1: INTRODUCTION TO SOUND SIGNALS INTRODUCTION Most of the labs will use various tools to visualize sounds. For example, we will record sound with computers that store the recording as a list of numbers (similar to the way a CD represents sound). Today, you will talk into a microphone, which converts the sound pressure into an electrical signal, and the computer will measure the strength of that electrical signal about 22,000 times each second. The result is that each second of recorded sound is represented by a time-series of 22,000 numbers that we will call a "sound signal". Once the sound data is stored on the computer, there are many things that the computer allows us to do to analyze or modify the sound recording. One thing the computer can do is to make a graph of this data. Here is how the computer graphs a (very small) part of the recording of the word "hello:" The vertical axis is the strength of the electrical signal and the horizontal axis is time. The computer connects the points on the plot to help us to see the patterns. RECORDING SOUND A. Let's try it out. 1. Turn on the computer by pressing the button with the arrow label at the top of the keyboard. After a short time, the computer monitor will light up and you will see the "desktop." Using the mouse, point the cursor arrow at the symbol in the lower left that is labeled "voicescope." Then, quickly click the mouse button twice [from now on we will say "Double-click"]. This automatically starts up the program called SoundScope that 1: Introduction to Sound - 1 records sound from the microphone and graphs it for us. Wait a minute for the program to load itself. 2. Record a sound: hold down the "apple" key on the keyboard ("? ") and press the numeral zero key ("0") once [from now on we will say "type ? -0"] . The program is set to record one second of sound from the microphone, which is enough time to say your name (or part of it). You need to say something into the microphone as soon as you press the zero key (one second is not very much time!). 3. Play back your recorded sound by typing "? -6" If you do not hear anything, one of several things may have happened: •you did say anything during the one second that the program was recording, or • you were not close enough to the microphone, or • you clicked the mouse button when the cursor was pointing outside of the SoundScope window (if so, the word "voicescope" in the top border of the window will be gray instead of black)—simply click somewhere inside the SoundScope window and try recording your sound again, or • something is not working. Try repeating the previous steps (and speak up!). If you still do not hear anything when you play the sound, alert your instructor. B. Understanding the display The display shows a graph of one second's worth of sound data (the computer graphs all 22,000 data points rather quickly). The data starts at the left side and ends on the right side. You cannot see all the details of the sound data; it is even difficult to see that the sound signal oscillates up and down. You should be able to see the louder parts of the recording (where the sound signal oscillated the most) and the quieter parts (where the sound signal remains almost constant). 1. Find the loudest and softest parts of your recording. Later, when you print out your recording, indicate and label these parts on the printout. Introduction to Sound - 2 7.8 H Volt 5.2 2.6 0 -2.6 -5.2 0 100 200 300 400 500 600 700 800 msec 100 msec /Div The display above shows exactly one second of recorded sound (note: 1000 msec means 1000 milliseconds = 1 second). To see more of the details of the sound signal, use the upand down- arrows toward the bottom right corner of the voicescope display. Point the cursor arrow at the down-arrow and click once on the arrow. The display will "zoom" in on the first part of the sound recording. 2. To see the remainder of the sound recording point the cursor arrow at the right-pointing arrow at the bottom of the display and hold the mouse button down. The display should "scroll" to reveal more of the graph of the sound data. Another way to move horizontally is to click in the border between the left-arrow and the right-arrow. You can "zoom-in" more by clicking with the mouse on the down-arrow again or "zoom-out" by clicking on the uparrow. To see the full recording again, click on the "H" in the upper-right-corner of the display. Does the wave look different if you zoom in far enough? 3. Play back parts of your recording. Try selecting less than an entire word. To do this, point the cursor at some part of the sound signal, click and hold the mouse button down, and drag to another part of the sound signal. Now type ? -9 to play the selected part of your recording. Can you still understand what is being said? 4. Try saying (or singing) different things into the microphone and recording the results. The different sounds often look different. We hope to develop the tools to analyze the differences systematically during the semester. 1: Introduction to Sound - 3 C. Print your recording Once you have a good recording on the display, try printing the display. The easiest way to accomplish this is to type "?