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Audio Bus

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Sound Design
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Acustic Theory
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2-way Speaker
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A/B Spaced Pair
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Additive Synthesis
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Aliasing
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Ambience
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Ampere - A (μ „λ₯˜)
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Amplitude (진폭)
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Analog-to-Digital Converter - ADC
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Anti-Aliasing
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ATSC A/85
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Auditory Illusion (청각 μ°©μ‹œ)
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Binaural Hearing (양이 μ²­μ·¨)
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Bit
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Bit Depth
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Bit Error Rate - BER
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Brown Noise
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Chiptune
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Clipping
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Clock
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Cocktail Party Effect (μΉ΅ν…ŒμΌ νŒŒν‹° 효과)
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Comb Filtering
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Convolution
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Crest Factor
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Damping (감쇠)
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dBm
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dBu
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dBV
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dBW
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Decibel - dB
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Diaphragm (μ§„λ™νŒ)
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Diegetic
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Digital Audio Interface
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Digital Audio Workstation - DAW
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Digital-to-Analog Converter - DAC
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Dipole Gain - dBd
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Distortion (μ™œκ³‘)
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Dithering
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Downsampling
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Dynamic Range - DR
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EBU R128
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Loudness - LU
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Frequency - Hz (주파수)
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Pitch
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Fundamental Frequency - F0 (기본 주파수)
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Harmonics (배음)
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Inharmonics (λΉ„λ°°μŒ)
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Overtone (μƒμŒ)
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Fourier Transform (푸리에 λ³€ν™˜)
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Period - T (μ£ΌκΈ°)
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Phase - Ο† (μœ„μƒ)
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In-Phase (동상)
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Out-of-Phase (역상)
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Polarity (κ·Ήμ„±)
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Wavelength - Ξ» (파μž₯)
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Envelope - ENV
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Transient - TR
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Power - W (μ „λ ₯)
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Unity Gain
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Relative Average Loudness - RAL
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Gain
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Sound Pressure Level - dB SPL
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Full Scale - dBFS
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True Peak - dBTP
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Hearing Level - dB HL
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Weighting Filters - A / B / C Weighting
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Loudness Units relative to Full Scale - LUFS
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Loudness K-weighted relative to Full Scale - LKFS
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Loudness Range - LRA
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Isotropic Gain - dBi
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Sound Power, Acustic Power (음ν–₯ νŒŒμ›Œ)
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Signal-to-Noise Ratio - SNR (μ‹ ν˜Έ λŒ€ μž‘μŒλΉ„)
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Total Harmonic Distortion - THD
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Root Mean Square - RMS
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Threshold (Parameter)
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Resistance - R (μ €ν•­)
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Sine Wave (μ •ν˜„νŒŒ)
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Mode of Vibration (λΉ„μ‘°ν™” λͺ¨λ“œ)
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Fletcher-Munson Curve
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ITU-R BS.1770
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Equal Loudness Contour (등청감곑선)
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Headroom
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Noise Floor
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Noise (작음)
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Nyquist Theorem (λ‚˜μ΄ν€΄μŠ€νŠΈ 이둠)
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Effective Number of Bits - ENOB
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Sampling
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Quantization (μ–‘μžν™”)
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Compressor
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Reverb
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Delay
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Equalizer
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Tape
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Parameter (Parameter)
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Unit
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Amplifier (증폭기)
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Speaker
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Hi-Fi
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Hyper Cardioid
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Lobar
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Gooseneck Microphone
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Boom Microphone
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Headset Microphone
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Earset Microphone
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Boundary / PZM Microphone
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Parabolic Microphone
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Wireless Microphone
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USB Microphone
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Measurement Microphone
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Mic Level
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Line Level
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Speaker Level
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Level
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Auditory Masking (청각 λ§ˆμŠ€ν‚Ή)
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Precedence Effect, Haas Effect (μ„ ν–‰ 효과)
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Auditory Scene Analysis (청각 μž₯λ©΄ 뢄석)
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Temporal Integration (μ‹œκ°„μ  적뢄)
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Missing Fundamental (결손 기본주파수)
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Recorder (λ…ΉμŒκΈ°)
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Mixing Console
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Direct Box
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Cue System
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Audio Cable
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Connector
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Rack
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Patch Bay
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Mixdown
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Signal Flow
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Phantom Power
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Slap Echo
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Multiply Echo
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Modulation
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Flanger
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Phaser
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Pitch Shifter
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Chorus
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Tremolo
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Auto-Tune
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Pitch Correction
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Vibration
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Delay Time (Parameter)
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Sync (Parameter)
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Note Value (Parameter)
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Offset (Parameter)
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Feedback (Parameter)
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Mix (Parameter)
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Damping (Parameter)
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Stereo Width (Parameter)
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Pan (Parameter)
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Ping-pong (Parameter)
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Cross Feedback (Parameter)
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Transmission Medium (맀질)
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Wave (νŒŒλ™)
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Outer Ear (외이)
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Middle Ear (쀑이)
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Inner Ear (내이)
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Ear Drum (고막)
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Ossicles (μ΄μ†Œκ³¨)
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Cochlear Duct (λ‹¬νŒ½μ΄κ΄€)
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Phase Distortion
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Electric Guitar
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Overdrive
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Effector
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Bitrate
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Block Noise
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Digital Artifact
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Synthesizer
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Hiss
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Hum
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Clipping Point
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Norminal Level
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S/PDIF
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ASIO
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Core Audio
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Latency
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Word Clock
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Preamplifier
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Acustic Guitar
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Plug-In
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Studio
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Low Frequency Oscillator - LFO
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Subtractive Synthesis
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Arpeggio
