the tool according to the manufacturer. Therefore, the number of terms is infinite. It is a true sample of the IR reverberation FIG.

(Real sampling reverb IR)
  • "Algorithm" reverberation

Most of the digital reverb reverb, and software are all in this category. "Algorithm" Reverb with IR fact, these two fixed IR manufacturers are good, it is a bundle of a simple pulse sequence modulated by these pulses and editorial control sequences to yield the final reverb. You to its own original pulse sequence modification, for example, allows you to lengthen or shorten the set of pulse sequences (i.e. widening or shortening the distance between the pulses), which can simulate the effect of diffuse reflection wall is also provided and the filter EQ, pre reflection time, and so, a lot of control. These are actually the original IR modification, in order to control the effect of reverberation. Thus, although it is not true with IR, but by editing IR, you can get many kinds of reverb. In order to consider the capacity of "algorithm" Reverb brought some of the original pulse sequences have been greatly simplified, not like a sampling reverb IR in as many pulses like the endless rolling river.

  • Analog synthesis reverberation

Such reverb does not curve with IR, but analog synthesis "temporary" IR generation. Almost all non-digital reverb are in this category (including all the traditional tube reverb, reverb non-digital mixing console, etc.), there are also a small number of software reverb. It will raise your request, such as space, the degree of the sound absorbing wall, etc., with its own calculation method, a generation IR, IR, and there are many ways of editorial control, such as filtering, EQ like. Thus, although without any IR, but also can simulate many kinds of reverb.

Some parameters 1.3.2 reverb effect

  • Decay Time (Decay time)

    That is, the total length of the entire reverb. Different environments have different lengths, it has the following characteristics:

    1. The larger the space, the longer the Decay; shorter and vice versa;
    2. The more open space, the longer the Decay; shorter and vice versa;
    3. The less space furniture or other objects (such as columns or the like), the longer the Decay; shorter and vice versa;
    4. The smoother surface of the flat space, Decay longer, shorter and vice versa.
  • Delay time before the reflection (Pre-delay)

    Is the direct sound and the front reflected sound of temporal distance . It has the following characteristics:

    1. The larger the space, the longer the Pre-delay; conversely shorter.
    2. The more broad space, the longer the Pre-delay; conversely shorter.
  • wet out

    That is, the size of the reverb sound. It has the following characteristics:

    1. wet out has nothing to do with the space, but only with the space much of the debris as well as walls and objects of material related.
    2. And interior wall surface material of the soft object, the smaller the wet out; the greater the contrary
    3. The more objects in the space, the smaller the wet out; the greater the contrary
    4. The wall is not smooth, the smaller the wet out, the greater the contrary

      Therefore, the crowded compartment is much smaller than the reverb on empty; full of reverb furnished rooms to be smaller than an empty room; carpeted room without carpet reverberation than small; forest reverb valley is smaller than the reverberation barren valley.

  • High-low-frequency cutoff (low cut / high cut)

    This argument is in some effects in the EQ form to the performance. The content is actually not too direct relationship with the real situation, we do it just to deal with reverberation sound nice design. But it can also show a high-frequency sound propagation in the loss of more powerful phenomenon . Usually, when doing the processing, and to mix warm sound clarity, we will remove the low and high frequency part. Only in the performance of some, such as "cosmic sound" and other sci-fi environment, and only then high frequency reserved.

    Moreover, some effects also call this "color" (color). For example, the TC effects that color. color is "cold" and "warm" feeling, high frequency is cold, the low frequency is warm . Used colors so these results represent high and low frequency cut-off, warm color (red) indicates reverberant biased low, cool (blue) shows a reverberant frequency bias.

    plus:

    High and low frequency cut-off is actually in reality does not exist, the reality is a common phenomenon: low-frequency sound reverberation sound either size or decay time, bigger than high-frequency sounds.

    This is because the different frequencies of sound due to different wavelengths, thus generating different diffraction capabilities, high-frequency sound wave length, is not easy to go around the obstacle long wavelength low-frequency sound, easy to get around obstacles. Together with different degrees of weakness when they are spread through the air (the higher the frequency, the easier weak), different levels of absorption wall (the higher the frequency easily lost), the reverberation time and magnitude of sound at different frequencies are not the same of.

    In the real world, in most small space , the lower the sound has a longer reverberation time, the higher the sound has a shorter reverberation time , but can not do the reverse. How do reduce low frequency reverberation is a recording studio any headache problems. There is a case alone, is less than the low-frequency reverberation reverberation, it is a lot of space, and full of obstacles and the inside surface made of a hard material, such as plastic with a hard stools concrete wall and floor indoor Stadium.

  • Attenuation shape (Decay Shape)

    Some reverberator provided in this parameter is used to control the shape of the reverberation attenuation. Shown below are several common shapes Attenuation:

    The first figure above is the most commonly a linear attenuation, the second and third type are EXP attenuation, which can be the third gate reverb (Gate Reverb), fourth and fifth type is Reverse attenuation, usually used to make some special sound effects.

  • Degree of scattering (Diffusion)

    Generally referred to as Early Reflections Diffusion (early reflection scattering degree) . These early reflections are reflections more obvious, between them close to each other that the degree of scattering . Generally speaking,

    1. The wall is not smooth, the more reflected sound, the closer to each other, the greater the degree of scattering, reverberant contiguous;
    2. The smoother the wall, the smaller the reflected sound, the more points apart from each other, the smaller the degree of scattering, reverberant sound relatively close to the echo, is relatively clear.

Reference material

[1] 王孟媛 [流行音乐制作后期缩混过程中的音色平衡研究( http://kns.cnki.net/KCMS/detail/detail.aspx?dbcode=CMFD&filename=1012293172.nh )[D]].长春:东北师范大学,2011.

[2] 张光宇 现代流行乐的混音趋向[J]. 福建艺术 , 2005,(6):64.

[3] 人造混响原理:百度文库文档

[4] https://blog.csdn.net/xie0812/article/details/43342167

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Origin www.cnblogs.com/rrrrraulista/p/12319713.html