![]() Tutorial Wwise en Español - Parte I: Introducción Tutorial Wwise en Español - Parte II: Objetos y Randomización ![]() Tutorial Wwise en Español - Parte III: Game Syncs Tutorial Wwise en Español - Parte IV: Posicionamiento y Panorama Tutorial Wwise en Español - Parte V: Flujo de señal y Efectos Tutorial Wwise en Español - Parte VI: Mezcla Tutorial Wwise en Español - Parte VII: Optimizacion Reaper for Game Audio - Part I: Starting Up Reaper for Game Audio - Part II: Rendering Reaper for Game Audio - Part III: Project Scopes & Subprojects Reaper for Game Audio - Part IV: Speeding up your Workflow Learning C# Notes - Part II: Variables & Collections Learning C# Notes - Part III: Selection & Operation Statements Learning C# Notes - Part V: Delegates, Events, Actions and Funcsīrief Source Control guide for Audio Peeps Learning C# Notes - Part VI: Handy Code Operators & Shorthands Using Fmod Doppler on Unity without a rigidbody How (and how much) to charge as a game audio freelancer How to create a Scatterer Instrument in Wwise Now, let's look at the previous Pascals table, but adding now the corresponding decibel values: That's an elegant system right there. I'm starting to dig decibels. Even better, if we measure sounds that are below our ear's threshold the resulting number will be negative, indicating not only that the sound would be imperceptible for us but also saying by how much. If we do this, 0dB would be the very minimal pressure our ears can detect and after that, the numbers would go up in a comfortable scale as we go up in intensity. So, what could we use as a reference level to measure the loudness of sound waves on the air? If you have a look at the table above, you'll notice a very good candidate: the human threshold of hearing. This is starting to sound an awful lot like our previous definition of a decibel! We are getting somewhere. A better way of doing this, could be to compare our measured value to a reference value and get the ratio between the two. Moreover, maybe measuring just naked Pascals doesn't seem like a very useful thing to do when our goal is to just get an idea of how loud stuff is. To me, that sounds like a job for an logarithmic unit. If our goal is to create a system that measures sound loudness, one of the key things we need is that the unit we use can comfortably cover a large range of values. Several orders of magnitude, actually. Unless you love counting zeros, that doesn't look very convenient, does it? Note how using Pascals is not very confortable with quiet sounds while mPa (a thousandth of a Pascal) doesn't work very well with loud ones. OK, with those three properties in mind, let's sum up what a decibel is. Some examples are electronics, video or optics. Decibels are used in all sort of industries, not only audio. ![]() These properties can be related to audio (like air pressure or voltage) or they may have little or nothing to do with audio (like light or reflectivity on a radar). 20% percent of what? 20dB respect to what? So, what kind of reference value could we use? This brings me to the third reason: 3: A Versatile UnitĪlthough most people associate decibels with sound, they can be used to measure ratios of values of any physical property. Just saying 20dB is incomplete in the same way that just saying 20% is incomplete. We need to specify the reference value we are using. In other words, they are a comparative unit. This is the second reason why decibels are odd, let me elaborate:ĭecibels are really the ratio between a certain measured value and a reference value. Well, is not that simple. When we say something is 65dB, we are not just making a direct measurement, we are always comparing two values. Great, so we have now an easy to use scale to measure anything from a whisper to a jet engine, we just need to stick our sound level meter out of the window and check the number. So the take away here is that we use a logarithmic scale for convenience and because it gives us a more accurate model of nature. ![]()
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