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Polyphony
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Pure Tone
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Non-Destructive Editing (λΉ„νŒŒκ΄΄ νŽΈμ§‘)
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Foley
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Sound Effects - SFX
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One-shot
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Layering
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Sidechain
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Dialog
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Ducking
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Asset
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Non-diegetic
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On-screen
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Off-screen
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Extra-diegetic
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Mickey Mousing
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Audio Bridge
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L-Cut
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J-Cut
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Leitmotif
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Walla
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Granular Synthesis
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Sweetener
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Drone
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Braam
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Riser
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Morphing
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Soundscape
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Whoosh
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Impact
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Squelch
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Stinger
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Rumble
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Glitch
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Filter Sweep
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Reverse
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Room Tone
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Background Noise
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Post Production
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XLR
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Sub Woofer
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Driver
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Unit
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Enclosure
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Capacitor
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Dynamic Speaker
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Woofer
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Recording
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Mixing
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Mastering
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Dynamic Audio Processor - DSP
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Fast Fourier Transform - FFT
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Bit Crusher
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Buffer
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Ambisonics
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Dolby Atmos
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Spherical Harmonics
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Mono
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Stereo
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SoundField
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Envelope Tracker
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Envelope Follower
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Semitone
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Peak Programme Meter - dBPPM
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Speech Interference Level - SIL
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Voltage - V (μ „μ••)
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Impedance - Ξ©
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Peak
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Linear (μ„ ν˜•)
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Timbre (μŒμƒ‰)
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Resonance (곡진)
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Formant
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phon
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Transister
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Fundamental RMS
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Oscillator
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Oversampling
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Filter
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Limiter
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Sample Peak
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Jitter
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ISO 226
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Convolution Reverb
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Gate
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Expander
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De-Esser
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Ratio (Parameter)
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Knee (Parameter)
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Attack (Parameter)
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Decay (Parameter)
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Sustain (Parameter)
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Release (Parameter)
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Square Wave (μ‚¬κ°νŒŒ)
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Saw Wave (ν†±λ‹ˆνŒŒ)
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Triangle Wave (μ‚Όκ°νŒŒ)
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Pulse Wave
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White Noise (백색 작음)
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Pink Noise
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Frequency Response
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Brownian Motion (브라운 μš΄λ™)
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Octave
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Cent
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Digital Signal Process
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Saturation
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Vibrato
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Intonation
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Drift
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Format
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Sample Rate
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Microphone
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Dynamic Microphone
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Condenser Microphone
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Ribbon Microphone
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Omni-Directional (무지ν–₯μ„±)
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Super Cardioid (μ΄ˆμ§€ν–₯μ„±)
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Shotgun Microphone
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Lavalier Microphone
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High-pass Filter
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Low-pass Filter
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Band-pass Filter
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Band-stop Filter
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Notch Filter
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Shelving Filter
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Peak Filter
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Bell Filter
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Q Factor
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Cutoff Frequency
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Center Frequency
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Pad
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Uni-Directional (단일지ν–₯μ„±)
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Bi-Directional (μ–‘μ§€ν–₯μ„±)
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Proximity Effect (κ·Όμ ‘ 효과)
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Off-axis Coloration (μ˜€ν”„μΆ• 착색)
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Inverse-square Law (μ—­μ œκ³± 법칙)
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Polar Pattern (μ§€ν–₯μ„± νŒ¨ν„΄)
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Head-related Transfer Function
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Distance Attenuation
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Room Modes
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Boundary Effect
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Doppler Effect
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Lombard Effect
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Transient Reponse
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Sensitivity
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Electret Condenser Microphone
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Dummy Head
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Stereo Microphone
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Shock Mount
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Pop Filter
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Windscreen
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3:1 Microphone Rule
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X/Y Coincident Pair
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M/S Mid Side Technique
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Electrodynamic Speaker Drive
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Crossover
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Loudspeaker Enclosure
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Loudspeaker
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Nearfield Speaker
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Headphone
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Full Range Speaker
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3-way Speaker
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Graphic Equalizer
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Parametric Equalizer
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Dynamic Equalizer
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Enhancer
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Variable-Mu Compressor
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VCA Compressor
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FET Compressor
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Optical Compressor
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Digital Compressor
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Hold (Parameter)
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Gain Reduction Meter - GR
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Make-up Gain (Parameter)
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Stereo Compressor
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Multiband Compressor
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Sidechain
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De-noiser
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Hall (Parameter)
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Plate (Parameter)
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Room (Parameter)
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Ambience (Parameter)
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Chamber (Parameter)
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Spring (Parameter)
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Gate (Parameter)
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Size (Parameter)
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Pre-Delay (Parameter)
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Early Reflection (Parameter)
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Diffusion (Parameter)
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Wet/Dry (Parameter)
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Doubling
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Echo
Load more
Introduction
Β 

