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An adjective describing any process involving the transfer of a SIGNAL from acoustic to electrical form, or vice versa. Most commonly, TRANSDUCERs such as the MICROPHONE or LOUDSPEAKER are examples of this process.
A pre-recorded or simulated sound produced for a radio, television, film or theatrical program in order to suggest an actual sonic environment. The design of such sounds (often abbreviated as SFX), particularly when a complex acoustic environment is to be simulated, involves a thorough understanding of the structure of such a SOUNDSCAPE; that is, what sounds are representative and most significant, as well as which are necessary to create a given AMBIENCE and sense of ACOUSTIC SPACE.
If two TONEs are about 15 Hertz or less apart, INTERFERENCE will result from their similar though not exactly identical frequencies. Gradually they will move out of PHASE until at 180° destructive interference results, producing diminished loudness. When they move back into phase, constructive interference will produce increased loudness. Thus, beats are a form of AMPLITUDE MODULATION. As two frequencies are brought closer together, the beats will gradually slow down and disappear when they become identical.
Reverberation is a result of multiple REFLECTIONs. A SOUND WAVE in an enclosed or semi-enclosed environment will be broken up as it is bounced back and forth among the reflecting surfaces. Reverberation is, in effect, a multiplicity of ECHOes whose speed of repetition is too quick for them to be perceived as separate from one another. W.C. Sabine established the official period of reverberation as the time required by a sound in a space to decrease to one-millionth of its original strength.