Q – T

Q

Quadraphonic

Quadraphonic refers to a four-channel sound system that uses four separate speakers placed around the listener to create a more immersive, 360-degree listening experience. It was an early form of surround sound developed in the 1970s for music and home audio systems. 

Quantise

Quantise is the process of adjusting the timing of recorded notes or beats to align precisely with a defined rhythmic grid. It is commonly used in digital music production to correct timing errors and tighten the groove of a performance. 

Quantization

Quantization is the process of converting a continuous range of amplitude values from an analog signal into a finite set of discrete digital values during analog-to-digital conversion. This step introduces a small amount of error, known as quantization noise, which can affect the accuracy of the digital representation. 

Quantization Noise

Quantization noise is the distortion or error introduced when an analog signal is converted into a digital signal, caused by the rounding of continuous amplitude values to the nearest discrete digital step. This noise is typically higher at lower bit depths and can affect the clarity and fidelity of the audio signal. 

R

Rack Ears

Rack ears are metal brackets that allow audio equipment, such as amplifiers or processors, to be mounted securely in a standard 19-inch equipment rack. They help organize and support gear in professional audio setups, ensuring proper ventilation and accessibility. 

Rack-Mounted

Rack-mounted refers to equipment designed to be installed in a 19-inch standard rack, providing a neat, organized way to store and access audio gear. This setup is commonly used in professional audio environments, such as studios and live sound systems, to save space and improve workflow. 

Rack

A rack is a standardized frame or enclosure used to house and organize multiple pieces of audio equipment, such as mixers, processors, and amplifiers. It allows for efficient storage, easy access, and better cable management in professional audio environments. 

Rack Mount

Rack mount refers to the design feature that allows audio equipment to be installed in a standard 19-inch equipment rack using specific mounting brackets or rails. This setup provides a streamlined and space-efficient way to manage and access multiple audio devices in professional environments. 

Radiation

Radiation refers to the emission of sound waves from a source, such as a speaker, into the surrounding environment. It describes how the sound energy spreads and propagates through the air, impacting the overall acoustic characteristics of a space. 

Radiation Pattern

A radiation pattern refers to the way in which sound waves are emitted and distributed from a sound source, such as a speaker or microphone. It describes the directionality of the sound, determining how the audio is projected across a space, whether omnidirectional, unidirectional, or directional. 

Ramp Wave

A ramp wave is a type of waveform that linearly increases or decreases in amplitude over time, creating a saw-like shape. It is commonly used in synthesis for its sharp, bright sound rich in harmonics. 

Random Access Memory

Random Access Memory (RAM) refers to the temporary storage used by digital audio workstations (DAWs) and other audio software to quickly access and process data in real time. It plays a crucial role in handling tasks like loading samples, running virtual instruments, and managing multiple audio tracks smoothly during production. 

Rarefaction

Rarefaction is the phase of a sound wave where air molecules are spread apart, creating a region of lower pressure. It occurs in alternating cycles with compression, allowing sound waves to travel through a medium like air. 

Rated Load Impedance

Rated load impedance refers to the specific electrical resistance, measured in ohms, that an audio device like an amplifier is designed to work with for optimal performance. Matching the amplifier’s output with the correct speaker impedance ensures efficient power transfer and prevents damage to the equipment. 

Rear Lobe

A rear lobe refers to a secondary pickup or radiation area located behind a directional microphone or speaker. It indicates sensitivity or sound projection in the opposite direction of the main focus, which can affect isolation and feedback control. 

Record Head

A record head is a component of a tape recorder that converts electrical audio signals into magnetic patterns on a tape. It plays a crucial role in the analog recording process by imprinting the sound onto the magnetic surface for later playback. 

Record Level

Record level refers to the strength or amplitude of the audio signal being captured by a recording device. It determines how loud or soft the recorded sound will be and must be set properly to avoid distortion (too high) or excessive noise (too low). 

Record Monitor

Record monitor refers to the ability to listen to the input signal through speakers or headphones while recording. It allows performers or engineers to hear what’s being captured in real time, helping with performance and level adjustments. 

