Everything You Should Know About Sound (2016)
waitbutwhy.com
waitbutwhy.com
Not really. Decibels themselves are unitless: we just have to use them because the magnitude of sound pressure levels varies across a real large range so it’s very useful to have a compressive scale.
Pedantry ahoy!
1. The unit of loudness is the phon. Loudness is not independent of frequency: https://en.wikipedia.org/wiki/Phon
2. sound intensity is measured as a sound pressure level (SPL https://en.wikipedia.org/wiki/Sound_pressure) in dB: re 20muPa in air, 1 muPa in water. It is a frequency independent measure, though there are perceptual weighting scales (a- and b-weightings are common) to normalize things for occupational exposure limits.
Sound intensity and sound loudness are related but not at all the same. Loudness is a percept, intensity is a physical measure of a system.
I can play a 100 kHz tone at extremely high sound pressure levels and you will never hear it. It’s not loud, to a human. It’s probably quite loud if you’re a bat.
What I've always wondered though: can loud sounds outside the frequency range that is audible to us cause hearing damage?
So, say we have a 120dB 60kHz audio source, would that be dangerous for our hearing? Would we be able to sense it (although not hear it)
You may well find though that some frequencies, which not audible by the human ear, may have some effect upon another part of the body. Though I do hope we don't end up having to carry bats in canary cages everytime we go down to the shops.
But another way to look at this is - if there was some way sound could be used to harm somebody in any way, then it would have been weaponized. With that in mind - https://en.wikipedia.org/wiki/Sonic_weapon
[1] https://www.frontiersin.org/articles/10.3389/fnagi.2015.0000...
A meta observation: When the internet was new, and then the web, there was a puzzle of how society might adapt to information becoming more easily accessible than it had been. Bomb making instructions was a commonly used example. Society responded narrowly, by for instance outlawing such instructions. There's an entwined puzzle around understanding information. If science education someday fails less pervasively, how might society adapt? It's perhaps not a near-term challenge, but maybe something to think about.
Marconi operated in frequencies even lower, 14-30kHz, at many thousands of watts from Alexanderson alternators[0]. Dogs were not happy near these stations.
https://en.wikipedia.org/wiki/Alexanderson_alternator
edit: added link, lowered frequency range.
It would not be classified as an RF source. Frequency does not redefine the medium. Sounds waves above 20KHz are usually referred to as ultrasound, but it is still sound. More specifically, it is still a compression wave in matter.
EM waves are a completely different medium. I presume you are conflating the two through the existence of this machine, the mechanical nature of it's source of oscillation no doubt created compression waves in the air of the same frequency as a side effect (Pretty sure Dogs don't have RF receivers). Whereas now we use solid state oscillators, and so your dog doesn't care about your various RF devices.
Of course ultrasound exists, and can exist in air up to the GHz range (not for very far).
Anyway, sorry for misinfo and thanks for the correction.
https://auphonic.com/blog/2012/08/02/loudness-measurement-an...
Sound intensity is a measure of power (power through a unit area), and is useful for determining the distribution of sound emissions (directivity) from a source.
Sound pressure level, is, well, a measure sound pressure. Sound pressure is related to sound intensity providing you know the directivity and distance to the source.
This is a nitpick of s nitpick, and SPL is often used interchangeably with the word intensity in lay documents. But if you're reading an acoustic journal article or text book and see the word intensity, just be aware that they are likely not discussing pressure level.
You won't hear it, but it will hurt like hell when your proteins start to coagulate.
Alas no great guides/articles I can recommend, though http://www.portaudio.com/ is spoken highly of interface wise and may be worth exploring as some platform independence.
[0] https://forum.mutable-instruments.net/t/new-to-coding-where-...
[0] https://webcache.googleusercontent.com/search?q=cache:dJGP5n...
IO depends on your target environment. Targets include Webaudio, VSTs, mobile, and frameworks like PortAudio.
Some environments include some packaged DSP algos. E.g. webaudio and Apple's audio frameworks both have useful "modules" you can hook together. Sound dev languages like Csound, SuperCollider, and PD are almost nothing but stock modules with some options to roll your own. Other environments like VSTs need custom DSP development, usually in C++.
Custom DSP is difficult and specialised, although you can get some way into it copy-pasting popular algos in a cookbook way without necessarily understanding how they work.
For the real thing you have to understand discrete time domain representations of various mathematical abstractions that describe signal generation (oscillators, sample players) and processing (filters, distortion, time-based effects like reverb.)
Trivial models can be fairly simple but sound very sterile. Non-trivial models sound more musical but are much harder to design. As an example, here's a complete course in digital filter design.
https://ccrma.stanford.edu/~jos/filters/
There's a similar amount to learn about reverb design, complex oscillator models, and Fourier analysis and synthesis. Even basic sampling theory isn't completely trivial.
Something quite intruiging - to me - about sound (and in particular music and speech) is that it is spread across time. At any one instant of frozen time, nothing in particular is happening with a sound - this is different to vision, where if you imagine freezing time, you get a still image. So the way sound is processed before it reaches the level of consciousness must need some kind of time buffer. So when, say, you are appreciating a drum pattern in a piece of music, your brain is processing the last few seconds of sound, noticing and highlighting the patterns and then presenting it to your consciousness as a kindof rhythmic artifact that you can appreciate and anticipate while it is still happening.
The same way vision in human sight makes very little sense without things being able to move (integration over time), hearing in the human sense seems to be the same. Recording the change in pressure over time of the surrounding air, instead of photons hitting you. But I am pretty certain that "vision" that works in "single blips" with no refresh is just as pointless as a paused audio recording for survival of an animal.
The precortical processing in the auditory system is, in general, quite intricate; we’re finding out new tricks every day. Vision is too, of course — and is like two orders slower!
Anyway you can take a "still image" of sound, you can apply a Fourier transform.
I'm often similarly intrigued / amazed / bemused that without time, we'd have no concept of sound.
I understand a 10 db increase to represent an increase by a factor of 10, and that an increase of log(2) = (~3) db was a doubling.
Loudness has to do with perception, which also has a lot to do with content. For most people (a fairly wide margin here) music sounds about twice as loud when it's +10dB.
That said, there isn't a lot of visual diagrams on radio wave propagation. If you happen to know of some great diagrams, please share.