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Module 01

Physics of Sound

What is sound really? How does tone emerge? Understand frequencies, waveforms, and amplitude the building blocks of every audio production.

What is Sound?

Sound is air pressure waves. When a speaker vibrates, it pushes air forward and pulls it back behind. These pressure differences reach our ear and we hear sound.

Imagine a water surface. When you throw a stone in, circles spread out. Sound works similarly, just in 3D and through air.

Takeaway: Without air, no sound. That's why space is absolutely silent no matter how many explosions occur.

Tone, Sound, Noise and Bang

Not all sounds are equal. In acoustics, we distinguish four fundamental types of sound events each with its own characteristics and applications.

Tone

Pure, sinusoidal sound

  • Single frequency only
  • No overtones
  • Sounds "flutey", empty
  • Example: Tuning fork, pure sine

Sound

Fundamental + overtones

  • Fundamental frequency + multiples
  • Overtones provide color
  • Sounds "full", natural
  • Example: Piano, voice, guitar

Noise

Irregular vibrations

  • Many frequencies simultaneously
  • No clear pitch
  • Random pattern
  • Example: Rain, traffic, hiss

Bang

Short, impulsive sound

  • Very short duration
  • Broad frequency spectrum
  • Immediate decay
  • Example: Clap, whip, explosion

Visualization: Tone vs. Sound

This graphic shows the crucial difference: A pure tone has only one frequency (top), while a sound consists of fundamental and overtones (bottom). Amplitude determines volume, frequency determines pitch.

Pure Tone (Sine) 1 Frequency No overtones
+A -A λ = 1 period
Amplitude (Volume)
Frequency (Pitch)
Sound (Fundamental + Overtones) 440Hz + 880Hz + 1320Hz
Fundamental (f) - - 1st overtone (2f) 2nd overtone (3f) = Resulting wave Superposition f(t) = Σ Aₙsin(nωt)
Amplitude (Volume)
Frequency (Pitch)
Remember: Music consists of sounds (instruments), not pure tones. The overtones make the difference between a tuning fork and a violin.

Frequency: Pitch

Frequency tells us how fast something vibrates. Measured in Hertz (Hz) vibrations per second.

440 Hz
Concert A (Reference Tone)
50 Hz 100 Hz 500 Hz 1 kHz 5 kHz

Caution: Start quietly!

Exercise: Hearing Frequencies

  1. Put on headphones (not too loud!)
  2. Start the tone at 440 Hz
  3. Move the slider slowly to the left (lower)
  4. Notice: Lower frequencies sound "darker", "fuller"
  5. Move the slider to the right (higher)
  6. Notice: Higher frequencies sound "brighter", "sharper"
  7. Where can't you hear the tone anymore? (Age dependent!)

Amplitude: Volume

While frequency determines pitch, amplitude controls volume. Higher amplitude = more pressure = louder.

In the digital world, we measure volume in Decibels (dB). Important: This is a logarithmic scale!

dB Volume Comparison
0 dB Silence Absolute silence (theoretical)
30 dB Quiet Whisper, quiet room
60 dB Medium Normal conversation
85 dB Loud City traffic (damage threshold over time)
120 dB Pain Airplane, rock concert (immediate damage)
Mixing Tip: In Audacity we work with decibels. 0 dB is maximum anything above clips (distorts). Good volume for vocals: about -12 dB to -6 dB.

Waveforms: Timbre

Same frequency, different sound? That's due to waveform. A sine is pure, a sawtooth is sharp, a square wave sounds hollow.

The Three Basic Waves:

Sine: The purest form. No overtones, just the fundamental frequency. Sounds soft, "flutey". Kick drums and sub-basses often use sine waves.

Square: Switches abruptly between two states. Contains only odd overtones. Sounds hollow, "8-bit", typical for retro video games.

Sawtooth: Linear rise, abrupt fall. Contains all overtones. Sounds bright, cutting, typical for synth leads.

Experiment in the Audio Lab

On the homepage, find the Audio Lab (bottom left). There you can:

  1. Select different waveforms (Sine, Square, Saw)
  2. Test frequencies from 20-2000 Hz
  3. See the visual waveform
  4. Compare: How does 440 Hz sound as Sine vs. Saw?

Human Hearing

Our hearing isn't linear. We hear mid frequencies (1-5 kHz) louder than very low or very high at the same physical volume.

That's why mastering uses Loudness Meters (LUFS) that compensate for this effect. A bass needs to be physically louder to sound as loud as a mid tone.

Practical Tip: When mixing, work with both ears and eyes. Audacity shows waveforms large spikes mean high amplitude.

Summary

That's it. No complex math needed just understanding that sound consists of waves we can manipulate.