Frequency:  rate at which sound vibrates per unit of time. (usually in Hertz)

          - As the rate of vibrations increase, the frequency increases and the                  pitch also increases.

Amplitude: loudness of sound file. 

Harmonic:  whole number multiple of fundamental frequency.

Timbre: what differentiates one sound from another. 


It is the design of auditory levels in a play or musical, whether it is creating, gathering and manipulating audio elements. The design is often used to create a mood that may not be able to be covered by the other technical areas.

Sound Design can be divided into three categories to keep in mind:

1) MUSIC:  found/composed live/recorded and licensed, often used to establish mood prior to beginning of production.

2) EFFECTS:  recorded and speaked, its sound must be accurate, used along with props or scenery to further establish action or location.

****Note: in order for it to be for sound, the sound effect must be prerecorded. If it is created live and either onstage or offstage, it counts as a prop.

3) REENFORCEMENT:  Is it balanced? Is it loud enough? Mics for actors?  (Serve as assistance to further help the audience stay in the world of the play.)

Sound Design


Preamplifier: boosts sound levels, line level boost to like level signal.

Mixer:  blends different sounds together.

Equalizier:  modifies certain specific ranges, makes frequency sound good in performance space. 

Microphone: type of transducer (converts one form of energy to another).

              -Carbon:  rugged sound, found usually in cell phones.

             - Crystal:  usually found in old recorders.

              - Ribbon:  fragile, found in studio mics (expensive).

              - Dynamic:  standard type of stage mic.

              - Condenser:  highest quality, used by live singers.