Recording Bus

A recording bus is a signal path that routes audio from multiple sources to a designated recording track or destination. It allows for the combination and control of multiple inputs before they are recorded as a single track. 

Reel

A reel refers to the spool that holds magnetic tape used in analog tape recorders. It allows the tape to move smoothly across the playback and recording heads during recording or playback sessions. 

Reference Level

Reference level is a standardized signal level used as a benchmark for calibrating audio equipment and ensuring consistent volume across systems. It helps maintain uniformity in mixing, mastering, and playback by providing a fixed point of comparison. 

Reference Tone

A reference tone is a consistent test signal, usually a sine wave at a specific frequency and level, used to calibrate audio equipment. It ensures proper alignment of levels across devices and helps maintain audio consistency during recording or broadcasting. 

Reflected Sound

Reflected sound is the portion of sound that bounces off surfaces such as walls, ceilings, and floors before reaching the listener. It contributes to the acoustic characteristics of a space, affecting clarity, depth, and reverberation. 

Reflection

Reflection is the return of sound waves after they strike a surface like a wall or ceiling. These reflections influence how sound is perceived in a space, impacting its acoustics and the listener’s sense of space and depth. 

Refraction

Refraction is the bending of sound waves as they pass through mediums with different densities or temperatures. This change in direction can affect how sound travels over distance, often altering its speed and perceived location. 

Regulated Power Supply

A regulated power supply provides a constant and stable voltage to audio equipment, regardless of fluctuations in input power or load. This ensures reliable performance and minimizes noise or distortion caused by power inconsistencies. 

Relay

A relay is an electrically operated switch used to control the flow of audio signals or power in a system. It helps isolate different parts of the system or protect components by allowing or cutting off signals based on certain conditions. 

Release

Release refers to the time it takes for a sound to fade or decrease in volume after the input signal falls below a certain threshold, typically in dynamic processors like compressors. It determines how quickly or slowly the effect is removed, influencing the smoothness and naturalness of the audio’s transition. 

Residual Magnetization

Residual magnetization refers to the leftover magnetic field in a tape or recording medium after the signal has been recorded. It can lead to unwanted noise or distortion, as the magnetic material may retain traces of previous recordings, affecting the quality of new ones. 

Residual Noise

Residual noise refers to the unwanted background noise that remains in a recording or playback system even when no intended signal is present. It is typically caused by electronic components, environmental factors, or imperfections in the recording medium, and can affect the clarity and quality of the audio. 

Resistance

Resistance refers to the opposition to the flow of electrical current within an audio circuit, typically measured in ohms. It influences how electrical signals are transmitted through components like speakers, cables, and amplifiers, affecting sound quality and power handling. 

Resistor

A resistor is an electronic component that limits or controls the flow of electrical current within a circuit. It is used to adjust signal levels, manage power distribution, and protect sensitive components from excessive current. 

Resonance

Resonance refers to the tendency of a system, such as a speaker or musical instrument, to amplify certain frequencies when they match its natural frequency. This effect can enhance or distort the sound, depending on the environment and the specific characteristics of the system. 

Resonant Frequency

Resonant Frequency in audio refers to the natural frequency at which an object or system vibrates with maximum amplitude when stimulated. At this frequency, even small periodic forces can produce large oscillations due to the efficient transfer of energy.

Resonate

To resonate in audio means to produce or amplify sound through sympathetic vibrations in another object or medium. When an object resonates, it vibrates at its natural frequency in response to external sound waves, enhancing certain frequencies.

Reverb

Reverb (reverberation) is the persistence of sound after the original sound source has stopped, caused by reflections off surfaces in an environment. It creates a sense of space and depth, simulating how sound behaves in different acoustic settings like rooms, halls, or chambers.

Reverb Time

Reverb time, also known as RT60, is the time it takes for reverberated sound to decay by 60 decibels after the original sound source has stopped. It is a key measure of a room’s acoustics, indicating how long sound lingers in the space.

