WEBVTT - How Music Works - The Physics

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<v Speaker 1>Welcome to text Stuff, a production from my Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio,

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<v Speaker 1>and I love all things tech. And here's a really

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<v Speaker 1>cool thing about technology. Technology is the proof that science works.

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<v Speaker 1>So you can think of technology is sort of the

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<v Speaker 1>physical manifestation of our understanding of science. And as we

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<v Speaker 1>learn more about how our universe works, we can build

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<v Speaker 1>stuff that leverages what we've learned. We can even leverage

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<v Speaker 1>how the universe works without having a full understanding of

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<v Speaker 1>the scientific principles. Though in general, the better we understand

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<v Speaker 1>those principles, the better technology we can make. And one

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<v Speaker 1>subset of technology that I think really illustrates this well

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<v Speaker 1>is musical instrument and so in this episode and in

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<v Speaker 1>the next episode, I'll talk about the science behind music

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<v Speaker 1>without getting too deep into musical theory that's its own thing,

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<v Speaker 1>and how musical instruments are an example of physics and action. Now,

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<v Speaker 1>in the past, I've done episodes on stuff like synthesizers

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<v Speaker 1>and electric guitars and pickups and amplifiers, you know, describing

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<v Speaker 1>how electronics gave musicians new ways to make sounds, including

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<v Speaker 1>sounds that have never been created before. But honestly, the

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<v Speaker 1>entire history of musical instruments kind of follows that path.

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<v Speaker 1>It's just that some of those instruments are the kind

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<v Speaker 1>that you plug in or that you connect to amplifiers

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<v Speaker 1>or whatever, and some aren't. But they all relate back

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<v Speaker 1>to science in some way or another. Music marries the

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<v Speaker 1>scientific with the creative, and it's one of the manifestations

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<v Speaker 1>of ingenuity that I really love. Case in point, the

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<v Speaker 1>inspiration for today's episode came out of something I was

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<v Speaker 1>genuinely curious about out myself. See, I'm not a musician

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<v Speaker 1>by any stretch of the imagination. Though I do own

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<v Speaker 1>a few musical instruments, I was never in band or

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<v Speaker 1>orchestra or anything like that. So I was sitting there thinking,

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<v Speaker 1>how the heck does a trumpet work? And I researched it,

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<v Speaker 1>and then I thought, you know, I should do a

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<v Speaker 1>tech stuff episode on this. But then I kept going

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<v Speaker 1>down the rabbit hole and decided to do something a

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<v Speaker 1>little more ambitious than how a trumpet works. So in

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<v Speaker 1>today's episode, I'm going to talk more generally about music

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<v Speaker 1>instruments and how they work. By explaining the physics behind

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<v Speaker 1>the art of music, because when you get down to it,

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<v Speaker 1>a musical instrument is really just taking what we understand

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<v Speaker 1>about physics, building a real world object based on that understanding,

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<v Speaker 1>and then putting it to use to make something beautiful

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<v Speaker 1>or interesting, or, in my case, terrible. To understand all this,

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<v Speaker 1>it's best to start with a scientific breakdown of the

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<v Speaker 1>phenomenon of sound. And there's an old philosophical question that says,

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<v Speaker 1>if a tree falls in the forest and nobody is

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<v Speaker 1>around to hear it, does it make a sound? Now,

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<v Speaker 1>one point of this question could be to say, if

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<v Speaker 1>there's no way to observe something happening, can we really

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<v Speaker 1>be sure that it actually happened, particularly something as ephemeral

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<v Speaker 1>as sound, So if no one was there to observe it,

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<v Speaker 1>can we say for sure that something observable happened. But

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<v Speaker 1>another way that we could look at the same question

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<v Speaker 1>is to say, is sound really a thing if there

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<v Speaker 1>is no one there to perceive it? Because sound is

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<v Speaker 1>really describing how our brains process incoming fluctuations of air pressure.

