Tag: DAW
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Simulate Analog Behavior in the Digital Domain
General Digital to Analog Feel Pipeline in the DAW 1) First Do a Premix, Do Noise Reduction and Use Clean Digital Subtractive EQ on Individual Tracks or Stems – i.e. Simple Balance Out the Individual Tracks or Stems n Volume and then Cleanup to Separate Signals More and Add Clarity – the Goal is to…
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Null Test
– Measure Response of a Plugin at its Default Stage 1) Record Pure White Noise to an Audio Track (Stereo or Mono) – be Sure that No Reverb, Reference Monitoring etc. is in the Loopback Recorded Signal 2) Make a Copy of the White Noise but Activate Polarity Switch for that Copy in Channel Settings…
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Audio Aliasing
General – Happens During Audio Signal Processing – in Short, All Man Made Systems have their Limits and Aliasing Happens when a Device Processes Data which goes Beyond the Devices Restrictions – in Digital Audio it means, when a Signal has a Wider Spectral Content than a Digital Audio Workstation can Work with – in…
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Bit Depth (or Bit Rate)
General – in the Re-Sampling Process you have to Round Up or Round Down, i.e. Go Up to the Nearest Bit or Down to the Nearest Bit – that “Up/Down Rounding Process” Goes from “Bit to Bit” and Does Produce some “Errors” which you can Mask by Adding Random Low Level Noise in the Dither…
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Dither
General Dither Types POW-R1 = Simple Dither with Little or No Noise Shaping, Suited for Voice or Simple Sounds POW-R2 = Moderate Noise Shaping, Noise will be Shifted into the High Frequency Range, Suited for Pop and General Music POW-R3 = Strong Noise Shaping, Noise will be Shifted Even More into the High Frequency Range,…
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Pan Law
General – Human Hearing is Not Linear – when we Reduce a Sound to Its Halfs (50% Left Speaker and 50% Right Speaker), the Perceived Sound Does Not Add to 100% in Loudness – thus 2 Speakers Playing the Same Sound Will Not Double the Volume, Because their Frequencies will Saturate Inside in Our Inner…