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Ivan Titov
Ivan Titov

Big Room Sound Magic WAV

That rack contained a Focusrite ISA828 eight-channel mic preamp and an RME Fireface 800 audio interface, connected to a laptop running Pro Tools 11. When it came to mic selection, the priority was to find a consistent, repeatable setup, rather than to achieve the most appealing results, as Colliva explains: We were not trying to get the best possible sound, or the best possible takes. We knew that we wanted to be in and out of each room pretty quickly, so we needed to keep it simple. And we knew that the more mics you have, the more variables you have, and we were trying to minimise variables.

Big Room Sound Magic WAV

Alongside the Neumann binaural head, for the close mics Colliva opted for the industry-standard selection of a Shure SM57 on the snare, a Sennheiser 602 on the kick and a Sennheiser 604 on the floor tom, with a Neumann U67 for the mono overhead. In addition, Colliva decided to use a pair of Crown PZM mics positioned as far away as possible in order to capture the room sound at its most exaggerated. Here, achieving consistency was essentially impossible.To augment the overhead and room mics, industry-standard close mics were employed, in conventional positions. Tommaso Colliva was surprised at how little the room influenced the sound captured by these close mics.

Armed with drag and drop ready sounds to keep you inspired for years to come, from world-renowned drums used on countless hit records and monstrous music loops to versatile vocals and bombastic bass heard on many tracks in the Top 100 Charts. Plug & play with the extensive FX selections, massive MIDI files, and pro-level Serum presets with plenty of assigned macros. Shape the sound of modern music with the sample pack of monstrous proportions.

So we made Glitter to offer a huge range of designed and source sparkling magic sound effects to your arsenal. Whether you need to complement particles effects, magical spells or any other fabulous wizardry, you can count on this minty fresh library to deliver dazzling audio, over and over again.

The Glitter sound library is built in two distinct sections: Source and Designed. The Designed section offers rich and inspiring sounds ready to be dropped in your project. The source folder includes various recordings used to create this library, should you want to wander down the path of creating your own glittering adventures.

The Audio Source plays back an Audio Clip in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More infoSee in Glossary. The clip can be played to an audio listener or through an audio mixer. The audio source can play any type of Audio Clip and can be configured to play these as 2D, 3D, or as a mixture (SpatialBlend). The audio can be spread out between speakers (stereo to 7.1) (Spread) and morphed between 3D and 2D (SpatialBlend). This can be controlled over distance with falloff curves. Also, if the listener is within one or multiple Reverb Zones, reverberation is applied to the source. Individual filters can be applied to each audio source for an even richer audio experience. See Audio EffectsAny effect that can modify the output of Audio Mixer components, such as filtering frequency ranges of a sound or applying reverb. More infoSee in Glossary for more details.

You just stopped my brain being fried. Working out 3 gigs this weekend with 14 tracks of differing rates, time etc. I either launched my calculator oot the widow or used this and, woo hoo, in seconds I had all answers for all 3 gigs. Pure magic. Thanks

A sound engineer has chosen to record the background audio for an upcoming movie in stereo. To produce a high quality non-compressed digital audio file, the sound engineer will use a bit depth of 16 and a sample rate of 88kHz. What would be the approximate resulting file size for a 1.5 minute 37 second audio track?

The following table contains all the available sound effects in the Alexa Skills Kit Sound Library, including the audio and the SSML code for each one. After you select a row in the table, you can listen to the audio for that sound effect and copy the SSML code. You can search the table or sort it by any of the available columns.

It is a common experience that a particular pair ofloudspeakers sounds different when moved to a different room. The way in whichsound from the loudspeaker illuminates the room has not changed, but the way inwhich the sound is reflected from the new room's walls, surfaces and objects isdifferent. The listener to a stereo systems receives at his/her ears not onlythe direct sound from the speakers, but also and superimposed to it, largenumbers of reflected sound streams. Furthermore the mix of direct, reflected andreverberant streams at the ears changes with listening location and distancefrom the speakers. Evolution has given our brain this amazing capability ofsorting through the streams, to recognize familiar patterns, to adapt and tohear what is plausible and worthy of our attention. It is a survival mechanismto deal with threads in reflective environments, to sort out direction, distanceand nature of a source without being misled by its reflections.