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<v Speaker 1>In this case, we're not necessarily asking if the vibrations

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<v Speaker 1>from the tree happened or not. It's more that if

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<v Speaker 1>there is no one to experience that as sound, would

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<v Speaker 1>we really say that a sound happened? Is the experience

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<v Speaker 1>necessary to call it sound? Now I don't have an

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<v Speaker 1>answer to that question, but I do want to talk

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<v Speaker 1>more about what's going on with sounds. So at the

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<v Speaker 1>very heart of it, sound comes from vibrations. Generally, when

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<v Speaker 1>we talk about sound, we typically mean it comes from

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<v Speaker 1>vibrations of air molecules, which gets to that fluctuation and

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<v Speaker 1>air pressure that I was talking about. It's fluctuations and

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<v Speaker 1>air pressure that ultimately are sound most of the time

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<v Speaker 1>when we're talking about it. Sound can actually travel through

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<v Speaker 1>really any physical medium. It's just that it travels more

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<v Speaker 1>easily through some rather than others. And the way we

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<v Speaker 1>usually encounter it is through the air. So let's say

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<v Speaker 1>for a moment that you have the incredible superpower to

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<v Speaker 1>zoom and enhance your vision, and you can also see

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<v Speaker 1>air molecules, so you're actually looking at the air molecules

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<v Speaker 1>all around you. Now, imagine that you see someone clap

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<v Speaker 1>their hands, and as they clap their hands, they're causing

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<v Speaker 1>a bunch of air molecules to bounce around into each other,

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<v Speaker 1>and that creates a chain reaction that passes from the

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<v Speaker 1>point of origin, that being the clapping hands outward like

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<v Speaker 1>a ripple and a pond, almost but in all directions.

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<v Speaker 1>Now you're paying really close attention, and you notice that

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<v Speaker 1>as the collisions move outward, the reaction as a whole

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<v Speaker 1>begins to appear to lose energy. So the further you

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<v Speaker 1>out from the point of origin, the less you'll see

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<v Speaker 1>those air molecules move, and eventually you'll be far enough

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<v Speaker 1>out where the movement is imperceptible. And this is why

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<v Speaker 1>sounds are louder when you're closer to the point of origin,

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<v Speaker 1>which I admit is about as basic an idea as

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<v Speaker 1>I can communicate. But the reason those sounds are softer

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<v Speaker 1>when you're further away, assuming you don't have some interesting

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<v Speaker 1>curvature of the acoustic area around you, the reason that

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<v Speaker 1>they're softer is that the energy of that initial vibration

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<v Speaker 1>gets diluted as the reaction passes outward. And you can

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<v Speaker 1>think of it as the origin of the sound affects

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<v Speaker 1>a relatively small number of air molecules and at least

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<v Speaker 1>surrounding that point of origin, and it causes those air

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<v Speaker 1>molecules to fluctuate. Those fluctuating air molecules cause a larger

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<v Speaker 1>number of surrounding air molecules to fluctuate. But because you're

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<v Speaker 1>talking about transferring energy from a smaller number of molecules

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<v Speaker 1>to a larger number of molecules, the amount of energy

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<v Speaker 1>transmitted to that second group of air molecules means that

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<v Speaker 1>each individual molecule is getting less than the first group.

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<v Speaker 1>You know, energy cannot be created or destroyed, so we're

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<v Speaker 1>not getting rid of energy here, it's just we're spreading

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<v Speaker 1>it out across a larger area, so each individual component

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<v Speaker 1>is getting slightly less energy than the previous group. Now,

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<v Speaker 1>of course, in the real world it's not quite so

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<v Speaker 1>neat and simple as saying a circle of air molecules

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<v Speaker 1>than affects and slightly larger circle that affects a slightly

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<v Speaker 1>larger circle, and so on. But you get the idea.

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<v Speaker 1>When we talk about vibrations, we mentioned stuff like frequency,

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<v Speaker 1>and that word is all about the number of times

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<v Speaker 1>a repeating event occurs within a given unit of time.

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<v Speaker 1>So with sound, we usually refer to frequency in terms

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<v Speaker 1>of units called hurts, h, E, R, t z. This

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<v Speaker 1>tells us how many times this particular repeated event, and

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<v Speaker 1>oscillation happens within the span of a second. Twenty hurts,

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<v Speaker 1>which is generally said to be the lower end of

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<v Speaker 1>the typical range for human hearing, would be a wave

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<v Speaker 1>that's oscillating twenty times per second. Any vibration slower than

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<v Speaker 1>that would be at such a low frequency that the

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<v Speaker 1>average person would be unable to hear it. A twenty

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<v Speaker 1>killer hurts sound, which is at the tippy top end

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<v Speaker 1>of typical human hearing, would mean that the oscillating wave

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<v Speaker 1>is oscillating at a speed of twenty thousand times per second.