Reverberant Field

The reverberant field in audio refers to the area within a space where reflected sound waves dominate over direct sound from the source. In this zone, the sound energy is evenly distributed due to multiple reflections, creating a diffuse and sustained acoustic environment.

Reverberation

Reverberation in audio is the collection of reflected sound waves that continue to bounce around a space after the original sound source has stopped. It adds fullness and depth to the sound, influencing how we perceive the size and characteristics of a room or environment.

Reverberation Time

Reverberation time is the duration it takes for sound to decay by 60 decibels after the source has stopped emitting. It is a key indicator of a room’s acoustic properties, affecting clarity, warmth, and overall sound quality.

Reverberation Chamber

A reverberation chamber is a specially designed room with highly reflective surfaces used to create a diffuse and sustained sound field. It is commonly used for acoustic testing, such as measuring sound absorption, transmission loss, and equipment performance in reverberant conditions.

RF Interference

RF interference (Radio Frequency interference) in audio refers to unwanted noise or distortion caused by radio frequency signals disrupting audio equipment. It often results from nearby transmitters, wireless devices, or poor shielding, and can affect sound clarity and quality.

RF Signals

RF signals (Radio Frequency signals) in audio refer to electromagnetic waves used to transmit audio information wirelessly, such as in microphones, transmitters, and receivers. These signals operate within specific frequency ranges and must be carefully managed to avoid interference and maintain clear audio transmission.

Rhythm

Rhythm in audio refers to the pattern of sounds and silences in time, forming the temporal structure of music. It involves elements like beat, tempo, and accent, creating a foundation for musical expression and movement.

Rythm Section

The rhythm section in audio refers to the group of instruments in a musical ensemble that provide the foundational beat, tempo, and harmonic structure. Typically consisting of drums, bass, and sometimes keyboard or guitar, it drives the groove and supports the melody and harmony.

Ribbon Microphone

A ribbon microphone is a type of microphone that uses a thin metal ribbon suspended in a magnetic field to capture sound. Known for its smooth, natural sound reproduction, it is often used in studio settings for capturing vocals and instruments, especially for its warm and vintage character.

Riff

A riff in audio refers to a repeated, catchy sequence of notes or chords, typically played on guitar or another instrument, that forms a key part of a song’s structure. It serves as a recognizable musical motif that often drives the energy and identity of a track.

Ring Modulator

A ring modulator in audio is an effect that combines two audio signals, typically through multiplication, creating new frequencies that are the sum and difference of the original signals. It is often used for creating metallic, dissonant, or robotic sounds in music and sound design.

Rise Time

Rise time in audio refers to the amount of time it takes for a sound signal to increase from silence to its peak amplitude. It is an important factor in shaping the attack of sounds, affecting how quickly a sound reaches its full intensity after being triggered.

RMS Meter

An RMS meter in audio measures the root mean square (RMS) value of an audio signal, which represents its average power level over time. It provides a more accurate representation of perceived loudness compared to peak meters, as it accounts for the signal’s overall energy rather than just its maximum level.

Roll-Off

Roll-off in audio refers to the gradual decrease in amplitude of a signal at the extremes of its frequency range, either at the low end (bass roll-off) or high end (treble roll-off). It is often used in filters to reduce unwanted frequencies and shape the overall tonal balance of a sound.

Room Equalization

Room equalization in audio involves adjusting the frequency response of a room’s sound system to compensate for acoustic anomalies like standing waves, reflections, or absorption. It helps optimize sound clarity and balance by tailoring the output to the specific acoustics of the room.

Room Sound

Room sound in audio refers to the unique acoustic characteristics and reverberation of a space that influence how sound behaves within it. These factors, such as reflections, absorption, and diffusion, contribute to the overall tonal quality and atmosphere of the sound within the room.

Room Tone

Room tone in audio refers to the natural ambient sound present in a space when no deliberate noise is occurring, often including subtle noises like air conditioning or distant traffic. It is commonly recorded during film or video production to match the environmental sound when editing, ensuring seamless audio continuity.