-p". A panel will pop up (if the computer insists that you have not chosen anything to print yet, alert your instructor). All you have to do is click on the button marked "Print", and about a minute later the page comes out of the printer. Introduction to Sound - 4 VIEWING A SOUND SIGNAL ON THE OSCILLOSCOPE Our other tool this semester is the oscilloscope. It is useful for looking at how the sound signal changes at the same time as the sound signal is being made (which is not possible with SoundScope). We will also use the oscilloscope to measure simple sound signals (but it is not so useful when we need to analyze complicated sounds, but for this purpose SoundScope excels). Using the Oscilloscope 1. Make any sustained sound into the small black microphone that is connected to the oscilloscope. Make it louder, then softer: how does the appearance of the sound signal change? 2. Then try a musical sound: make it higher in pitch, then lower: how does the appearance of the sound signal change? WHAT DO WE MEAN BY "SOUND?" When people talk about “sound,” they may mean one of several things. Usually, they mean either the sensation people have when vibrations of the air hit their ears, or they mean the actual vibration of the air, whether or not anyone is there to hear it. The relationship between vibrations and sensual perceptions is complicated, largely because perception itself is so complicated. How loud a particular sound seems to you may change depending on your mood. Nevertheless, the three most basic qualities that are often used to describe perceived sound—loudness, pitch, and timbre—do correspond in a fairly straightforward way to physical properties of vibration that can be easily measured. The purposes of the next part are: (1) to give you some experience with the relationship between the qualities of perceived sound and the properties of physical sound, and (2) to introduce you to another of the tools we will use for the rest of the semester: the Function Generator, a device that can be used to make several different kinds of electrical oscillations that can be perceived as sound. Most usefully, the function generator allows you to independently control loudness, pitch, and timbre. "Independently" means that you can change one of these three while leaving the other two the same, which helps you to identify how the sound changes when you change that property. 1: Introduction to Sound - 5 LOUDNESS Vibrations can be large or small. Large vibrations are said to have a large amplitude. In the world of sound, amplitude corresponds to loudness—the greater the amplitude, the louder the sound. A. Setting the amplitude 1. Turn on your function generator (the little grey box) by pushing the red POWER ON button. Choose a sine wave button, rather than a square or triangle wave. Find the knob called AMPLITUDE and make sure it is turned all the way down (counter-clockwise). Put on the headphones and then slowly turn up the amplitude. Notice that the sound gets louder. That’s all there is to it. [not really—our perception of loudness is also influenced by pitch and timbre] PITCH Vibrations can happen quickly or slowly. This property of vibration is called frequency. Frequency tells how often something happens in a given unit of time. For example, the sound you just heard caused your eardrum to move back and forth about 1000 times in each second, so the frequency was about 1000 per second. The unit “per second” has an abbreviation, Hz, named after Heinrich Hertz and pronounced “hurts.” So a vibration that happens 1000 times each second is said to have a frequency of 1000 Hz. The physical property frequency corresponds to the sensation of pitch. Try this out for yourself: put on the headphones, turn up the amplitude to a comfortable volume, and then turn the knob on the function generator that is labeled FREQUENCY. As you move the knob clockwise (toward the number .2) both the frequency and the pitch go down. Twist the knob the other way and the pitch goes up. B. Setting the frequency The function generator can produce any frequency from less than 1 Hz up to more than 20,000,000 Hz. This wide range is obtainable by use of the bank of grey buttons labeled FREQUENCY MULTIPLIER–Hz. The 1K button is currently pushed in. The k is an abbreviation for kilo meaning 1000 (as in kilometer or kilogram). So the generator is now set to generate frequencies near 1000 Hz. To find the frequency more accurately, you multiply this number by the number on the frequency dial, which goes from 0.2 to 2.0. So when the 1k button is pushed in and the dial is set to 2.0, the frequency is 2.0 x 1000 Hz = 2000 Hz. 1. What is the frequency when the 1k button is in and the dial is set to 0.2? Introduction to Sound - 6 The dial is not very precise. Later in the semester we will learn how to measure the frequency more exactly. To get higher or lower pitches you push a different FREQUENCY MULTIPLIER button. Push in the 10k button. This puts you in the frequency range from 2000 to 20,000 Hz, and is at the top of the human hearing range. Be sure you understand the relationship between the dial and button settings on the generator and the frequency. 2. With the multiplier set to 10k, what range of frequencies can we obtain? a) Use the generator and counter to determine the highest frequency you can hear: b) Without changing the amplitude knob, turn the dial from its lowest setting (0.2) to its highest (2.0). Does the loudness you perceive change? What is the dial setting when the sound seems loudest? 3. To get low frequencies, set the multiplier to 100. What range of frequencies can you get with this setting? 