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<v Speaker 1>So that means if you had a string that vibrated

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<v Speaker 1>at twenty hurts, you can set up a high speed

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<v Speaker 1>camera on that string, and when you pluck the string

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<v Speaker 1>and you're use that high speed camera to shoot video

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<v Speaker 1>of it, you would see that for every second in

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<v Speaker 1>real time that passes, you could count the string making

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<v Speaker 1>twenty full cycles, which means going up and down past

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<v Speaker 1>the camera that's one full cycle. Not just passing it once,

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<v Speaker 1>it has to pass it twice. That would be twenty hurts. Now,

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<v Speaker 1>we also tend to talk about sound waves, and this

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<v Speaker 1>gets a little complicated because we can mean different things

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<v Speaker 1>by sound waves. We could be talking about the actual

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<v Speaker 1>physical wave of air fluctuations that propagates outwards from the

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<v Speaker 1>origin of sound, or we could be talking about a

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<v Speaker 1>visualization of the qualities of a sound. And this gets

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<v Speaker 1>into a territory where it's tricky to explain this without

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<v Speaker 1>visual aids, but we're gonna try. So we're gonna talk

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<v Speaker 1>about the visualization without visual aids. So I want you

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<v Speaker 1>to imagine that you have a piece of paper, and

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<v Speaker 1>across the middle of this piece of paper, you draw

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<v Speaker 1>a straight horizontal line from left to right goes all

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<v Speaker 1>the way across the paper. And this law line in

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<v Speaker 1>this particular representation is going to represent time. This is

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<v Speaker 1>the X axis. So the left side of your paper,

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<v Speaker 1>where you're starting point is, represents zero seconds. The far

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<v Speaker 1>right sign represents some arbitrary point of time. We'll get

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<v Speaker 1>to that in a second, because it all depends on

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<v Speaker 1>the specific kind of wave you're drawing. So now let's

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<v Speaker 1>just imagine drawing a nice sign wave, and we start

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<v Speaker 1>on the leftmost side at the center point, so zero

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<v Speaker 1>at the center horizontal line, and draw a nice gentle

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<v Speaker 1>crest up and then we come back down cross that

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<v Speaker 1>center line and then draw an equally gentle trough that

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<v Speaker 1>is of equivalent size to the crest on the opposite side.

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<v Speaker 1>And then once the line comes back up and crosses

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<v Speaker 1>the horizontal line again, we've got one wavelength of a

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<v Speaker 1>sound wave that this would be in what we would

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<v Speaker 1>call the time domain. The reason we call it the

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<v Speaker 1>time domain is that we are visualizing a sound wave

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<v Speaker 1>with regard to the passing of time. That X axis

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<v Speaker 1>again is showing the time is passing. So the wavelength

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<v Speaker 1>describes the distance or the amount of time that passes

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<v Speaker 1>between two corresponding points on a sign wave. So let's

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<v Speaker 1>say we draw a series of these like we get

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<v Speaker 1>twenty sheets of paper, and we draw equal sign waves

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<v Speaker 1>on each of those twenty sheets of paper, and we

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<v Speaker 1>put them all side by side, so we get a

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<v Speaker 1>nice continuous wave all the way down these twenty sheets wide.

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<v Speaker 1>And we say that each sheet represents one twentieth of

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<v Speaker 1>a second, so that when we have twenty of them

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<v Speaker 1>side by side, that represents one seconds worth of time.

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<v Speaker 1>You would say I have twenty wave lengths that span

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<v Speaker 1>one second. That means that this represents twenty hurts. This

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<v Speaker 1>is a sound wave with a frequency of twenty Hurts

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<v Speaker 1>because it takes twenty of these will pass a given

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<v Speaker 1>point in space within the span of one second. So

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<v Speaker 1>then we need to talk about the period of a wave,

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<v Speaker 1>and this is the inverse of Frequency is the amount

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<v Speaker 1>of time it takes for one wavelength to complete one cycle.

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<v Speaker 1>So frequency is the number of cycles per second. The

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<v Speaker 1>period of a wave is the number of seconds per cycle.

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<v Speaker 1>So for a twenty Hurts frequency, the period of the

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<v Speaker 1>wave would be one seconds per cycle. That's why we

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<v Speaker 1>would need twenty sheets of paper with just one nice

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<v Speaker 1>curvy wave on each piece to represent a twenty Hurts wave.

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<v Speaker 1>Now you could just do this on one sheet of paper,

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<v Speaker 1>you know, you just change the scale. So you change

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<v Speaker 1>the scale so that every single wavelength represents of a second.

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<v Speaker 1>You draw twenty of those on one sheet of paper.

