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manual:effects [2020/04/04 14:56] (current)
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 +====== Effects ======
 +Various audio effects can be applied to a track. Only the delay effect is applied in real-time during playback, while all other effects are applied offline.\\
 +\\
 +//Note: All offline effects are applied to the original recording. As a consequence of that, offline effects cannot be accumulated. In other words, only one offline effect can be applied to a track at the same time.//
 +
 +===== Reverb =====
 +Reverberation is what happens to a sound in a hall. You hear the original sound and you hear many decaying echoes of it.\\
 +^ Room Size |Sets a relative room size from 1 to 10. The higher the number, the larger the room. |
 +^ Damping |Sets a relative damping value from 1 to 10. The higher the number, the higher the damping. |
 +^ Gain |Sets the gain of the reverbed audio. |
 +^ Weight |Sets the weight of the effect in relation to the original sound. |
 +The player at the bottom of the screen allows for listening to your settings in real-time.
 +
 +===== Chorus =====
 +The chorus effect is created by adding the original track and a slightly delayed copy of it. The typical delay should be around 15 ms but Aubade allows for a wide range of delay time. In addition the delay time is modulated by an LFO (low-frequency oscillator).
 +
 +===== Distortion =====
 +In the early days of audio effects the distortion effect was created by over-driving the power amplifier. What happens to the audio signal is that lower level signals are amplified linearly, they do sound clean. Signal amplitudes beyond a certain threshold level are running into saturation. This non-linearity produces overtones perceived as a warm distortion.\\
 +\\
 +Aubade does exactly the same: it amplifies the audio signal and softly cuts the amplitudes beyond a certain threshold. The threshold level can be set. Lower values give a lighter effect, higher values give a stronger effect.\\
 +The amplification has an ugly side effect: the noise is amplified as well. The best results will be achieved with clean source signals that have a high signal to noise ratio.
 +
 +===== Flanger =====
 +The classical flanging effect is created with two synchronized tape recorders, each of them playing exactly the same track. The output signals of the two recorders are added and so far nothing noticable happens. Flanging now means, slightly slow down one of the recorders by touching the flange of the tape reel. After releasing the flange the recorder accelerates to become synchronized again with the other recorder. The sum of the two output signals now has the typical flanging sound.\\
 +\\
 +Aubade does exactly the same: it adds two copies of the audio signal, one of which is periodically delayed and accelerated again.\\
 +The depth of the delay of the one signal can be tuned as well as the period of the effect.
 +
 +===== Tremolo =====
 +The tremolo effect modulates the amplitude of the audio signal with a sine wave.\\
 +^ Frequency [Hz] |Sets the frequency of the modulating sine wave. |
 +^ Modulation [%] |Sets the modulation depth of the effect. |
 +The player at the bottom of the screen allows for listening to your settings in real-time.
 +
 +===== Walkie Talkie =====
 +The walkie talkie effect applies a bandpass filter to the audio signal. Audio frequencies below the lower corner frequency and above the upper corner frequency are being suppressed. The resulting audio sounds like a walkie talkie or like a megaphone.
 +^ Lower Corner Frequency |Sets the lower edge frequency of the bandpass filter. |
 +^ Upper Corner Frequency |Sets the upper edge frequency of the bandpass filter. |
 +^ Gain |Sets the gain of the signal. |
 +The player at the bottom of the screen allows for listening to your settings in real-time.
 +
 +===== Auto-Tune =====
 +The auto-tune effect can be used to correct the pitch of a vocal. The correction is very sharp, so that an effect similar to the "Cher effect"​ is created. The auto-tune effect is designed for monophonic vocals, but it may also be possible to achieve interesting effects with other materials. Just try it out.\\
 +\\
 +The effect works as follows: First, the audio signal is analyzed for pitch. Then the closest valid note is determined for each pitch found and then the pitches are corrected accordingly.
 +Valid notes are defined in the settings dialog of the effect using **key** and **scale**. An individual selection of the notes is not possible.\\
 +In any case, it is worth playing around with the setting options a little to find the best setting.\\
 +\\
 +The **reference pitch** can be changed to fine-tune the pitch. The reference pitch indicates the fundamental frequency of note A.
 +
 +===== Delay =====
 +The delay effect adds the original audio signal and decaying copies of it.\\
 +If the ping-pong effect is also selected the signal bounces between the left and right channel back and forth.\\
 +\\
 +//Note: The ping-pong effect is only audible if the option "​Stereo replay in main view" is enabled in the [[manual:​main_menu#​preferences|Preferences]] menu.//