Root Mean Square

Root Mean Square (RMS) in audio is a mathematical measure of the average power or energy of an audio signal, calculated by squaring the amplitude of the signal, averaging it, and then taking the square root. It provides a more accurate representation of perceived loudness compared to peak levels, as it accounts for the signal’s overall energy over time.

Rotating Head

A rotating head in audio refers to a mechanism used in analog tape recorders, such as those in reel-to-reel or video tape machines, where the recording and playback heads rotate at a constant speed. This design allows for high-quality, continuous recording and playback of audio by enabling multiple tracks to be recorded on the tape without interruption.

Rumble

Rumble in audio refers to low-frequency noise, typically below 20 Hz, that can be caused by mechanical vibrations, such as from turntables, motors, or poor isolation. It often manifests as an unwanted hum or deep vibration in recordings, especially noticeable in vinyl records or poorly shielded audio equipment.

S

Sample

A sample in audio refers to a digital representation of an analog sound wave, captured at a specific moment in time and converted into a numerical value. It forms the basic unit of digital audio, allowing sounds to be recorded, stored, and manipulated in music production and sound design.

Sample and Hold

Sample and hold in audio is a process where an analog signal is sampled at regular intervals, and the sampled value is held constant until the next sample is taken. This technique is commonly used in synthesizers and audio processing to create stepped waveforms or to capture and freeze an audio signal’s value for manipulation.

Sample Rate

Sample rate in audio refers to the number of samples of an audio signal captured per second during the recording process, typically measured in Hertz (Hz). A higher sample rate results in more detailed and accurate representations of the original sound, with common rates being 44.1 kHz for CDs and 48 kHz for professional video audio.

Sample Rate Conversion

Sample rate conversion in audio refers to the process of changing the sample rate of a digital audio signal, either increasing or decreasing it, to match the requirements of different systems or formats. This process is typically performed using algorithms that interpolate or decimate the signal to preserve the quality of the original sound while adjusting its timing.

Sampler

A sampler in audio is an electronic instrument or software that records, stores, and manipulates audio samples for use in music production or sound design. It allows users to trigger, modify, and layer these samples to create complex sounds, often enabling the playback of real-world or synthesized audio at different pitches and tempos.

Saturation

Saturation in audio refers to the warm, harmonic distortion that occurs when an audio signal exceeds a certain level, often due to analog tape, tubes, or overdriven digital processes. It adds richness and character to the sound by introducing subtle compression and harmonics, enhancing the overall tonal quality and presence of the audio.

Sawtooth Wave

A sawtooth wave in audio is a type of periodic waveform characterized by a sharp rise in amplitude followed by a rapid drop, resembling the teeth of a saw. It is rich in harmonics and commonly used in synthesizers to create bright, edgy sounds, often serving as the foundation for many electronic music tones.

Scratch

Scratch in audio refers to a DJ technique where the record is manually moved back and forth on a turntable to create rhythmic, percussive sounds. It is commonly used in hip-hop and electronic music to add creative, dynamic textures and effects to a track.

Scrubbing

Scrubbing in audio refers to the technique of manually moving a sound recording back and forth in small increments, typically during editing, to precisely locate specific points or listen to a segment in detail. It is commonly used in digital audio workstations (DAWs) or tape editing to find and adjust transitions, edits, or specific moments in a track.

Second Engineer

A second engineer in audio is an assistant to the primary audio engineer, responsible for tasks such as setting up equipment, managing session logistics, and maintaining audio quality during recordings. They support the lead engineer by handling technical duties and ensuring the smooth operation of the recording process.

Sensitivity

Sensitivity in audio refers to the ability of a microphone or speaker to convert sound into an electrical signal or vice versa, typically measured in decibels (dB). Higher sensitivity means the device can capture or produce louder sounds with less power, making it more efficient in both capturing quiet sounds or delivering strong output.

Sequence

A sequence in audio refers to a series of musical events or MIDI data arranged in a specific order, often representing a section of a composition. It is used in music production to create patterns, loops, or entire tracks, allowing for precise control over timing and arrangement.

Sequencer

A sequencer in audio is a device or software that records, arranges, and plays back a series of musical notes, events, or MIDI data in a specific order. It allows musicians and producers to create, edit, and manipulate complex compositions and patterns with precise timing and synchronization.

