Digital audio effects are mainly used by composers, performers and sound engineers, but they are generally described from the standpoint of the DSP engineers who designed them. Therefore, their classification and documentation, both in software documentation and textbooks, rely on the underlying techniques and technologies. If we observe what happens in different communities, there exist other classification schemes that are commonly used. These include signal processing classification [Orf96, PPPR96, Roa96, Moo90, Zöl02], control type classification [VWD06], perceptual classification [ABL+03], and sound and music computing classification [CPR95], among others. Taking a closer look in order to compare these classifications, we observe strong differences. The reason is that each classification has been introduced in order to best meet the needs of a specific audience; it then relies on a series of features. Logically, such features are relevant for a given community, but may be meaningless or obscure for a different community. For instance, signal-processing techniques are rarely presented according to the perceptual features that are modified, but rather according to acoustical dimensions. Conversely, composers usually rely on perceptual or cognitive features rather than acoustical dimensions, and even less on signal-processing aspects.
An interdisciplinary approach to audio effect classification [VGT06] aims at facilitating the communication between researchers and creators that are working on or with audio effects.3 Various disciplines are then concerned: from acoustics and electrical engineering to psychoacoustics, music cognition and psycholinguistics. The next subsections present the various standpoints on digital audio effects through a description of the communication chain in music. From this viewpoint, three discipline-specific classifications are described: based on underlying techniques, control signals and perceptual attributes, then allowing the introduction of interdisciplinary classifications linking the different layers of domain-specific descriptors. It should be pointed out that the presented classifications are not classifications stricto sensu, since they are neither exhaustive nor mutually exclusive: one effect can be belong to more than one class, depending on other parameters such as the control type, the artefacts produced, the techniques used, etc.
Communication Chain in Music
Despite the variety of needs and standpoints, the technological terminology is predominantly employed by the actual users of audio effects: composers and performers. This technological classification might be the most rigorous and systematic one, but it unfortunately only refers to the techniques used, while ignoring our perception of the resulting audio effects, which seems more relevant in a musical context.
We consider the communication chain in music that essentially produces musical sounds [Rab, HMM04]. Such an application of the communication-chain concept to music has been adapted from linguistics and semiology [Nat75], based on Molino's work [Mol75]. This adaptation in a tripartite semiological scheme distinguishes three levels of musical communication between a composer (producer) and a listener (receiver) through a physical, neutral trace such as a sound. As depicted in Figure 1.2, we apply this scheme to a complete chain in order to investigate all possible standpoints on audio effects. In doing so, we include all actors intervening in the various processes of the conception, creation and perception of music, who are instrument-makers, composers, performers and listeners. The poietic level concerns the conception and creation of a musical message to which instrument-makers, composers and performers participate in different ways and at different stages. The neutral level is that of the physical “trace” (instruments, sounds or scores). The aesthetic level corresponds to the perception and reception of the musical message by a listener. In the case of audio effects, the instrument-maker is the signal-processing engineer who designs the effect and the performer is the user of the effect (musician, sound engineer). In the context of home studios and specific musical genres (such as mixed music creation), composers, performers and instrument-makers (music technologists) are usually distinct individuals who need to efficiently communicate with one another. But all actors in the chain are also listeners who can share descriptions of what they hear and how they interpret it. Therefore we will consider the perceptual and cognitive standpoints as the entrance point to the proposed interdisciplinary network of the various domain-specific classifications. We also consider the specific case of the home studio where a performer may also be his very own sound engineer, designs or sets his processing chain, and performs the mastering. Similarly, electroacoustic music composers often combine such tasks with additional programming and performance skills. They conceive their own processing system, control and perform on their instruments. Although all production tasks are performed by a single multidisciplinary artist in these two cases, a transverse classification is still helpful to achieve a better awareness of the relations, between the different description levels of an audio effect, from technical to perceptual standpoints.
