Digital Effects II
Effect: Tremolo / Vibrato
Vibrato: Oscillate the pitch of a signal. Resample as an effect (later), or just mess with the instrument
Tremolo: Oscillate the volume of a signal. Easy effect
But…: "The tremolo arm on your favorite guitar, for example, is actually a vibrato arm." (source) So these terms are used interchangeably.
Effect: Wah
Classic frequency-domain effect
Idea: lowpass filter with variable passband
Human vocal tract is subtractive via low-pass filters: "ooh" is low-pass, "aah" is less low-pass (note inverse connection to speaker size)
Typical implementation is with an IIR filter cascade (need to keep number of coefficients small to be able to update the filter in reasonable time). Biquad sections are a popular choice, as here.
See above for demos, also Audacity "auto-wah"
Delay Effects
Digital delay is crazily cheap and good
Amount of delay determined by effect
Small delay (< 10ms): Phase cancellation, localization
Moderate delay (10-100ms): "Ensemble" effect (example)
Moderate to long delay (50-500ms): Reverb and echo effects
Multiple delay effects can be combined; delayed signal can be chained with other effects
Wet/dry is a big thing with delay effects, e.g. echo
Very common to feed delayed signal back into input for reverb / echo effects
Effect: Flanger / Phaser / Chorus
Flanger: Mix original signal with varying delay of few ms; creates varying "comb filter" by phase cancellation (Nyquist plugin)
Phaser: Simulation of flanger using cascade of biquad "all-pass filters" to get multiple phase cancellations. Originally an analog flanger substitute, but different enough to survive (Audacity effect)
Chorus: Use a multi-tap delay line and vary the tap positions to get varying delay and frequency shift. Less pronounced than ensemble effect (Nyquist plugin)
These terms are used pretty interchangeably; no standard vocab
Effect: Reverb and Room Effects
Idea: Signal + delayed copy simulating resonance and bouncing
Typically longish delays (100ms+)
Typically delayed copy is filtered and damped
Output-to-input copy is pretty standard
Really fancy 3D sound modeling is a thing: leads into general acoustics (study of physical sound)
Effect: Resampling
Not really an "effect": just a thing
Very common operation
Need: 44.1Ksps in, 48Ksps out; 48Ksps in, 44.1Ksps out
Idea: Just insert or remove samples, but carefully
Time domain: try to interpolate when inserting or removing samples to maintain waveshape
Frequency domain: filter and decimate, interpolate and filter
Trickier than it looks to do well.
As an effect: "sped up" (Chipmunks) or "slowed down" (sleepy) version of the sound
Effect: Frequency Stretching
Frequency domain equivalent of resampling
Idea: lengthen or shorten a signal while keeping its harmonic content the same
Time domain: Try to find the period of the signal, interpolate whole periods; useful period may be impractically long
Frequency domain: Take DFT, scale it up or down (interpolate / decimate in frequency domain), take inverse DFT; Fourier uncertainty is a problem, multiscale is hard
The difficulty of this plan is why video is time-scaled rather than audio
AKA pitch-shifting, because pitch is log-frequency, so multiplication becomes addition