Serial Data

Serial data in audio refers to the transmission of audio information in a sequential, one-bit-at-a-time format over a single communication channel. This method is commonly used in digital audio systems, such as in serial audio interfaces or communication protocols like S/PDIF, where data is sent in a continuous stream rather than in parallel.

Series Connection

A series connection refers to linking components end-to-end so that the same electrical current flows through each device in sequence. This configuration is often used with speakers or resistors, but it can affect overall impedance and signal distribution in the circuit.

Set Up

Set up refers to the process of arranging and connecting audio equipment, such as microphones, mixers, speakers, and cables, to prepare for a recording or live performance. It involves positioning gear, checking signal flow, and ensuring all components function correctly for optimal sound quality.

Shelf

A shelf in audio refers to a type of equalization (EQ) filter that boosts or cuts all frequencies above (high shelf) or below (low shelf) a certain cutoff point. It creates a flat adjustment across a wide frequency range, often used to subtly enhance or reduce bass or treble in a mix.

Shelf Filter

A shelf filter in audio is an equalization tool that boosts or attenuates frequencies above (high shelf) or below (low shelf) a specified cutoff frequency while leaving the rest of the spectrum relatively unchanged. It is commonly used to adjust the overall brightness or warmth of a sound by altering high or low frequency content.

Shelf Equalizer

A shelf equalizer is a type of EQ that increases or decreases the level of all frequencies above (high shelf) or below (low shelf) a selected cutoff point. It is commonly used to shape the tonal balance of a sound, such as adding brightness by boosting highs or reducing muddiness by cutting lows.

Shield

A shield in audio refers to a protective layer, usually made of conductive material, that surrounds audio cables or components to block electromagnetic and radio frequency interference (EMI/RFI). This shielding helps maintain signal integrity by preventing unwanted noise from entering the audio signal path.

Shielded Cable

A shielded cable is a type of cable that includes a conductive shielding layer around its internal wires to protect against electromagnetic and radio frequency interference (EMI/RFI). This shielding helps ensure clean audio signal transmission by minimizing noise and external interference, making it essential in professional audio setups.

Shock Mount

A shock mount in audio is a suspension device used to isolate a microphone from physical vibrations, handling noise, and mechanical interference. It helps maintain clean recordings by preventing unwanted low-frequency rumble or thumps caused by movement or contact with mic stands and other surfaces.

Short Circuit

A short circuit in audio occurs when an unintended low-resistance connection forms between two points in an electrical circuit, allowing excessive current to flow. This can cause equipment malfunction, signal loss, or even damage to audio gear if not properly protected or addressed.

Short Delay

A short delay in audio refers to a delay effect with a very brief time interval, typically ranging from 1 to 100 milliseconds, between the original sound and its repeated signal. It is often used to create effects like doubling, slapback echo, or to add subtle depth and spatial enhancement to a sound.

Shortest Path

The shortest path in audio refers to the most direct signal route between a sound source and its destination, minimizing signal loss or distortion. In audio systems, achieving the shortest path helps maintain the integrity of the sound and reduces the chances of interference or degradation.

Shotgun Microphone

A shotgun microphone is a highly directional microphone designed to capture sound from a specific source while rejecting off-axis noise. Its narrow pickup pattern, resembling a “shotgun” shape, allows it to focus on distant sounds, making it ideal for film, television, and field recording applications.

Sibilance

Sibilance in audio refers to the high-frequency sounds produced by “s,” “sh,” and similar consonants in speech, which can sometimes be harsh or exaggerated. In recording and mixing, excessive sibilance is often controlled using de-essing techniques to prevent it from becoming too prominent or distracting in the final mix.

Sidechain

Sidechain in audio refers to a technique where the signal of one audio track is used to control the processing of another track, commonly for dynamic effects like compression. It is often used in music production to create rhythmic pumping effects, such as lowering the volume of a bassline in response to a kick drum’s signal.