1.2.1 Classification Based on Underlying Techniques
Using the standpoint of the “instrument-maker” (DSP engineer or software engineer), this first classification focuses on the underlying techniques that are used in order to implement the audio effects. Many digital implementations of audio effects are in fact emulations of their analog ancestors. Similarly, some analog audio effects implemented with one technique were emulating audio effects that already existed with another analog technique. Of course, at some point analog and/or digital techniques were also creatively used so as to provide new effects. We can distinguish the following analog technologies, in chronological order:
With mechanical means, such as designing or choosing a specific room for its acoustical properties, music was modified and shaped to the wills of composers and performers. With electromechanical means, vinyls could be used to time-scale and pitch-shift a sound by changing disk rotation speed.4 With electromagnetic means, flanging was originally obtained when pressing the thumb on the flange of a magnetophone wheel5 and is now emulated with digital comb filters with varying delays. Another example of electromagnetic means is the time-scaling effect without pitch-shifting (i.e., with “not-too-bad” timbre preservation) performed by the composer and engineer Pierre Schaeffer back in the early 1950s. Electronic means include ring modulation, which refers to the multiplication of two signals and borrows its name from the analog ring-shaped circuit of diodes originally used to implement this effect.
Digital effects emulating acoustical or perceptual properties of electromechanic, electric or electronic effects include filtering, the wah-wah effect,6 the vocoder effect, reverberation, echo and the Leslie effect. More recently, electronic and digital sound processing and synthesis allowed for the creation of new unprecedented effects, such as robotization, spectral panoramization, prosody change by adaptive time-scaling and pitch-shifting, and so on. Of course, the boundaries between imitation and creative use of technology is not clear cut. The vocoding effect, for example, was first developed to encode voice by controlling the spectral envelope with a filter bank, but was later used for musical purposes, specifically to add a vocalic aspect to a musical sound. A digital synthesis counterpart results from a creative use (LPC, phase vocoder) of a system allowing for the imitation of acoustical properties. Digital audio effects can be organized on the basis of implementation techniques, as it is proposed in this book:
Another classification of digital audio effects is based on the domain where the signal processing is applied (namely time, frequency and time-frequency), together with the indication whether the processing is performed sample-by-sample or block-by-block:
The advantage of such kinds of classification based on the underlying techniques is that the software developer can easily see the technical and implementation similarities of various effects, thus simplifying both the understanding and the implementation of multi-effect systems, which is depicted in the diagram in Figure 1.3. It also provides a good overview of technical domains and signal-processing techniques involved in effects. However, several audio effects appear in two places in the diagram (illustrating once again how these diagrams are not real classifications), belonging to more than a single class, because they can be performed with techniques from various domains. For instance, time-scaling can be performed with time-segment processing as well as with time-frequency processing. One step further, adaptive time-scaling with time-synchronization [VZA06] can be performed with SOLA using either block-by-block or time-domain processing, but also with the phase vocoder using a block-by-block frequency-domain analysis with IFFT synthesis.
Depending on the user expertise (DSP programmer, electroacoustic composer), this classification may not be the easiest to understand, even more since this type of classification does not explicitly handle perceptual features, which are the common vocabulary of all listeners. Another reason for introducing the perceptual attributes of sound in a classification is that when users can choose between various implementations of an effect, they also make their choice depending on the audible artifacts of each effect. For instance, with time-scaling, resampling does not preserve pitch nor formants; OLA with circular buffer adds the window modulation and sounds rougher and filtered; a phase vocoder sounds a bit reverberant, the “sinusoidal + noise” additive model sounds good except for attacks, the “sinusoidal + transients + noise” additive model preserves attacks, but not the spatial image of multi-channel sounds, etc. Therefore, in order to choose a technique, the user must be aware of the audible artifact of each technique. The need to link implementation techniques to perceptual features thus becomes clear and will be discussed next.
