Week 5: Audio Lab
Combining a number of audio tracks to a single audio master file
Drums, Bass Guitar, Keyboard, Vocals, Guitar and a Gong. I can hear 7 possibly more sounds but these are the instruments/sound sources I can name.
Rickenbacker Bass - One of the quieter instruments used here. The quality of this sound is particularly good, more punchy than the other bass track.
SweepBass - Starts of fairly quiet before getting gradually louder. Not as good a quality as the Rickenbacker but still fairly decent. More of bouncy than the other bass, somewhat distorted.
TimpAndPiano - Initial drums fairly loud and the piano portion is particularly clear and loud too. Overall decent quality between each instrument, slightly better for the piano.
CEPVoices - Smooth sound, arguably one of the loudest pieces here. Noticeable fade out near the end. Clear and easy to understand voices, all harmonious together.
DLoopandAnnouncer - Quieter drum loop than before but a bit of a clearer sound, sudden cut off followed by the announcer, a similar note to the above voices. Very loud, and quite clear.
DopeOrgan - One of the more noticeable tracks, louder than the basses but more quiet than the voices. Sounds somewhat distorted as well. Decent quality though.
Drums1 - Again one of the louder tracks. Much clearer and more precise than any of the previous instruments with a clear and loud cymbal smash at the end. Possibly the loudest track.
FunkGuitar - Very much a jangly track. Moderate volume compared to the bass lines and some obvious distortion but overall a clear good-quality track.
Rickenbacker Bass - Starts at the beginning of the track. Hits a height of -24dB. Sudden breaks in the waveform inbetween the bass strings being struck. Hits frequencies of slightly above 5000Hz.
SweepBass - Starts at the beginning of the track. Hits a height of -24dB. Wave form seems to be fairly constant with a few breaks and deeper troughs as opposed to crests. Hits frequencies 5000Hz.
TimpAndPiano - Starts at the beginning of the track and fades out around 5 seconds in. Hits a height of around -36dB and has a fairly low frequency waveform. Frequency hits over 5000Hz.
CEPVoices - Starts at around 5-6 seconds in and fades out around 13 seconds. Decibel level of around -24dB and frequencies of over 20000Hz. Solid waveform with little breaks and a relatively high amplitude.
DLoopandAnnouncer - The first part of this track starts around 2-3 seconds in and stops at around 5 seconds. The second half comes in at 12 seconds and fades out at 15. Around -27dB and over 20000Hz and features two distinctly different waveforms. On which appears to be a solid pattern of low amplitude followed by one large burst and the other a more messy waveform.
DopeOrgan - Starts at around 2 seconds in and ends at around 11. About -36dB and 10000Hz, Features compressed parts of a waveform followed by small short bursts. This pattern is a constant through the track.
Drums1 - Starts at the beginning of the track. Another patterned waveform of high amp followed by low amp. Noticeably the highest amplitude of any track. -27dB and over 20000Hz, The last part of the track breaks from the pattern and becomes one solid compressed waveform lasting around 4 seconds.
FunkGuitar - Starts around half a second into the track and continues on until 14 seconds as a compressed parts as each string is struck. -39dB and over 5000Hz with a small spike at around 7500Hz.
Mixing a Music Session
Task 1 - In Audacity open and listen to the file OriginalJingleMix.wav. How many different types of sound can you hear? Can you name the instruments or other sound sources?
Drums, Bass Guitar, Keyboard, Vocals, Guitar and a Gong. I can hear 7 possibly more sounds but these are the instruments/sound sources I can name.
Task 2 - Session musicians recorded each of these tracks. Listen to each instrument track individually. Makes notes on the quality of each sound. Quality of sound is very subjective. Use any adjective that you feel is appropriate to describe each sound. Eg, Does the bass sound smooth or punchy? Is the guitar jangly or distorted? How loud does each track sound in relation to one-another?
Rickenbacker Bass - One of the quieter instruments used here. The quality of this sound is particularly good, more punchy than the other bass track.
SweepBass - Starts of fairly quiet before getting gradually louder. Not as good a quality as the Rickenbacker but still fairly decent. More of bouncy than the other bass, somewhat distorted.
TimpAndPiano - Initial drums fairly loud and the piano portion is particularly clear and loud too. Overall decent quality between each instrument, slightly better for the piano.
CEPVoices - Smooth sound, arguably one of the loudest pieces here. Noticeable fade out near the end. Clear and easy to understand voices, all harmonious together.
DLoopandAnnouncer - Quieter drum loop than before but a bit of a clearer sound, sudden cut off followed by the announcer, a similar note to the above voices. Very loud, and quite clear.
DopeOrgan - One of the more noticeable tracks, louder than the basses but more quiet than the voices. Sounds somewhat distorted as well. Decent quality though.