Signal

A signal in audio refers to an electrical representation of sound that can be transmitted, processed, and manipulated by audio equipment. It can be either analog or digital and carries the information necessary for producing, recording, or reproducing sound in various audio systems.

Signal Flow

Signal flow in audio refers to the path that an audio signal takes through various components of a sound system, from the source to the output. It includes all devices and processes involved, such as microphones, mixers, amplifiers, and speakers, and is crucial for maintaining sound quality and functionality in both live and studio settings.

Signal Processing

Signal processing refers to the manipulation of an audio signal to modify its characteristics, such as volume, pitch, tone, or effects. It involves techniques like equalization, compression, reverb, and filtering to enhance or shape the sound for various applications, from music production to broadcast.

Signal-To-Noise Ratio

Signal-to-noise ratio (SNR) in audio refers to the ratio between the level of the desired audio signal and the background noise or unwanted sound. A higher SNR indicates a cleaner, more accurate sound, with less interference from noise, making it an important factor in both recording and playback quality.

Sine Wave

A sine wave is a smooth, continuous waveform that oscillates at a single, constant frequency without harmonics or overtones. It is the simplest type of sound wave and is often used in sound synthesis and testing due to its pure tone and predictable behavior.

Slap Echo

Slap echo in audio refers to a distinct, short delay of a sound that creates a quick, echo-like repetition, typically occurring when sound bounces off a nearby surface. It is commonly heard in small spaces or environments with hard, reflective surfaces and can add a sense of depth or rhythmic texture to a recording.

Slope

Slope in audio refers to the rate at which a filter, such as a low-pass or high-pass filter, attenuates frequencies beyond a certain cutoff point. It is typically measured in decibels per octave (dB/octave) and determines how steeply the filter reduces the signal as frequencies move away from the cutoff.

Soft Knee

A soft knee in audio refers to a gradual, less abrupt transition in a compressor’s threshold curve, where compression begins subtly as the signal approaches the threshold. This results in a smoother, more natural sound compared to a hard knee, which applies compression immediately once the threshold is exceeded.

Song Position Pointer

The Song Position Pointer (SPP) in audio refers to a marker used in digital audio workstations (DAWs) and sequencers to indicate the current position within a song or track during playback or recording. It allows for precise navigation, synchronization, and control over the timing of events within a project, such as triggering loops or automation.

Sound Blanket

A sound blanket in audio is a thick, absorbent material used to dampen or isolate sound, typically placed around noisy equipment or in recording spaces to control acoustics. It helps reduce noise leakage, prevent reflections, and create a more controlled environment for recording or soundproofing.

Sound Effects

Sound effects in audio refer to artificially created or enhanced sounds used to complement or enhance multimedia content, such as films, video games, or music. They are often designed to mimic real-world sounds or create unique, imaginative audio elements to evoke specific emotions or reactions from the audience.

Sound Module

A sound module is an electronic device or software that generates or stores pre-recorded sounds, often used in music production or live performances. It can produce various instrument sounds, effects, or loops, and is typically controlled via MIDI or other digital protocols.

Sound Pressure Level

Sound Pressure Level (SPL) in audio is a measure of the pressure variation in a sound wave, expressed in decibels (dB). It quantifies the loudness of a sound, with higher SPL values indicating louder sounds and lower values indicating quieter sounds, relative to a reference pressure.

Sound Reinforcement

Sound reinforcement refers to the use of audio equipment, such as microphones, amplifiers, and speakers, to amplify and distribute sound in a way that ensures it reaches a large audience clearly. It is commonly used in live events, concerts, and public speaking engagements to enhance sound quality and volume in various acoustic environments.

Sound Source

A sound source refers to the origin of a sound, whether it’s a musical instrument, a human voice, or an environmental noise, that generates vibrations in the air. These vibrations are then captured by microphones or other recording devices to be processed, mixed, and played back through speakers or headphones.

Sound Wave

A sound wave is a vibration that travels through a medium, such as air, water, or solids, creating fluctuations in pressure that can be perceived as sound. These waves are characterized by properties like frequency, amplitude, and wavelength, which determine the pitch, volume, and timbre of the sound we hear.

