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In 1975 Ed Long [1] in cooperation with Ronald J. Wickersham invented the first technique to Time-Align a loudspeaker systems. In 1976 Long presented "A Time-Align Technique for Loudspeakers System Design" [2] at the 54th AES convention demonstrating the use of the Time-Align generator to design improved crossover networks for multi-way loudspeakers systems.
For a multiple sound source speaker system, the measurement should be carried out for all sound sources (woofer, bass-reflex vent, midrange speaker, tweeter...). These measurements are easy to carry out, can be done at almost any room, more punctual than in-box measurements, and predicts half-space measurements, but without directivity information.
Latency refers to a short period of delay (usually measured in milliseconds) between when an audio signal enters a system, and when it emerges.Potential contributors to latency in an audio system include analog-to-digital conversion, buffering, digital signal processing, transmission time, digital-to-analog conversion, and the speed of sound in the transmission medium.
Delay is an audio signal processing technique that records an input signal to a storage medium and then plays it back after a period of time. When the delayed playback is mixed with the live audio, it creates an echo-like effect, whereby the original audio is heard followed by the delayed audio.
If a delay line holds a non-integer value smaller than one, it results in a fractional delay line (also called interpolated delay line or fractional delay filter). A series of an integer delay line and a fractional delay filter is commonly used for modelling arbitrary delay filters in digital signal processing . [ 2 ]
EasyEffects (formerly known as PulseEffects) is a free and open-source GTK application for Unix-like systems which provides a large array of audio effects and filters to apply to input and output audio streams.
Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games.
Delayed auditory feedback can be constructed using a speaker pointed at the person speaking, yielding a "speechjammer". [10] With an individual who does not stutter, auditory feedback speech sounds are directed to the inner ear with a 0.001 second delay. [11] In delayed auditory feedback, the delay is artificially disrupted.