μ •μ˜

Unreal Engine λ‚΄λΆ€μ—μ„œ νŠΉμ • Audio Source의 Signal을 λ‹€λ₯Έ μˆ˜μ‹ λΆ€λ‘œ μ „λ‹¬ν•˜κ±°λ‚˜ μ—¬λŸ¬ Signal을 ν•˜λ‚˜λ‘œ λ¬Άμ–΄ Effect 처리λ₯Ό μˆ˜ν–‰ν•˜κΈ° μœ„ν•΄ μ‚¬μš©ν•˜λŠ” κ°€μƒμ˜ Patch Cable μ—­ν• μ˜ Data Asset이닀.

μ„€λͺ…

κ³Όκ±° μ•„λ‚ λ‘œκ·Έ Studio ν™˜κ²½μ—μ„œ μˆ˜λ§Žμ€
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Microphone
Signal을
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Mixing Console
의 ν•œ μ±„λ„λ‘œ λͺ¨μœΌκΈ° μœ„ν•΄ μ‚¬μš©ν•˜λ˜ 물리적인 Bus κ°œλ…μ—μ„œ μœ λž˜ν–ˆλ‹€.
Game Engine λ°œμ „ μ΄ˆκΈ°μ—λŠ” μ†Œλ¦¬μ˜ 좜λ ₯ λ°©ν–₯이 Master ν•˜λ‚˜λΏμ΄μ—ˆμœΌλ‚˜ Epic Gamesκ°€ Audio Engine을 κ°œνŽΈν•˜λ©°
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Sound Submix
와 ν•¨κ»˜ 동적인 Signal Routing을 μœ„ν•΄ λ„μž…ν–ˆλ‹€.
Submixκ°€ 계측적인 λ―Ήμ‹± 트리λ₯Ό κ΅¬μ„±ν•œλ‹€λ©΄ Audio BusλŠ” ν•„μš”ν•  λ•Œλ§ˆλ‹€ Source의 Signal을 λ³΅μ‚¬ν•˜μ—¬ νŠΉμ •
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Plug-In
μ΄λ‚˜ Metasound λ³€μˆ˜λ‘œ 직접 꽂아 λ„£λŠ” μœ μ—°ν•œ Send Networkλ₯Ό ν˜•μ„±ν•œλ‹€.
ν˜„μ—… Pipelineμ—μ„œλŠ” Sidechain Compression을 μœ„ν•œ Trigger Signal을 μΆ”μΆœν•˜κ±°λ‚˜ νŠΉμ • 무기 μ†Œλ¦¬λ§Œ λͺ¨μ•„ 곡간 음ν–₯ 처리λ₯Ό μš°νšŒμ‹œν‚€λŠ” λ“± λ³΅μž‘ν•œ
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Dynamic Audio Processor - DSP
흐름을 μ„€κ³„ν•˜λŠ” 핡심 톡신 κ·œμ•½μœΌλ‘œ 쓰인닀.