Soundproofing

Soundproofing refers to the process of reducing or eliminating the transmission of sound between spaces, typically through the use of materials that absorb or block sound waves. It is commonly applied in recording studios, home theaters, or noisy environments to create quieter, more controlled acoustics and prevent sound leakage.

Spaced Pair

A spaced pair refers to a stereo microphone setup where two microphones are placed apart from each other, usually at a distance, to capture a natural and wide stereo image. This technique aims to replicate the spatial characteristics of the sound source, often providing a sense of depth and a more immersive listening experience.

Speaker

A speaker is an electroacoustic device that converts electrical audio signals into sound by vibrating a diaphragm to create pressure waves in the air. It is commonly used in various audio systems, including home entertainment, professional sound systems, and personal devices, to reproduce music, speech, and other sound content.

Speed of Sound

The speed of sound refers to the rate at which sound waves travel through a medium, typically around 343 meters per second in air at room temperature. This speed can vary depending on factors like temperature, humidity, and the density of the medium through which the sound is traveling.

Spring Reverb

Spring reverb in audio is an effect that simulates the reverberation of sound by sending an audio signal through a spring or coil, which vibrates to create a natural echo. It is commonly used in music production and guitar amplifiers, known for its distinctive, metallic sound and characteristic “boing” effect.

Square Wave

A square wave in audio is a waveform characterized by abrupt transitions between high and low amplitudes, creating a signal with a very rich harmonic content. It is often used in synthesizers and electronic music for its sharp, edgy sound, and is commonly associated with bold, buzzy tones.

Stage Monitor

A stage monitor in audio refers to a speaker system placed on stage to allow performers to hear themselves and other elements of the mix during live performances. It helps musicians, vocalists, and other performers stay in tune and in time by providing a clear, real-time audio feed of the show.

Standard Operating Level

Standard operating level refers to the nominal reference level at which audio equipment is designed to operate for optimal performance. It helps ensure consistency and compatibility across different audio devices and systems, typically set around 0 dBu or +4 dBu for professional equipment.

Standing Wave

A standing wave in audio occurs when sound waves reflect back and forth within a confined space, such as a room, and interfere with each other, creating areas of constructive and destructive interference. This results in certain frequencies becoming amplified or cancelled out, leading to problematic acoustic issues like bass build-up or dead spots in the listening environment.

Step Mode

Step mode refers to a mode in digital audio workstations (DAWs) or sequencers where events, such as notes or effects, are placed in discrete, quantized steps rather than free-form timing. This approach allows for precise control over the arrangement and rhythm of a track, often used in programming drum patterns or sequencer-based compositions.

Stereo

Stereo refers to a sound reproduction system that uses two independent audio channels, typically left and right, to create a sense of space and depth in the sound. It allows for a more immersive listening experience by simulating the way we naturally perceive sound from different directions.

Stereo Image

Stereo image refers to the perceived spatial placement of sound elements within the left and right channels of a stereo sound field. It allows listeners to distinguish the direction and width of sounds, creating a sense of depth and dimension in a mix.

Stereo Micing

Stereo micing refers to the technique of using two or more microphones to capture a sound source in a way that preserves its spatial characteristics, creating a stereo effect. This method helps reproduce a more natural, immersive sound, with common techniques including spaced pair, XY, and mid-side micing.

Subgroup

A subgroup refers to a collection of individual audio channels that are routed together to a single fader or control in a mixer. This allows for collective control of multiple tracks, such as drum kit elements or backing vocals, simplifying the mixing process and providing a unified level control.

Submaster

A submaster in audio refers to a secondary fader or control used to manage a group of audio channels, allowing for collective adjustments of multiple tracks without affecting the main mix. It is commonly used in live sound or recording environments to control a specific subset of channels, such as vocals or instruments, for easier overall balance.

Subtractive Synthesis

Subtractive synthesis in audio is a sound creation method where complex waveforms are filtered to remove certain frequencies, shaping the sound by subtracting harmonics from a rich source. This technique is commonly used in analog synthesizers, where oscillators generate the initial sound, and filters are used to carve out the desired timbre.

