PulseEffects
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PulseEffects
EasyEffects (formerly known as PulseEffects) is a free and open-source GTK application for Unix-like systems which provides a large array of audio effects and filters to apply to input and output audio streams. The application originally used the Pulseaudio sound server as it allowed effects to be added to audio streams with ease, however, now runs exclusively on the PipeWire sound server after a port in 2021. It is published under the GPL-3.0-or-later license. Overview EasyEffects uses PipeWire to process incoming and outgoing audio streams independently and can apply various sound effects in the form of plug-ins made by different developer teams such as Calf Studio Gear, MDA. LV2 and GStreamer. All plugins have their own presets and can be applicable inside the suite rather than having to use a different mixer or executing a script from the command line. Available output effects are limiter, autovolume, compressor of dynamic range, filter, 30 bands param ...
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Unix-like
A Unix-like (sometimes referred to as UN*X or *nix) operating system is one that behaves in a manner similar to a Unix system, although not necessarily conforming to or being certified to any version of the Single UNIX Specification. A Unix-like application is one that behaves like the corresponding Unix command or shell. Although there are general philosophies for Unix design, there is no technical standard defining the term, and opinions can differ about the degree to which a particular operating system or application is Unix-like. Some well-known examples of Unix-like operating systems include Linux and BSD. These systems are often used on servers, as well as on personal computers and other devices. Many popular applications, such as the Apache web server and the Bash shell, are also designed to be used on Unix-like systems. One of the key features of Unix-like systems is their ability to support multiple users and processes simultaneously. This allows users to run multipl ...
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GStreamer
GStreamer is a pipeline-based multimedia framework that links together a wide variety of media processing systems to complete complex workflows. For instance, GStreamer can be used to build a system that reads files in one format, processes them, and exports them in another. The formats and processes can be changed in a plug and play fashion. GStreamer supports a wide variety of media-handling components, including simple audio playback, audio and video playback, recording, streaming and editing. The pipeline design serves as a base to create many types of multimedia applications such as video editors, transcoders, streaming media broadcasters and media players. It is designed to work on a variety of operating systems, e.g. the BSDs, OpenSolaris, Android, macOS, iOS, Windows, OS/400. GStreamer is free and open-source software subject to the terms of the LGPL-2.1-or-later and is being hosted at freedesktop.org. Distribution and adoption The GNOME desktop environment, a hea ...
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Delay (audio Effect)
Delay is an audio signal processing technique that records an input signal to a storage medium and then plays it back after a period of time. When the delayed playback is mixed with the live audio, it creates an echo-like effect, whereby the original audio is heard followed by the delayed audio. The delayed signal may be played back multiple times, or fed back into the recording, to create the sound of a repeating, decaying echo. Delay effects range from a subtle echo effect to a pronounced blending of previous sounds with new sounds. Delay effects can be created using tape loops, an approach developed in the 1940s and 1950s and used by artists including Elvis Presley and Buddy Holly. Analog effects units were introduced in the 1970s; digital effects pedals in 1984; and audio plug-in software in the 2000s. History The first delay effects were achieved using tape loops improvised on reel-to-reel audio tape recording systems. By shortening or lengthening the loop of tape and adj ...
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Crossfeed
Stereophonic sound, or more commonly stereo, is a method of sound reproduction that recreates a multi-directional, 3-dimensional audible perspective. This is usually achieved by using two independent audio channels through a configuration of two loudspeakers (or stereo headphones) in such a way as to create the impression of sound heard from various directions, as in natural hearing. Because the multi-dimensional perspective is the crucial aspect, the term ''stereophonic'' also applies to systems with more than two channels or speakers such as quadraphonic and surround sound. Binaural sound systems are also ''stereophonic''. Stereo sound has been in common use since the 1970s in entertainment media such as broadcast radio, recorded music, television, video cameras, cinema, computer audio, and internet. Etymology The word ''stereophonic'' derives from the Greek (''stereós'', "firm, solid") + (''phōnḗ'', "sound, tone, voice") and it was coined in 1927 by Western E ...
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Reverberation
Reverberation (also known as reverb), in acoustics, is a persistence of sound, after a sound is produced. Reverberation is created when a sound or signal is reflected causing numerous reflections to build up and then decay as the sound is absorbed by the surfaces of objects in the space – which could include furniture, people, and air. This is most noticeable when the sound source stops but the reflections continue, their amplitude decreasing, until zero is reached. Reverberation is frequency dependent: the length of the decay, or reverberation time, receives special consideration in the architectural design of spaces which need to have specific reverberation times to achieve optimum performance for their intended activity. In comparison to a distinct echo, that is detectable at a minimum of 50 to 100  ms after the previous sound, reverberation is the occurrence of reflections that arrive in a sequence of less than approximately 50 ms. As time passes, the amplitude of t ...
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Exciter (effect)
An exciter (also called a harmonic exciter or aural exciter) is an audio signal processing technique used to enhance a signal by dynamic equalization, phase manipulation, harmonic synthesis of (usually) high frequency signals, and through the addition of subtle harmonic distortion. Dynamic equalization involves variation of the equalizer characteristics in the time domain as a function of the input. Due to the varying nature, noise is reduced compared to static equalizers. Harmonic synthesis involves the creation of higher order harmonics from the fundamental frequency signals present in the recording. As noise is usually more prevalent at higher frequencies, the harmonics are derived from a purer frequency band resulting in clearer highs. Exciters are also used to synthesize harmonics of low frequency signals to simulate deep bass in smaller speakers. Originally made in valve (tube) based equipment, they are now implemented as part of a digital signal processor, often trying ...