1.2.2 Classification Based on Perceptual Attributes
Using the perceptual categorization, audio effects can be classified according to the perceptual attribute that is mainly altered by the digital processing (examples of “musical gestures” are also provided):
We consider this classification to be among the most natural to musicians and audio listeners, since such perceptual attributes are usually clearly identified in music scores. It has already been used to classify content-based transformations [ABL+03] as well as adaptive audio effects [VZA06]. Therefore, we now discuss a more detailed overview of those perceptual attributes by highlighting some basics of psychoacoustics for each perceptual attribute. We also name commonly used digital audio effects, with a specific emphasis on timbre, as this more complex perceptive attribute offers the widest range of sound possibilities. We also highlight the relationships between perceptual attributes (or high-level features) and their physical counterparts (signal or low-level features), which are usually simpler to compute.
Loudness: Loudness is the perceived intensity of the sound through time. Its computational models perform time and frequency integration of the energy in critical bands [ZS65, Zwi77]. The sound intensity level computed by RMS (root mean square) is its physical counterpart. Using an additive analysis and a transient detection, we extract the sound intensity levels of the harmonic content, the transient and the residual. We generally use a logarithmic scale named decibels: loudness is then LdB = 20log10I, with I the intensity. Adding 20 dB to the loudness is obtained by multiplying the sound intensity level by 10. The musical counterpart of loudness is called dynamics, and corresponds to a scale ranging from pianissimo (pp) to fortissimo (ff) with a 3 dB space between two successive dynamic levels. Tremolo describes a loudness modulation with a specific frequency and depth. Commonly used loudness effects modify the sound intensity level: the volume change, the tremolo, the compressor, the expander, the noise gate and the limiter. The tremolo is a sinusoidal amplitude modulation of the sound intensity level with a modulation frequency between 4 and 7 Hz (around the 5.5 Hz frequency modulation of the vibrato). The compressor and the expander modify the intensity level using a non-linear function; they are among the first adaptive effects that were created. The former compresses the intensity level, thus giving more percussive sounds, whereas the latter has the opposite effect and is used to extend the dynamic range of the sound. With specific non-linear functions, we obtain noise gate and limiter effects. The noise gate bypasses sounds with very low loudness, which is especially useful to avoid the background noise that circulate throughout an effect system involving delays. Limiting the intensity level protects the hardware. Other forms of loudness effects include automatic mixers and automatic volume/gain control, which are sometimes noise-sensor equipped.
Time and Rhythm: Time is perceived through two intimately intricate attributes: the duration of sound and gaps, and the rhythm, which is based on repetition and inference of patterns [DH92]. Beat can be extracted with autocorrelation techniques, and patterns with quantification techniques [Lar01]. Time-scaling is used to fit the signal duration to a given duration, thus affecting rhythm. Resampling can perform time-scaling, resulting in an unwanted pitch-shifting. The time-scaling ratio is usually constant, and greater than 1 for time-expanding (or time-stretching, time-dilatation: sound is slowed down) and lower than 1 for time-compressing (or time-contraction: sound is sped up). Three block-by-block techniques avoid this: the phase vocoder [Por76, Dol86, AKZ02a], SOLA [MC90, Lar98] and the additive model [MQ86, SS90, VLM97]. Time-scaling with the phase vocoder technique consists of using different analysis and synthesis step increments. The phase vocoder is performed using the short-time Fourier transform (STFT) [AR77]. In the analysis step, the STFT of windowed input blocks is performed with an RA samples step increment. In the synthesis step, the inverse Fourier transform delivers output blocks which are windowed, overlapped and then added with an RS samples step increment. The phase vocoder step increments have to be suitably chosen to provide a perfect reconstruction of the signal [All77, AR77]. Phase computation is needed for each frequency bin of the synthesis STFT. The phase vocoder technique can time-scale any type of sound, but adds phasiness if no care is taken: a peak phase-locking technique solves this problem [Puc95, LD97]. Time-scaling with the SOLA technique7 is performed by duplication or suppression of temporal grains or blocks, with pitch synchronization of the overlapped grains in order to avoid low frequency modulation due to phase cancellation. Pitch-synchronization implies that the SOLA technique only correctly processes the monophonic sounds. Time-scaling with the additive model results in scaling the time axis of the partial frequencies and their amplitudes. The additive model can process harmonic as well as inharmonic sounds while having a good quality spectral line analysis.
