Motion & Media
Audio & Sound
The sound side of media: mixing, loudness, and polish.
The territory
30 core terms mapped for this field, ranked by how often builders reach for them. Each one is a future entry. Want to bust one? One entry, one file, one pull request.
- LUFS (Loudness Units relative to Full Scale)perceived-loudness measurement platforms normalize playback to"how loud it should be for YouTube" · "the volume standard"
- Compressionnarrows loud-to-quiet range so everything sits even"make the quiet parts louder" · "even out the volume"
- EQ (equalization)boosting/cutting specific frequency ranges"make the voice warmer" · "less muddy, more crisp"
- Noise floorconstant background hiss/hum under a recording"the hiss underneath" · "background static level"
- Noise reduction / spectral repairremoving hum, hiss, or isolated unwanted sounds"clean up the background noise" · "get rid of the hum"
- Duckingmusic automatically dips when voice speaks"music gets quieter when someone talks" · "sidechain the background track"
- Clippingsignal exceeds ceiling, distorting harshly"it's crackly and distorted" · "went into the red"
- Gain stagingsetting levels correctly at each stage"not recording too hot" · "getting the input level right"
- Normalizationscaling audio to a target peak or loudness"make everything the same volume" · "auto-level it"
- True peak (dBTP)inter-sample peak level after conversion to analog"the real loudest moment" · "peaks that only show up after export"
- Limiterhard ceiling preventing any peak overshoot"stop it from ever getting too loud" · "the volume ceiling"
- Dynamic rangedistance between quietest and loudest content"the gap between loud and quiet" · "how much the volume jumps"
- Mixing vs. masteringbalancing elements versus final loudness/tonal polish"the final polish pass" · "making it sound finished"
- DAWmultitrack audio editing and mixing application"the audio editing program" · "software like Audition or Logic"
- Room tonerecorded silence of a space, used to patch edits"the sound of the empty room" · "silence that isn't dead silence"
- De-essertames harsh "s" and "t" sibilance in vocals"the spitty S sounds" · "hissy consonants"
- High-pass filter (low cut)removes rumble below a frequency"cut the boominess" · "get rid of low rumble"
- Plosivepopping burst from P and B sounds"the pop on P's" · "mic punches"
- Pop filter / windscreenscreen or foam blocking plosives and wind"that mesh thing in front of the mic" · "the foam ball"
- Microphone polar patterndirectional shape of what a mic picks up"cardioid mic" · "mic that only hears the front"
- Voiceover (VO)narration recorded separately from picture"the narrator track" · "person talking over the video"
- Reverbsimulated space tail after a sound"make it sound like a big room" · "echoey"
- Dry vs. wetunprocessed signal versus effected signal"with and without the effect" · "how much echo"
- Stemgrouped submix bounced separately (dialogue, music, FX)"the separate tracks" · "voice and music as separate files"
- Sound designcrafted non-musical sounds that sell an action"the whoosh and click sounds" · "sound effects for the UI"
- Bed (music bed / underscore)low-level continuous music under narration"background music behind the voiceover" · "the vibe track"
- Panning; stereo widthplacement across the left-right field"sound coming from the left" · "make it wider"
- Mono vs. stereo (mono compatibility)single-channel versus two-channel and safe collapsing"one speaker or two" · "still sounds right on a phone"
- Fade in / out and crossfadegradual level change or overlapped blend"ease the sound in" · "blend two clips smoothly"
- Bitrate and sample ratedata-per-second and samples-per-second quality settings"the quality setting on the export" · "kHz and kbps"
Deeper in the field
- Decibel (dB) logarithmic unit used to express level differences and gain
- Headroom safety margin between signal peaks and clipping
- Threshold level where a compressor, gate, or limiter begins acting
- Compression ratio how strongly levels above the threshold are reduced
- Attack and release how quickly dynamics processing engages and stops acting
- Makeup gain output gain restoring level after compression
- Integrated loudness average perceived loudness measured across the complete program
- Signal-to-noise ratio (SNR) desired signal level compared with background noise
- Frequency spectrum distribution of sound energy across low-to-high frequencies
- Transient brief onset spike giving a sound punch and definition
- Phase cancellation signal weakening caused by mismatched waveform timing
- Noise gate mutes signal below a threshold
- Dereverberation reducing recorded room echo after the fact
- Proximity effect bass boost from speaking close to mic
- Waveform visual amplitude-over-time shape of audio
- Automation programmed level, pan, or effect changes over time
- Audio bus routing that groups tracks for shared processing or control
- Bounce / render / mixdown exporting the finished mix to a file
- Lossless vs. lossy WAV/FLAC versus MP3/AAC compressed formats
- Spatial audio; binaural audio head-related processing giving 3D placement
- Foley everyday sounds performed to picture
- Ambience / atmos bed continuous environmental background sound
- UI sound / earcon short functional tone signalling an interface event
- Whoosh (transition sweep) rising swept noise covering a cut
- Riser; impact; braam building tension then a heavy hit
- Sting / bumper short branded musical punctuation
- Sync point / hit point moment audio locks to a visual beat
- Lavalier microphone vs. shotgun microphone clip-on body mic versus directional boom mic
- Double-ender separately recorded local audio for remote sessions
- Punch-in; pickup re-recording a small section to patch a flub
- Auto-transcription and text-based editing editing audio by deleting words from a transcript