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Bass (sound)
Bass ( ) (also called bottom end) describes tones of low (also called "deep") frequency, pitch and range from 16 to 256 Hz (C0 to middle C4) and bass instruments that produce tones in the low-pitched range C2-C4. They belong to different families of instruments and can cover a wide range of musical roles. Since producing low pitches usually requires a long air column or string, and for stringed instruments, a large hollow body, the string and wind bass instruments are usually the largest instruments in their families or instrument classes. Use in composition In musical compositions, such as songs and pieces, these are the lowest-pitched parts of the harmony. In choral music without instrumental accompaniment, the bass is supplied by adult male bass singers. For an accompanied choir, the bass is typically provided by pipe organ or piano (or if a choir can afford to hire one, by orchestra). In an orchestra, the basslines are played by the double bass and cellos, bassoon o ...
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Equalization (audio)
Equalization, or simply EQ, in sound recording and reproduction is the process of adjusting the volume of different frequency bands within an audio signal. The circuit or equipment used to achieve this is called an equalizer. Most hi-fi equipment uses relatively simple filters to make bass and treble adjustments. Graphic and parametric equalizers have much more flexibility in tailoring the frequency content of an audio signal. Broadcast and recording studios use sophisticated equalizers capable of much more detailed adjustments, such as eliminating unwanted sounds or making certain instruments or voices more prominent. Since equalizers "adjust the amplitude of audio signals at particular frequencies" they are, "in other words, frequency-specific volume knobs." Equalizers are used in recording studios, radio studios and production control rooms, and live sound reinforcement and in instrument amplifiers, such as guitar amplifiers, to correct or adjust the response of mi ...
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Audio Filter
An audio filter is a frequency dependent circuit, working in the audio frequency range, 0 Hz to 20 kHz. Audio filters can amplify (boost), pass or attenuate (cut) some frequency ranges. Many types of filters exist for different audio applications including hi-fi stereo systems, musical synthesizers, effects units, sound reinforcement systems, instrument amplifiers and virtual reality systems. Types ;Low-pass :Low-pass filters pass through frequencies below their cutoff frequencies, and progressively attenuates frequencies above the cutoff frequency. Low-pass filters are used in audio crossovers to remove high-frequency content from signals being sent to a low-frequency subwoofer system. ;High-pass :A high-pass filter does the opposite, passing high frequencies above the cutoff frequency, and progressively attenuating frequencies below the cutoff frequency. A high-pass filter can be used in an audio crossover to remove low-frequency content from a signal being sent to ...
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Dynamic Range
Dynamic range (abbreviated DR, DNR, or DYR) is the ratio between the largest and smallest values that a certain quantity can assume. It is often used in the context of signals, like sound and light. It is measured either as a ratio or as a base-10 ( decibel) or base-2 (doublings, bits or stops) logarithmic value of the difference between the smallest and largest signal values. Electronically reproduced audio and video is often processed to fit the original material with a wide dynamic range into a narrower recorded dynamic range that can more easily be stored and reproduced; this processing is called dynamic range compression. Human perception The human senses of sight and hearing have a relatively high dynamic range. However, a human cannot perform these feats of perception at both extremes of the scale at the same time. The human eye takes time to adjust to different light levels, and its dynamic range in a given scene is actually quite limited due to optical glare. The ins ...
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Dynamic Range Compression
Dynamic range compression (DRC) or simply compression is an audio signal processing operation that reduces the volume of loud sounds or amplifies quiet sounds, thus reducing or ''compressing'' an audio signal's dynamic range. Compression is commonly used in sound recording and reproduction, broadcasting, sound reinforcement system, live sound reinforcement and in some instrument amplifiers. A dedicated electronic hardware unit or audio software that applies compression is called a compressor. In the 2000s, compressors became available as software plugins that run in digital audio workstation software. In recorded and live music, compression parameters may be adjusted to change the way they affect sounds. Compression and limiting are identical in process but different in degree and perceived effect. A limiter is a compressor with a high #Ratio, ratio and, generally, a short #Attack and release, attack time. Types There are two types of compression, downward and upward. Bot ...
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Audio Normalization
Audio normalization is the application of a constant amount of gain to an audio recording to bring the amplitude to a target level (the norm). Because the same amount of gain is applied across the entire recording, the signal-to-noise ratio and relative dynamics are unchanged. Normalization is one of the functions commonly provided by a digital audio workstation. Two principal types of audio normalization exist. Peak normalization adjusts the recording based on the highest signal level present in the recording. Loudness normalization adjusts the recording based on perceived loudness. Normalization differs from dynamic range compression, which applies varying levels of gain over a recording to fit the level within a minimum and maximum range. Normalization adjusts the gain by a constant value across the entire recording. Peak normalization One type of normalization is peak normalization, wherein the gain is changed to bring the highest PCM sample value or analog signal peak ...
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