Pitch: Harmonic sounds have their pitch given by the frequencies and amplitudes of the harmonics; the fundamental frequency is the physical counterpart. The attributes of pitch are height (high/low frequency) and chroma (or color) [She82]. A musical sound can be either perfectly harmonic (e.g., wind instruments), nearly harmonic (e.g., string instruments) or inharmonic (e.g., percussions, bells). Harmonicity is also related to timbre. Psychoacoustic models of the perceived pitch use both the spectral information (frequency) and the periodicity information (time) of the sound [dC04]. The pitch is perceived in the quasi-logarithmic mel scale, which is approximated by the log-Hertz scale. Tempered scale notes are transposed up by one octave when multiplying the fundamental frequency by 2 (same chroma, doubling the height). The pitch organization through time is called melody for monophonic sounds and harmony for polyphonic sounds. The pitch of harmonic sounds can be shifted, thus transposing the note. Pitch-shifting is the dual transformation of time-scaling, and consists of scaling the frequency axis of a time-frequency representation of the sound. A pitch-shifting ratio greater than 1 transposes up; lower than 1 it transposes down. It can be performed by a combination of time-scaling and resampling. In order to preserve the timbre and the spectral envelope [AKZ02b], the phase vocoder decomposes the signal into source and filter for each analysis block: the formants are pre-corrected (in the frequency domain [AD98]), the source signal is resampled (in the time domain) and phases are wrapped between two successive blocks (in the frequency domain). The PSOLA technique preserves the spectral envelope [BJ95, ML95], and performs pitch-shifting by using a synthesis step increment that differs from the analysis step increment. The additive model scales the spectrum by multiplying the frequency of each partial by the pitch-shifting ratio. Amplitudes are then linearly interpolated from the spectral envelope. Pitch-shifting of inharmonic sounds such as bells can also be performed by ring modulation. Using a pitch-shifting effect, one can derive harmonizer and auto tuning effects. Harmonizing consists of mixing a sound with several pitch-shifted versions of it, to obtain chords. When controlled by the input pitch and the melodic context, it is called smart harmony [AOPW99] or intelligent harmonization.8 Auto tuning9 consists of pitch-shifting a monophonic signal so that the pitch fits to the tempered scale [ABL+03].
Spatial Hearing: Spatial hearing has three attributes: the location, the directivity, and the room effect. The sound is localized by human beings with regards to distance, elevation and azimuth, through interaural intensity (IID) and inter-aural time (ITD) differences [Bla83], as well as through filtering via the head, the shoulders and the rest of the body (head-related transfer function, HRTF). When moving, sound is modified according to pitch, loudness and timbre, indicating the speed and direction of its motion (Doppler effect) [Cho71]. The directivity of a source is responsible for the differences in transfer functions according to the listener position relative to the source. The sound is transmitted through a medium as well as reflected, attenuated and filtered by obstacles (reverberation and echoes), thus providing cues for deducing the geometrical and material properties of the room. Spatial effects describe the spatialization of a sound with headphones or loudspeakers. The position in the space is simulated using intensity panning (e.g., constant power panoramization with two loudspeakers or headphones [Bla83], vector-based amplitude panning (VBAP) [Pul97] or Ambisonics [Ger85] with more loudspeakers), delay lines to simulate the precedence effect due to ITD, as well as filters in a transaural or binaural context [Bla83]. The Doppler effect is due to the behaviour of sound waves approaching or going away; the sound motion throughout the space is simulated using amplitude modulation, pitch-shifting and filtering [Cho71, SSAB02]. Echoes are created using delay lines that can eventually be fractional [LVKL96]. The room effect is simulated with artificial reverberation units that use either delay-line networks or all-pass filters [SL61, Moo79] or convolution with an impulse response. The simulation of instruments' directivity is performed with linear combination of simple directivity patterns of loudspeakers [WM01]. The rotating speaker used in the Leslie/Rotary is a directivity effect simulated as a Doppler [SSAB02].
