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Microphones are categorized by their transducer principle (condenser, dynamic, etc.) and by their directional characteristics (omni, cardioid, etc.). Sometimes other characteristics such as diaphragm size, intended use or orientation of the principal sound input to the principal axis (end- or side-address) of the microphone are used to describe ...
Another challenge with sports sound reinforcement setups is that in many arenas and stadiums, the spectators are on all four sides of the playing field. This requires 360-degree sound coverage. This is very different from the norm with music festivals and music halls, where the musicians are on stage and the audience is seated in front of the ...
Adaptive music is music which changes in response to real-time events or user interactions, found most commonly in video games. [1] It may change in volume, arrangement , tempo , and more. Adaptive music is a staple within the role-playing game genre, often being used to change the tone and intensity of music when the player enters and leaves ...
In music, the dynamics of a piece are the variation in loudness between notes or phrases.Dynamics are indicated by specific musical notation, often in some detail.However, dynamics markings require interpretation by the performer depending on the musical context: a specific marking may correspond to a different volume between pieces or even sections of one piece.
In a condenser microphone, the diaphragm is placed in front of a plate and is charged. [2] In a dynamic microphone, the diaphragm is glued to a magnetic coil, similar to the one in a dynamic loudspeaker. (In fact, a dynamic speaker can be used as a rudimentary microphone, and vice versa.) [3]
He discovered that some molecules of air "stick" to the object. The place right next to the object was called the "boundary layer", because it was between the object (no movement of air) and the free-flowing stream of air beyond it. Two examples of different boundary mics (top) and a diagram of the elements of a boundary microphone.
Players are given the ability to create their own music from a variety of sounds, instruments or voices, typically with no goal or objective. Free form music games occupy a position somewhere between generative hybrid music games and non-game utilities dependent upon the degree to which their gameplay relies upon a driving underlying plotline.
A ready (and common) example of proximity effect can be observed with cardioid dynamic vocal microphones (though it is not limited to this class of microphone) when the vocalist is very close to or even touching the mic with their lips. The effect is heard as a 'fattening up' of the voice.