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