Timbre: This attribute is difficult to define from a scientific point of view. It has been viewed for a long time as “that attribute of auditory sensation in terms of which a listener can judge that two sounds similarly presented and having the same loudness and pitch are dissimilar” [ANS60]. However, this does not take into account some basic facts, such as the ability to recognize and to name any instrument when hearing just one note or listening to it through a telephone [RW99]. The frequency composition of the sound is concerned, with the attack shape, the steady part and the decay of a sound, the variations of its spectral envelope through time (e.g., variations of formants of the voice), and the phase relationships between harmonics. These phase relationships are responsible for the whispered aspect of a voice, the roughness of low-frequency modulated signals, and also for the phasiness10 introduced when harmonics are not phase aligned. We consider that timbre has several other attributes, including:
Timbre can be verbalized in terms of roughness, harmonicity, as well as openness, acuteness and laxness for the voice [Sla85]. At a higher level of perception, it can also be defined by musical aspects such as vibrato [RDS+99], trill and Flatterzunge, and by note articulation such as appoyando, tirando and pizzicato.
Timbre effects is the widest category of audio effects and includes vibrato, chorus, flanging, phasing, equalization, spectral envelope modifications, spectral warping, whisperization, adaptive filtering and transient enhancement or attenuation.
Multi-Dimensional Effects: Many other effects modify several perceptual attributes of sounds simultaneously. For example, robotization consists of replacing a human voice with a metallic machine-like voice by adding roughness, changing the pitch and locally preserving the formants. This is done using the phase vocoder and zeroing the phase of the grain STFT with a step increment given as the inverse of the fundamental frequency. All the samples between two successive non overlapping grains are zeroed12 [AKZ02a]. Resampling consists of interpolating the wave form, thus modifying duration, pitch and timbre (formants). Ring modulation is an amplitude modulation without the original signal. As a consequence, it duplicates and shifts the spectrum and modifies pitch and timbre, depending on the relationship between the modulation frequency and the signal fundamental frequency [Dut91]. Pitch-shifting without preserving the spectral envelope modifies both pitch and timbre. The use of multi-tap monophonic or stereophonic echoes allow for rhythmic, melodic and harmonic constructions through superposition of delayed sounds.
Summary of Effects by Perceptual Attribute: For the main audio effects, Tables 1.1, 1.2, and 1.3 indicate the perceptual attributes modified, along with complementary information for programmers and users about real-time implementation and control type. When the user chooses an effect to modify one perceptual attribute, the implementation technique used may introduce artifacts, implying modifications of other attributes. For that reason, we differentiate the perceptual attributes that we primarily want to modify (“main” perceptual attributes, and the corresponding dominant modification perceived) and the “secondary” perceptual attributes that are slightly modified (on purpose or as a by-product of the signal processing).
By making use of heuristic maps [BB96] we can represent the various links between an effect and perceptual attributes, as depicted in Figure 1.4, where audio effects are linked in the center to the main perceptual attribute modified. Some sub-attributes (not necessarily perceptual) are introduced. For the sake of simplicity, audio effects are attached to the center only for the main modified perceptual attributes. When other attributes are slightly modified, they are indicated on the opposite side, i.e., at the figure bounds. When other perceptual attributes are slightly modified by an audio effect, those links are not connected to the center, in order to avoid overloading the heuristic map, but rather to the outer direction. A perceptual classification has the advantage of presenting audio effects according to the way they are perceived, taking into account the audible artifacts of the implementation techniques. The diagram in Figure 1.4, however, only represents each audio effect in its expected use (e.g., a compressor set to compress the dynamic range, which in turn slightly modifies the attacks and possibly timbre; it does not indicate all the possible settings, such as the attack smoothing and resulting timbral change when the attack time is set to 2s for instance). Of course, none of the presented classifications is perfect, and the adequacy of each depends on the goal we have in mind when using it. However, for sharing and spreading knowledge about audio effects between DSP programmers, musicians and listeners, this classification offers a vocabulary dealing with our auditory perception of the sound produced by the audio effect, that we all share since we all are listeners in the communication chain.