Subwoofer

A subwoofer in audio is a specialized speaker designed to reproduce low-frequency sounds, typically below 100 Hz, that are often felt more than heard. It is commonly used in home theater systems, music production, and live sound to enhance bass response and provide a fuller, more immersive listening experience.

Sub-bass

Sub-bass in audio refers to the very low-frequency range of sound, typically between 20 Hz and 60 Hz, that is felt more than heard. It is often used in electronic music, sound design, and film soundtracks to add depth and physical impact to the audio experience.

Subharmonic

A subharmonic refers to a frequency that is a fraction of a fundamental frequency, typically an integer division of the original pitch. Subharmonics are often used creatively in sound design and music production to add depth or richness, especially in bass sounds.

Sum

Sum in audio refers to the process of combining multiple audio signals into a single output, typically achieved through a mixer or DAW. This allows for a cohesive mix, where various tracks or elements, like vocals and instruments, are blended together to form a complete sound.

Summing

Summing in audio refers to the process of combining multiple individual audio tracks or signals into a single stereo or multi-channel output. This is typically done using a mixing console or digital audio workstation (DAW) to create a final mix that balances all elements of a song or sound production.

Surge

A surge refers to a sudden, temporary increase in the audio signal’s amplitude or power, often caused by electrical fluctuations or spikes in the system. It can lead to distortion, signal clipping, or even damage to audio equipment if not properly controlled or managed.

Super-Cardioid Pattern

A super-cardioid pattern in audio refers to a microphone polar pattern that is more directional than the standard cardioid, with a narrow front pickup area and a small lobe of sensitivity at the rear. This pattern helps isolate sound from the front while rejecting noise from the sides and rear, making it ideal for situations requiring focused capture, like live sound or stage performances.

Surround Sound

Surround sound refers to a multi-channel sound reproduction system that uses multiple speakers placed around the listener to create a more immersive and three-dimensional listening experience. It is commonly used in home theater setups, film production, and gaming to simulate the way we naturally perceive sound from different directions.

Sustain

Sustain refers to the duration of time a sound continues after the initial attack, particularly in musical instruments or synthesized sounds. It is often used to describe how long a note or sound is held or maintained before fading out, and is a key element in shaping the overall character and expression of a sound.

Sweet Spot

The sweet spot in audio refers to the optimal listening position where sound from speakers is heard with the most accurate stereo image, balance, and clarity. It is typically located at an equal distance from both speakers, forming an equilateral triangle, and is crucial for critical listening and mixing.

Switch

A switch in audio is a device or control used to open or close an electrical circuit, allowing the user to turn audio signals or equipment on or off, or to route signals between different paths. Switches are commonly found on mixers, audio interfaces, and other gear to control functions like power, input selection, or mute.

Switchable Pattern Microphone

A switchable pattern microphone in audio is a microphone that allows the user to change its polar pickup pattern, such as cardioid, omnidirectional, or figure-8, to suit different recording needs. This versatility makes it ideal for various recording environments, offering greater control over how sound is captured from different directions.

Sync

Sync refers to the process of aligning timing between multiple audio or video devices so they operate in perfect coordination. It ensures that elements like tracks, instruments, or video and sound stay in time with each other during recording, playback, or live performance.

Sync Pop

A sync pop in audio is a short, sharp sound used as a timing reference point to help synchronize audio with video or other media during editing. It typically occurs exactly one second before the start of a program or scene and aids in aligning separate audio and visual tracks accurately.

Synthesizer

A synthesizer is an electronic instrument that generates and manipulates sound using various methods such as subtractive, additive, or frequency modulation synthesis. It is widely used in music production to create a vast range of tones, from realistic instrument emulations to entirely new, experimental sounds.

System Exclusive

System Exclusive (SysEx) in audio refers to a type of MIDI message that allows for the transmission of data specific to a particular device, such as synthesizer settings or patch data. These messages enable deep control and customization of MIDI-compatible equipment by sending non-standardized information unique to each manufacturer.