hz
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blickdastardly
- Posts: 34
- Joined: Fri Jul 21, 2006 10:30 am
- Location: melbourne
- Contact:
hz
i make every thing by ear but i see every one talking about hz and frequen<s
can any-one take the time to exsplain the basic rules about this
can any-one take the time to exsplain the basic rules about this
- sound makes air wobble
- hertz (hz) is a measurement of how fast the air wobbles (frequency) per second
- we hear sound from as (s)low as 20hz up to 20,000hz
- low (slow) frequency sounds are bassy, (sub bass, basslines, Kick drums) (roughly 20hz to 250hz)
- High (fast) frequency sounds are trebly (hi hats, high strings, swirly fx)(roughly 5,000hz +)
- Mid range is anything in between.
- dubstep is "anchored" by Sub bass (roughly 20hz - 100hz)
- Tunes start to lose clarity when more than one overlapping sound occupies the same frequency range.
- Often the Kick drum contains the same frequencies as the Sub bass.
- Use graphic equalizers to reduce the overlapping frequencies, either by ear or by checking each sound in a spectrum analyzer.
- In a clear mixdown low, mid and high frequencies are well represented by the sounds the producer has chosen to build the tune
- If a mix is sounding muddy then there are probably too many overlapping sounds that contain mid or low range frequencies in them.
- If a sound (or mix) is lacking in a particular frequency range then use eq's (usually subtly) to boost that range or add another sound on top that contains the missing frequencies
- There are loads of charts knocking around the web that say stuff like "boost at 3,000hz for a crisp sounding snare" but these are worth taking with a pinch of salt as each snare will contain different frequencies in it.
Right.
I’m no expert on this so corrections appreciated. I’ll start from the beginning.
If you look at a sine wave in an oscilloscope you’ll see the familiar up/down curve. The distance between each peak (or dip) is the frequency of that sine wave. This frequency is measured in Hz. Different frequencies produce different musical notes. For example, a sine wave at 440Hz is the concert pitch “A” (the note that orchestras tune to).
ALL sounds are a collection of sine waves. Complex sound waves consist of the Fundamental frequency and Harmonics of that frequency, which are multiples of the fundamental. So if we have our 440Hz “A” sine wave, the first harmonic is 1x440 (the first harmonic and the fundamental are the same thing), the second harmonic is 2x440= 880Hz, the third 3x440 = 1320Hz etc… The different amplitudes or volume of harmonics give a sound it’s particular characteristics, or in musical terms Timbre. For example, a square wave consists of the fundamental with the addition of odd harmonics. When you EQ a sound you are cutting or boosting these harmonics, changing the character of the sound.
A tune is essentially a complex sound wave made up of other complex sound waves. If there are too many sounds in a mix occupying (peaking at) the same frequency range, it becomes hard for us to distinguish between sounds in that range. What we get is a blur of different harmonics or Mud. So we EQ different sounds to give them their own place in the mix.
It’s generally accepted that humans can hear the frequencies from 20Hz to 20kHz. 20Hz being Low sounds (this far down felt more than heard) 20kHz being very high. We can break down frequencies into different bands. See
http://www.dubstepforum.com/viewtopic.php?t=1626 for a handy chart. Don’t take this too solemnly as different people will divide things up slightly differently but is a good rule of thumb.
I’m no expert on this so corrections appreciated. I’ll start from the beginning.
If you look at a sine wave in an oscilloscope you’ll see the familiar up/down curve. The distance between each peak (or dip) is the frequency of that sine wave. This frequency is measured in Hz. Different frequencies produce different musical notes. For example, a sine wave at 440Hz is the concert pitch “A” (the note that orchestras tune to).
ALL sounds are a collection of sine waves. Complex sound waves consist of the Fundamental frequency and Harmonics of that frequency, which are multiples of the fundamental. So if we have our 440Hz “A” sine wave, the first harmonic is 1x440 (the first harmonic and the fundamental are the same thing), the second harmonic is 2x440= 880Hz, the third 3x440 = 1320Hz etc… The different amplitudes or volume of harmonics give a sound it’s particular characteristics, or in musical terms Timbre. For example, a square wave consists of the fundamental with the addition of odd harmonics. When you EQ a sound you are cutting or boosting these harmonics, changing the character of the sound.
A tune is essentially a complex sound wave made up of other complex sound waves. If there are too many sounds in a mix occupying (peaking at) the same frequency range, it becomes hard for us to distinguish between sounds in that range. What we get is a blur of different harmonics or Mud. So we EQ different sounds to give them their own place in the mix.
It’s generally accepted that humans can hear the frequencies from 20Hz to 20kHz. 20Hz being Low sounds (this far down felt more than heard) 20kHz being very high. We can break down frequencies into different bands. See
http://www.dubstepforum.com/viewtopic.php?t=1626 for a handy chart. Don’t take this too solemnly as different people will divide things up slightly differently but is a good rule of thumb.
everything you need to know bout frequencies and eq'ing for tune production is here:
http://dubstepforum.com/viewtopic.php?t ... light=5khz
http://dubstepforum.com/viewtopic.php?t ... light=5khz
is it?
NO.
NO.
Good explanationuntold wrote:
- sound makes air wobble
- hertz (hz) is a measurement of how fast the air wobbles (frequency) per second
- we hear sound from as (s)low as 20hz up to 20,000hz
- low (slow) frequency sounds are bassy, (sub bass, basslines, Kick drums) (roughly 20hz to 250hz)
- High (fast) frequency sounds are trebly (hi hats, high strings, swirly fx)(roughly 5,000hz +)
- Mid range is anything in between.
- dubstep is "anchored" by Sub bass (roughly 20hz - 100hz)
- Tunes start to lose clarity when more than one overlapping sound occupies the same frequency range.
- Often the Kick drum contains the same frequencies as the Sub bass.
- Use graphic equalizers to reduce the overlapping frequencies, either by ear or by checking each sound in a spectrum analyzer.
- In a clear mixdown low, mid and high frequencies are well represented by the sounds the producer has chosen to build the tune
- If a mix is sounding muddy then there are probably too many overlapping sounds that contain mid or low range frequencies in them.
- If a sound (or mix) is lacking in a particular frequency range then use eq's (usually subtly) to boost that range or add another sound on top that contains the missing frequencies
- There are loads of charts knocking around the web that say stuff like "boost at 3,000hz for a crisp sounding snare" but these are worth taking with a pinch of salt as each snare will contain different frequencies in it.
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blickdastardly
- Posts: 34
- Joined: Fri Jul 21, 2006 10:30 am
- Location: melbourne
- Contact:
many thanks
Wow this web site never fails to blow me away ,that was very kind of you chaps to take the time and answer
I have made a track which you can listen to
which i think has real potentai(posted link below)
Using your help Armed with the exsplaination i willl repost it again so you can see the fruits of your labour
thanks again
http://web.mac.com/blicksteven/iWeb/bli ... ardly.html
I have made a track which you can listen to
which i think has real potentai(posted link below)
Using your help Armed with the exsplaination i willl repost it again so you can see the fruits of your labour
thanks again
http://web.mac.com/blicksteven/iWeb/bli ... ardly.html
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