원리

  1. Signal Routing 볡제
    1. 원본 Audio Source의 μ†Œλ¦¬ μ—λ„ˆμ§€λ₯Ό 원본 좜λ ₯κ³Ό λ¬΄κ΄€ν•˜κ²Œ 독립적인 경둜둜 λ³΅μ œν•˜μ—¬ μ§€μ •λœ λ„μ°©μ§€λ‘œ μ „μ†‘ν•˜λŠ” κ°€μƒμ˜ 톡신 μ„ λ‘œλ₯Ό κ΅¬μΆ•ν•œλ‹€.
  1. πŸ“„
    Sidechain
    Trigger 전솑
    1. νƒ€κ²Ÿμ΄ λ˜λŠ” μ˜€λ””μ˜€μ˜ 진폭 수치λ₯Ό μ‹€μ‹œκ°„μœΌλ‘œ μΆ”μΆœν•˜μ—¬ λ‹€λ₯Έ μ˜€λ””μ˜€μ˜ Volume을 λˆ„λ₯΄λŠ”
      πŸ“„
      Compressor
      의 μ œμ–΄ Signal둜 μ „λ‹¬ν•˜λŠ” 물리적 맀개체 역할을 ν•œλ‹€.
  1. Pre 및 Post λΆ„κΈ° μ œμ–΄
    1. μ˜€λ””μ˜€ Signal을 λ³΅μ œν•˜μ—¬ 보낼 λ•Œ 원본 Source의 Volume 감쇠가 적용되기 μ „μ˜ 순수 Signal을 보낼지 감쇠가 적용된 ν›„μ˜ Signal을 보낼지 μ„ νƒν•˜μ—¬ λ―Ήμ‹±μ˜ μœ μ—°μ„±μ„ ν™•λ³΄ν•œλ‹€.
  1. Metasound λ³€μˆ˜ 연동
    1. κ²Œμž„ μ›”λ“œμ—μ„œ λ°œμƒν•˜λŠ” 볡합적인 μ˜€λ””μ˜€ Signal을 ν•˜λ‚˜λ‘œ λͺ¨μ•„ Metasound λ‚΄λΆ€μ˜ Audio μž…λ ₯ ν•€μœΌλ‘œ 직접 μ „μ†‘ν•¨μœΌλ‘œμ¨ 절차적인 Sound Design의 기초 재료둜 ν™œμš©ν•œλ‹€.

ꡬ쑰

Β 

μ˜ˆμ‹œ

Sidechain Compression Mixing

λ°°κ²½ μŒμ•…μ΄ μž¬μƒλ˜λŠ” μƒν™©μ—μ„œ λŒ€μ‚¬λ‚˜ 경고음이 λͺ…ν™•νžˆ 듀리도둝 μ œμ–΄ν•œλ‹€. λŒ€μ‚¬ μ˜€λ””μ˜€ μ†ŒμŠ€μ— Audio Busλ₯Ό Send둜 μ—°κ²°ν•˜κ³  λ°°κ²½μŒμ•…μ΄ ν†΅κ³Όν•˜λŠ” Submix의 Compressor ν”ŒλŸ¬κ·ΈμΈμ— 이 Busλ₯Ό μˆ˜μ‹ ν•˜λ„λ‘ λΌμš°νŒ…ν•˜μ—¬ λŒ€μ‚¬κ°€ λ‚˜μ˜¬ λ•Œλ§ˆλ‹€ μŒμ•… Volume이 μˆ˜ν•™μ μœΌλ‘œ κΉŽμ΄λ„λ‘ μ„€κ³„ν•œλ‹€.

절차적 ν™˜κ²½μŒ Metasound 처리

κ²Œμž„ λ‚΄ μ—¬λŸ¬ λΌλ””μ˜€λ‚˜ ν…”λ ˆλΉ„μ „μ—μ„œ λ‚˜μ˜€λŠ” μ†Œλ¦¬λ“€μ„ 단일 Audio Bus둜 λͺ¨μ€λ‹€. 이λ₯Ό ν•˜λ‚˜μ˜ κ±°λŒ€ν•œ Metasound둜 μ „μ†‘ν•˜μ—¬ μ‹€μ‹œκ°„ Delayλ‚˜ Distortion 같은 무거운 DSP 연산을 κ°œλ³„ μ†ŒμŠ€κ°€ μ•„λ‹Œ Bus 전체에 ν•œ 번만 μ μš©ν•¨μœΌλ‘œμ¨ CPU μ—°μ‚°λŸ‰μ„ 극적으둜 μ ˆμ•½ν•œλ‹€.

Source Effect 동적 ν• λ‹Ή λΆ„κΈ°

κ²Œμž„ ν”Œλ ˆμ΄ 쀑 캐릭터가 특수 μŠ€ν‚¬μ„ μ‚¬μš©ν•  λ•Œ Audio Busλ₯Ό ν™œμš©ν•œλ‹€. 원본 λ°œμ†Œλ¦¬λ‚˜ 무기 μ†Œλ¦¬λ₯Ό κ·ΈλŒ€λ‘œ λ‘λ©΄μ„œ νŠΉμ • μ‘°κ±΄μ—μ„œλ§Œ Bus둜 Signal을 λΆ„κΈ°μ‹œμΌœ Chorusλ‚˜ Flanger 같은 특수 곡간 Effectλ₯Ό μž…νžŒ λ’€ λ‹€μ‹œ Master Submix둜 합쳐 μž…μ²΄μ μΈ 청각 κ²½ν—˜μ„ μœ λ„ν•œλ‹€.

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