Understanding Audio Effects
There are lots of different types of audio FX and many variations within those types.
For example, there lots of different types of delay: ping pong delay, tape delay, granular delay,
modulated delay, filtered delay, tap delay.
There is no standardisation for effect names and so different hardware and software tools
sometimes (unhelpfully) use different terminology to describe the same FX.
For example, a delay could also be called ‘echo’ and reverb called ‘room’ or ‘space’.
Effects will normally be self-explanatory providing your aware of some basic terminology.
Here are some terms your likely to come across in Integra Live alphabetised for easy
referencing.
Useful Terms
Modulate Automatically control/change a parameter over time.
(Usually according to a given pattern).
Phase The relationship in time between multiple audio signals.
Core FX Types
Cabinet Emulates the sound of a rotary cabinet.
Chorus Causes phasing in the signal by combining it with a delayed version of itself.
Compressor Reduces the dynamic range (volume range) of a signal.
Delay Adds repetitions of a signal after the original. (Echo in a cave).
Distortion Adds dirt and grit to a sound by ‘damaging’ the audio signal.
Envelope Used to shape the dynamic quality of sound. E.g. make the attack slower.
Equalizer Change the volume of specific audio frequencies.
(EQ) Used to shape the tone of a sound.
Filter Removes part of the frequency spectrum from an audio signal.
Flanger Similar to a chorus except the delay time is modulated by an LFO. Makes a
characteristic ‘whooshing’ sound.
Freeze Freezes the sound to create a drone.
Harmoniser Adds multiple pitch shifted versions of the original signal to create harmony.
Limiter An extreme form of compression. Most often used to make finished tracks
sound louder.
Mixer Allows you to control and balance the volume of incoming audio signals.
Phaser Similar sound to a flanger. Combines phasing with filters.
Pitch Shifter Changes the pitch of a sound.
Reverb Emulates the sound of a space or ambience.
Ring Multiplies the audio signal with a synthesised wave. Makes a ‘bell-like’ sound.
Modulator
Tremolo Modulates the amplitude (volume) of a signal.
Vibrato Modulates the frequency (pitch) of a signal.
FX Sub-categories (FX variations)
Algorithmic A type of reverb that simulates spaces using an algorithm.
(Reverb)
Band Pass A type of filter that only lets frequencies within a set range pass through.
(Filter)
Clipping A type of distortion caused by preventing a wave from going above a certain
volume (threshold). I.e. the crunchy sound you get when a signal is too loud
for your speakers to handle.
Convolution A type of reverb that emulates a real world space by analysing an audio
(Reverb) recording.
Fuzz An extreme form of clip distortion.
Gate or An effect that only lets audio signals above a certain volume pass through.
Gated (A gated reverb only allows the loudest part of the reverb through).
Granular An effect that uses tiny ‘grains’ of audio to generate a sound. These FX
normally have many options to control the grains themselves.
High Pass A type of filter that only lets high frequency signals pass through.
(Filter)
Low Pass A type of filter that only lets low frequency signals pass through.
(Filter)
Modulated An effect where a parameter is automatically changed over time.
Multi Band An effect which processes different parts of the frequency spectrum
separately.
Resonant An effect that make a specific part of the frequency spectrum louder.
(A Resonant Filter amplifies the unfiltered part of the signal).
Spectral An effect that uses spectral analysis/manipulation. (Vague inconsistent usage).
Stereo The effect will process the left and right channels separately.
Tape An effect which also emulates the sound or functionality of analogue tape.
Common FX Control Parameters
Attack The time it takes for an instrument/signal to sound.
Drums have a short attack. Violins have a long attack.
Bypass Normally a button. Turns off an effect.
Channel The individual audio output which a sound is being sent to. Usually channels
1-2 are your main speakers. This is more useful if your using a surround sound
system.
Cutoff The frequency above or below which a filter will lets frequencies pass
through.
Decay Controls how long it takes for a reverb or delay to fade out to silence.
Depth The strength of an effect. (It’s more complex than that).
Drive Controls the amount of distortion.
Dry/Wet The balance of the original signal (dry) to the processed signal (wet).
Feedback Some FX send the processed signal back through the effect to create a
feedback loop. ‘Feedback’ controls the volume of the sound that is
reprocessed. Generally, the higher the feedback the more intense your effect
will be.
Frequency Pitch or the rate at which something happens.
Gain Volume control.
LFO (Low If an effect uses modulation, the automated parameter will usually be
Frequency controlled by an LFO. The LFO’s frequency will change the speed of the
Oscillator) modulation.
Q Controls the width of an EQ or filter band (effected range). The higher the Q
the narrower the band.
<--- Q
Release The time it takes for a sound to fade out.
Threshold Controls the volume at which the effect activates.