4. What is the lowest frequency you can hear that sounds like a pitch? (Nore: If you only hear clicking, you are not hearing a frequency—because the headphones are small, they do not produce low sounds very efficiently, so you will need to turn the amplitude all the way up on both the generator and on the volume control on the headphone box. You will probably want to turn it down again later, or it the sounds will be annoyingly loud.) TIMBRE (pronounced “tamber” ) You have seen (and heard) that sounds can be loud or soft, depending on amplitude, and they can be high or low, depending on frequency. But that is not all there is to sound. You can distinguish sounds that have the same pitch and the same volume. For example, you can sing the vowel sound “a” and then the vowel “e”, and they sound different, even though they have the same frequency and amplitude. The sounds a and e have different tone qualities or timbres. Timbre much more complicated than loudness or pitch, and you will spend much of the semester studying it. C. Setting the function To begin your investigation of the timbre, listen to the effect of changing the “shape” of the vibration. The function generator can produce three different types of oscillation, called sine, triangle, and square. So far, you have been listening to the smooth sine function. You can 1: Introduction to Sound - 7 choose one type of oscillation or another by pushing one of three MODE buttons, labeled for sine, for triangle, and for square. 1. First, set the frequency to around 250 Hz. Then push the triangle button and listen to the sound. Typically, the triangle function is said to be “brighter” or “sharper” than the sine function. You should avoid calling it “higher,” since that implies a higher pitch. Do you agree that the sound is “brighter”? 2. Now try the square function. It is much brighter, possibly even “buzzy.” It will probably also sound louder to you, so you may want to turn down the volume to make a good comparison. 3. Switch back and fourth, listening to the three timbres. Try listening to the different shapes at widely differing frequencies. 4. Is it easier to distinguish the sounds at low or at high frequency? 5. Is there any frequency at which you cannot tell the three apart? The smooth sine function is the simplest, purest, cleanest, least complex sound there is. Every other sound is, at least to some degree, brighter, sharper, or more harsh than the sine sound. LOOKING AT THE SOUNDS To see why these sounds are described by shapes, such as “square” and “triangle,” turn on the oscilloscope. The oscilloscope makes a picture of the electrical signal that the function generator produces. D. Electronic signals on the oscilloscope 1. Set the generator to the sine function and the frequency to 1000 Hz and look at the oscilloscope. Sketch the appearance of the sound signal in the space below: 2. Increase the frequency using the FREQUENCY knob and look at the signal again.Sketch it in the space below: Introduction to Sound - 8 3. How does the appearance of high pitches on the screen differ from low pitches? 4. How could you use the screen image to help you measure the pitch? 5. Change the frequency multiplier and observe the sound signal again. How does the picture on the screen change when you increase or decrease the multiplier? 6. Now leave the frequency at a comfortable pitch and vary the amplitude. What is the difference between the way loud and soft sounds look on the screen? 7. The volume control on the headphone box has no effect on the signal, which goes to the oscilloscope.) What happens if you push in the button on the function generator that is labeled ATT 30 dB? (Make sure you leave it in the out position when you are done.) What happens on the screen? How does the sound you hear change? 8. Now leave the frequency and amplitude fixed but change the function to the "square" wave or the "triangle" wave. How do the different sound signals appear on the screen? 9. What does it mean for both the amplitude and frequency of the sound to be the same but the timbre to be different (what is different on the scope)? 1: Introduction to Sound - 9 OTHER SOUNDS Turn off the function generator. E. Looking at natural sounds 1. Strike the tuning fork with the rubber mallet and listen to it. Would you say the sound is bright, like a square function, or pure, like a sine function? You can check by looking at the sound on the scope, but to do that you will need to use a microphone. If you need help, ask your instructor to plug in the microphone for you. Strike the tuning fork and hold the microphone very close to one of the vibrating tines. 2. What shape is the signal? Draw it. Were you right? 3. Now try whistling. What do you conclude? 4. Now try singing into the mike, holding the mike very close to your mouth. Sing all different types of vowel sounds. Which vowel (a, e, i, o, oo, ah, uh) makes the most sine-like pattern? 5. How does a very bright e look (sketch it in the space below)? Note that even though they are more complicated, musical sounds and vowel sounds (and any other "steady" sound) are periodic just like the sounds produced by the function generator. That means that approximately the same sound signal is repeated over and over. We can use loudness, pitch, and timber to describe all periodic sounds, and we use amplitude, frequency, and shape to measure the physical properties of those sounds. F. Looking at more complicated sounds Introduction to Sound - 10 1. Some sounds are different: look at various noisy sounds like ssssss and shhhhhhh.. How do these sounds differ from the simpler sounds you looked at earlier? Be sure to turn everything off before you leave the lab. 1: Introduction to Sound - 11