1.2.3 Interdisciplinary Classification
Before introducing an interdisciplinary classification of audio effects that links the different layers of domain-specific descriptors, we recall sound effect classifications, as they provide clues for such interdisciplinary classifications. Sound effects have been thoroughly investigated in electroacoustic music. For instance, Schaeffer [Sch66] classified sounds according to: (i) matter, which is constituted of mass (noisiness; related to spectral density), harmonic timbre (harmonicity) and grain (the micro-structure of sound); (ii) form, which is constituted of dynamic (intensity evolution), and allure (e.g., frequency and amplitude modulation); (iii) variation, which is constituted of melodic profile (e.g., pitch variations) and mass profile (e.g., mass variations). In the context of ecological acoustics, Schafer [Sch77] introduced the idea that soundscapes reflect human activities. He proposed four main categories of environmental sounds: mechanical sounds (traffic and machines), human sounds (voices, footsteps), collective sounds (resulting from social activities) and sounds conveying information about the environment (warning signals or spatial effects). He considers four aspects of sounds: (i) emotional and affective qualities (aesthetics), (ii) function and meaning (semiotics and semantics), (iii) psychoacoustics (perception), (iv) acoustics (physical characteristics). That in turn can be used to develop classification categories [CKC+04]. Gaver [Gav93] also introduced the distinction between musical listening and everyday listening. Musical listening focuses on perceptual attributes of the sound itself (e.g., pitch, loudness), whereas everyday listening focuses on events to gather relevant information about our environment (e.g., car approaching), that is, not about the sound itself but rather about sound sources and actions producing sound. Recent research on soundscape perception validated this view by showing that people organize familiar sounds on the basis of source identification. But there is also evidence that the same sound can give rise to different cognitive representations which integrate semantic features (e.g., meaning attributed to the sound) into physical characteristics of the acoustic signal [GKP+05]. Therefore, semantic features must be taken into consideration when classifying sounds, but they cannot be matched with physical characteristics in a one-to-one relationship.
Similarly to sound effects, audio effects give rise to different semantic interpretations depending on how they are implemented or controlled. Semantic descriptors were investigated in the context of distortion [MM01] and different standpoints on reverberation were summarized in [Ble01]. An interdisciplinary classification links the various layers of discipline-specific classifications ranging from low-level to high-level features as follows:
It is an attempt to bridge the gaps between discipline-specific classifications by extending previous research on isolated audio effects.
Chorus Revisited. The first example in Figure 1.5 concerns the chorus effect. As previously said, a chorus effect appears when several performers play together the same piece of music (same in melody, rhythm, dynamics) with the same kind of instrument. Slight pitch, dynamic, rhythm and timbre differences arise because the instruments are not physically identical, nor are perfectly tuned and synchronized. This effect provides some warmth to a sound, and can be considered as an effect on timbre: even though it performs slight modifications of pitch and time unfolding, the resulting effect is mainly on timbre. While its usual implementation involves one or many delay lines, with modulated length and controlled by a white noise, an alternative and more realistic sounding implementation consists in using several slightly pitch-shifted and time-scaled versions of the same sound with refined models (SOLA, phase vocoder, spectral models) and mixing them together. In this case, the resulting audio effect sounds more like a chorus of people or instruments playing the same harmonic and rhythmic patterns together. Therefore, this effect's control is a random generator (white noise), that controls a processing either in the time domain (using SOLA or a delay line), in the time-frequency domain (using the phase vocoder) or in the frequency domain (using spectral models).