Stereo is like a magic trick in forming phantom sourcesbetween left and right speakers, when in fact no direct sound streams are comingfrom those imaginary sources. All direct sounds arrive from left and rightspeakers and if they are identical, then the phantom source appears halfwaybetween the speakers. They stay there even with slight head rotation, whichchanges the signals at each eardrum, giving important distance cues to thebrain. But a lateral movement of the head to left by several inches nearlycollapses the phantom scene into the left loudspeaker and vice versa for theright speaker. The brain has received cues from the shifted listening position,which identify the location of the real source of sound. The other speaker'ssound has become like a very strong reflection.

For the loudspeaker designer the goal must be to hide theloudspeakers from being heard, from not drawing attention to themselves in thephantom auditory scene, which they have created based on the recording that isbeing played and rendered. The LX521demonstrates such a high degree of realism for the phantom scene that thisspeaker must be considered as the reference for stereo playback in domestic andstudio environments. In the Loudspeaker & Room pages I will investigate thebehavior of the LX521 and of other loudspeakers in different rooms. I hope toconfirm by measurement and anecdotal evidence the importance of a loudspeaker'sradiation pattern to the realism and believability of the perceived phantomacoustic scene.

I use a Netbook PC with Windows XP, which runs ARTA and GoldWave. My external sound card is the E-MU Tracker pre. Only its driver is installed on the PC. The microphone is a modified Panasonic electret capsule with external 9 V battery supply.

A loudspeaker is typically measured under free-fieldconditions, where sound reflections are highly attenuated such as in an anechoicchamber, or outdoors where the reflected signal paths are much longer and thusthe reflections much weaker than the direct signal from a speakerand/or the impulse response is gated to exclude reflections. Every speakerdesigner measures the "on-axis response" and usually tries to get itas flat and extended as possible. Sometimes a specific slope or dip isintroduced to the response to suit a particular taste or recording style.

Sometimes the response is measured and optimized for aparticular "listening window" like +/-30 degree horizontal and +/-10degree vertical from the listening axis, but rarely over wider angles than that.Yet once the speaker is placed in a room its radiation at all angles contributesto the sound pressure at the listening location to a degree that is determinedby the speaker's 360 degree polar patterns and the room's reflective, diffusiveand absorptive properties.

Figure 10: Polar frequency response measurement set-up. Figure 11: Horizontal frequency response of the lower midrange driver with angular open baffle. From: Sound Field Control for Rendering Stereo The loudspeaker and room interaction can be minimized bymaking the room acoustically dead so that the direct sound from the speakersdominates over the reflected and reverberated sound streams. This works forprofessional mixing studios and acoustic work environments but is not a pleasantliving space. Dedicated home theater rooms are often designed to be highlyabsorptive.The interaction can also be minimized by making the speakers highly directive.But for physical size reasons this is only practical for frequencies above 1kHz. All box loudspeakers have the tendency to become increasingly directionalwith increasing frequency as baffle and driver dimensions are no longer smallfractions of a wavelength in size. Box loudspeakers turn into omni-directionalradiators as frequency goes down and the box dimensions become small compared tothe wavelength of radiated sound. Increased directivity at high frequencyhas the undesirable effect of making the stereo speakers sound like headphonesat a distance, firmly bounding the phantom scene between left and rightspeakers. It can also convey great clarity of sound, but at the expense of arealistic and believable phantom scene.

I have found that the perceived interaction betweenloudspeaker and room is minimized, if the speaker's radiation patternapproximates that of a dipole, cardioid or monopole (omni), the LX521being my prime example. These types of speakers have essentially the sameradiation pattern from the highest to the lowest frequency emitted and thusradiate off-axis the same sound spectrum as on-axis. The reflected andreverberated sound streams in the room thus carry to a first order the sameinformation as the direct sound stream, only delayed due to speaker placement.This apparently allows our ear/brain hearing apparatus to sort out the directstreams from the rest and focus attention upon the recorded acoustic scene inits own spatial context and to withdraw attention from the two loudspeakers andlistening room.


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