Drums1 - Again one of the louder tracks. Much clearer and more precise than any of the previous instruments with a clear and loud cymbal smash at the end. Possibly the loudest track.
FunkGuitar - Very much a jangly track. Moderate volume compared to the bass lines and some obvious distortion but overall a clear good-quality track.
Task 3 - Look at each track in the time domain and frequency domain and make note of any distinct features. Eg, what time does each sound event occur, loudness in dB, duration, envelope shape. What frequencies does it tend to occupy. How do these features inform your own personal impression of the sound as you hear it.
Rickenbacker Bass - Starts at the beginning of the track. Hits a height of -24dB. Sudden breaks in the waveform inbetween the bass strings being struck. Hits frequencies of slightly above 5000Hz.
SweepBass - Starts at the beginning of the track. Hits a height of -24dB. Wave form seems to be fairly constant with a few breaks and deeper troughs as opposed to crests. Hits frequencies 5000Hz.
TimpAndPiano - Starts at the beginning of the track and fades out around 5 seconds in. Hits a height of around -36dB and has a fairly low frequency waveform. Frequency hits over 5000Hz.
CEPVoices - Starts at around 5-6 seconds in and fades out around 13 seconds. Decibel level of around -24dB and frequencies of over 20000Hz. Solid waveform with little breaks and a relatively high amplitude.
DLoopandAnnouncer - The first part of this track starts around 2-3 seconds in and stops at around 5 seconds. The second half comes in at 12 seconds and fades out at 15. Around -27dB and over 20000Hz and features two distinctly different waveforms. On which appears to be a solid pattern of low amplitude followed by one large burst and the other a more messy waveform.
DopeOrgan - Starts at around 2 seconds in and ends at around 11. About -36dB and 10000Hz, Features compressed parts of a waveform followed by small short bursts. This pattern is a constant through the track.
Drums1 - Starts at the beginning of the track. Another patterned waveform of high amp followed by low amp. Noticeably the highest amplitude of any track. -27dB and over 20000Hz, The last part of the track breaks from the pattern and becomes one solid compressed waveform lasting around 4 seconds.
FunkGuitar - Starts around half a second into the track and continues on until 14 seconds as a compressed parts as each string is struck. -39dB and over 5000Hz with a small spike at around 7500Hz.
Task 4 - Use the mix feature of Audacity for each track to create the final mix for this jingle. Be sure to use control-A to select all of each wav before mixing to the waveform mix waveform. Check that the waveform sounds as expected. (It should be identical to the OriginalJingleMix track)
The waveform does sound as expected. Identical to the the OriginalJingleMix track,
Creating your own version of the mix
Using the previously explored features of Audacity, modify the component wav files before mix to produce a new style of mix…
1. Make the Bass Guitar less prominent, Make the guitar sound smoother and Make the whole mix sound as if it was recorded in a large room.
In order to make both Bass Guitars less prominent I simply used the amplify effect and reversed it, essentially making the tracks quieter than they already were. The reverse was used for the guitar, I made it louder and changed it's pitch to make it a little less high and clangy. sounding. For the large room recording effect I used reverb and set the room size to 100%.
2. Make a special mix to your own taste, you may edit each individual track before mixing as many time as you feel necessary experimentation is the key here. You can even record you own tracks if you wish or add wavs obtained from freesound.org in the mix.
Matching an audio track to video events
In the early days this was called “Mickey mousing” where an organist in the cinema would improvise sounds to match the events taking place in cartoons and movies. This aimed to create a sense of drama, suspense, excitement and surprise in the mind of the viewer. We can do the same with video computer games or animation. Open the OldMovie file using Microsoft Movie Maker. Watch the film many times and make a note of any events that you consider important. When do they start when do they stop? Are they sudden or gradual?
The opening title card is obviously important. The arrival of a first map over the swing. This is followed by a second man taking off from the side he just landed on. Next in two different scenes two men arrive from the direction the initial man came from. Following the second one of these the screen fades and the closing title card is shown.
For my track I make use of a constant ragtime guitar riff, shorted to fit the video, that plays throughout the movie. Each time a person swings in our out one of three different audience cheer tracks plays. The track normally fades out as the person comes to a halt and becomes louder as the approach the area over the chasm. Another track is used to act as a sort of sound for the zipline as each person once more comes in and out.
For my track I make use of a constant ragtime guitar riff, shorted to fit the video, that plays throughout the movie. Each time a person swings in our out one of three different audience cheer tracks plays. The track normally fades out as the person comes to a halt and becomes louder as the approach the area over the chasm. Another track is used to act as a sort of sound for the zipline as each person once more comes in and out.


























