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EE2F2 - Music Technology
4. Effects
Effects (FX)
Effects are applied to modify sounds in many ways – we will look at some of the more common
Effects processes can be broadly categorised as:
Filtering/equalisation effects Altering the frequency content of a sound
Dynamic effects Altering the amplitude of a sound
Delay effects Modifying a sound using time delays or phase shifts
Equalisation Effects Equalisation is probably the most widely used
effect, so much so that it is usually provided as standard on most mixing desks
We looked at equalisation in some detail during lecture 2 on mixers. As a reminder, however, it is used for many purposes including:
Correcting a non-uniform microphone response Suppressing resonant modes Enhancing vocal clarity Suppressing high-frequency noise (hiss) Suppressing low-frequency rumble (e.g. traffic) Modifying wide-band sounds (e.g. cymbals) to avoid
masking other parts
Dynamic Effects The ‘dynamics’ of a musical signal refer to how
loud or soft it sounds Dynamic effects can be thought of as automatic
volume controls They mostly work by turning the volume down
for loud signals and back up again for soft ones Differences between dynamic effects are:
How quickly they respond Length of the window over which the input volume is
estimated How much the gain is altered in response to volume
changes
Limiting
If the sound from the TV is below a threshold, everyone’s happy
If it goes above that threshold, the volume needs turning down.
Limiting Example
InputLevel
OutputLevel No effect
LimitedThreshold
Threshold
Time
Input Signal
Threshold
Time
Output Signal
Compression
Compression is a less severe form of limiting.
Note that ‘compression’ in this context is not the same as data compression
Input Level
OutputLevel No effect
LimitingThreshold
Compression
Application Compression and limiting are used to reduce the
dynamic range of a signal They “smooth-off” the peaks Compressed sounds can be made louder on average
without overpowering a mix. Compression is very commonly used for vocals and
bass guitars Usually, compression is a subtle effect – you shouldn’t
really notice it
Overdrive & Distortion Compression and limiting work by monitoring the
average level, or the envelope, of the input If the input voltage is monitored directly, with no
averaging, a different effect is produced A non-averaged version of compression is known
as overdrive, and the equivalent of limiting is known as distortion
Overdrive and distortion don’t just affect the signal level, they also change the shape of the waveform and, thereby, alter its timbre (how it sounds)
Very popular effects with electric guitarists and on electric organs
Dynamic Effects SummaryInput
Compression
Limiting
Overdrive
Distortion
Delay Effects
This group of effects all work by combining two or more time-delayed versions of the input signal
Delay effects are particularly useful as they model many ‘real-world’ environments
The differences between them are mostly concerned with the length of the delay:
Very short delays: Chorus, flanger, phaser Medium delays (>100 ms): Echo Long delays (several seconds): Reverberation
Echo
Simplest possible delay effect models a single, fixed echo
The input signal is attenuated and time delayed The output is the sum of the delayed signal and
the original This creates a very crude echo
Delay
+
+
Attenuation
In Out
Chorus, Flanger and Phaser
Using much the same single delay structure are: Chorus
Very short modulated time delay Sounds like more than one instrument
Flanger Like chorus but slower modulation Creates a ‘swirling’ effect
Phaser Like flanger but uses phase shift rather than time
delay
Reverberation Real echoes are the result of multiple reflections
from several surfaces This is reverberation
Modelling Reverberation Most realistic way to model a reverberant environment
is to: Go there Measure the impulse response of the room Convolve that with the input Example: The basilica at Foligno, Italy.
Impuls
e R
esp
onse
Time(1.5 seconds)
Impulse response
Synthetic Organ
Organ * reverb
Comb Filter Processing-wise, a more economical method is to
simulate the multiple reflections using comb filters A comb filter can simulate the multiple back-and-
forth reflections between a pair of parallel surfaces
Delay
++
Attenuation
In OutTime
In
Time
Out
An Economical Reverberation Model To model a typical room, several comb filters are
used in parallel to simulate different pairs of surfaces The delay and feedback attenuation of each filter is
different in order to mix up the reflections
Comb Filter
+
+
Attenuation
In
Out
Comb Filter
Comb Filter
Comb Filter
Summary
Effects are applied for many reasons, e.g. EQ
Corrective treatment Creative control of tonal colour
Dynamic effects Aid to mixing vocals (compression) Modifying sounds (overdrive and distortion)
Delay effects Special effects (chorus, flanging etc.) Adding realism to synthetic sounds (reverberation)