Wah-Wah Revisited. The wah-wah is an effect that simulates vowel coarticulation. It can be implemented in the time domain using either a resonant filter or a series of resonant filters to simulate several formants of each vowels. In any case, these filters can be implemented in the time domain as well as in the time-frequency domain (phase vocoder) and in the frequency domain (with spectral models). From the usual wah-wah effect, variations can be derived by modifying its control. Figure 1.6 illustrates various control types for the wah-wah effect. With an LFO, the control is periodic and the wah-wah is called an “auto-wah.” With gestural control, such as a foot pedal, it becomes the usual effect rock guitarists use since Jimmy Hendrix gave popularity to it. With an adaptive control based on the attack of each note, it becomes a “sensitive wah” that moves from “a” at the attack to “u” during the release. We now can better see the importance of specifying the control type as part of the effect definition.
Comb Filter Revisited. Figure 1.7 depicts the interdisciplinary classification for the comb filter. This effect corresponds to filtering a signal using a comb-shaped frequency response. When the signal is rich and contains either a lot of partials, or a certain amount of noise, its filtering gives rise to a timbral pitch that can easily be heard. The sound is then similar to a sound heard through the resonances of a tube, or even vocal formants when the tube length is properly adjusted. As any filter, the effect can be implemented in both the time domain (using delay lines), the time-frequency domain (phase vocoder) and the frequency domain (spectral models). When controlled with a LFO, the comb filter changes its name to “phasing,” which sounds similar to a plane landing, and has been used in songs during the late 1960s to simulate the effects of drugs onto perception.
Cross-synthesis revisited. The transverse diagram for cross-synthesis shown in Figure 1.8 consists in applying the time-varying spectral envelope of one sound onto the source of a second sound, after having separated their two source and filter components. Since this effect takes the whole spectral envelope of one sound, it also conveys some amplitude and time information, resulting in modifications of timbre, but also loudness, and time and rhythm. It may provide the illusion of a talking instrument when the resonances of a human voice are applied onto the source of a musical instrument. It then provides a hybrid, mutant voice. After the source-filter separation, the filtering of the source of sound A with the filter from sound B can be applied in the time domain as well as in the frequency and the time-frequency domains. Other perceptually similar effects on voice are called voice morphing (as the processing used to produce the castrato's voice in the movie Farinelli's soundtrack), “voice impersonator” (the timbre of a voice from the database is mapped to your singing voice in real time), the “vocoder effect” (based on the classical vocoder), or the “talk box” (where the filter of a voice is applied to a guitar sound without removing its original resonances, then adding the voice's resonances to the guitar's resonances; as in Peter Frampton's famous “Do you feel like I do”).
Distortion revisited. A fifth example is the distortion effect depicted in Figure 1.9. Distortion is produced from a soft or hard clipping of the signal, and results in a harmonic enrichment of a sound. It is widely used in popular music, especially through electric guitar that conveyed it from the beginning, due to amplification. Distortions can be implemented using amplitude warping (e.g., with Chebyshev polynomials or wave shaping), or with physical modeling of valve amplifiers. Depending on its settings, it may provide a warm sound, an aggressive sound, a bad quality sound, a metallic sound, and so on.
Equalizer revisited. A last example is the equalizer depicted in Figure 1.10. Its design consists of a series of shelving and peak filters that can be implemented in the time domain (filters), in the time-frequency domain (phase vocoder) or in the frequency domain (with spectral models). The user directly controls the gain, bandwidth and center frequency in order to apply modifications of the energy in each frequency band, in order to better suit aesthetic needs and also correct losses in the transducer chain.
We illustrated and summarized various classifications of audio effects elaborated in different disciplinary fields. An interdisciplinary classification links the different layers of domain-specific features and aims to facilitate knowledge exchange between the fields of musical acoustics, signal processing, psychoacoustics and cognition. Besides addressing the classification of audio effects, we further explained the relationships between structural and control parameters of signal processing algorithms and the perceptual attributes modified by audio effects. A generalization of this classification to all audio effects would have a strong impact on pedagogy, knowledge sharing across disciplinary fields and musical practice. For example, DSP engineers conceive better tools when they know how it can be used in a musical context. Furthermore, linking perceptual features to signal processing techniques enables the development of more intuitive user interfaces providing control over high-level perceptual and cognitive attributes rather than low-level signal parameters.
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