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<v Speaker 1>Will be much smaller than our original example, but that

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<v Speaker 1>would still will be a twenty Hurts wave. It's all

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<v Speaker 1>dependent on the scale of your representation. Wavelength and frequency

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<v Speaker 1>are related, and we see that in an equation where

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<v Speaker 1>we say velocity equals wavelength times frequency. So velocity describes

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<v Speaker 1>the speed and direction. But we can ignore that for

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<v Speaker 1>now of a wave as it passes a stationary point.

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<v Speaker 1>So if we know two of those three factors, we

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<v Speaker 1>can figure out the third. But just a little math, right,

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<v Speaker 1>If we know the velocity and we know the wavelength, well,

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<v Speaker 1>we can divide the velocity by the wavelength and then

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<v Speaker 1>we have the frequency. Or if we know the frequency

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<v Speaker 1>but not the wavelength, we can divide the velocity by

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<v Speaker 1>the frequency. We get the wavelength. If we know the

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<v Speaker 1>frequency and the wavelength, we multiply them together, we get

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<v Speaker 1>the velocity. Pretty easy stuff. Now, speed of sound is

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<v Speaker 1>not that difficult for us to to get our minds

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<v Speaker 1>wrapped around, because we know what the speed of sound

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<v Speaker 1>is generally speaking, so the speed of sound depends partly

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<v Speaker 1>upon the medium through which the sound is traveling. Sound

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<v Speaker 1>moves at different speeds through water than it does through

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<v Speaker 1>the air, for example. But even in the air, stuff

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<v Speaker 1>can affect the speed of sound, like the air's humidity

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<v Speaker 1>and its temperature. Essentially, we're talking about density. The density

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<v Speaker 1>of those air molecules will affect how quickly sound can

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<v Speaker 1>travel through it. So when we talk about the speed

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<v Speaker 1>of sound, we have to get more specific. So we

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<v Speaker 1>tend to describe the speed of sound as being three

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<v Speaker 1>hundred forty three meters per second in dry air at

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<v Speaker 1>twenty degrees celsius. Now, for my fellow Americans out there

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<v Speaker 1>who ain't got time to truck with no sensible metrics

0:13:37.480 --> 0:13:40.840
<v Speaker 1>system or celsius or anything, this would mean sound travels

0:13:40.840 --> 0:13:44.160
<v Speaker 1>at about one thousand, one twenty five ft per second

0:13:44.320 --> 0:13:48.240
<v Speaker 1>when the air is sixty eight degrees fahrenheit. Sound at

0:13:48.280 --> 0:13:52.720
<v Speaker 1>all frequencies will travel at the same speed through any

0:13:52.840 --> 0:13:56.319
<v Speaker 1>given medium. So that means that a low pitch sound

0:13:56.600 --> 0:13:59.400
<v Speaker 1>and a high pitch sound will both cover the same

0:13:59.440 --> 0:14:02.280
<v Speaker 1>amount of space in the same amount of time through

0:14:02.360 --> 0:14:06.600
<v Speaker 1>the same medium. But low sounds have low frequencies and

0:14:06.640 --> 0:14:10.839
<v Speaker 1>thus longer wavelengths than high sounds, which are higher frequencies

0:14:11.000 --> 0:14:13.840
<v Speaker 1>with shorter wavelengths. It will take the same amount of

0:14:13.840 --> 0:14:16.160
<v Speaker 1>time for a high pitch note on a trumpet to

0:14:16.280 --> 0:14:18.880
<v Speaker 1>get to you as a low blast note on a

0:14:18.920 --> 0:14:22.360
<v Speaker 1>tuba that's played at the same distance, but the high

0:14:22.400 --> 0:14:24.640
<v Speaker 1>pitched note will have a higher frequency and a shorter

0:14:24.720 --> 0:14:27.760
<v Speaker 1>wavelength than the tubus note. Now I've used this analogy

0:14:27.800 --> 0:14:30.520
<v Speaker 1>several times before, but imagine that you've got a two

0:14:30.680 --> 0:14:34.160
<v Speaker 1>lane highway and you've got a line of buses that

0:14:34.200 --> 0:14:36.680
<v Speaker 1>are in the right lane, and the buses are one

0:14:36.760 --> 0:14:39.600
<v Speaker 1>right after the other. And in the left lane you've

0:14:39.600 --> 0:14:43.280
<v Speaker 1>got a line of compact cars. And for every bus,

0:14:43.440 --> 0:14:46.640
<v Speaker 1>you can fit three cars in that same length of space.

0:14:47.400 --> 0:14:49.640
<v Speaker 1>And the front of the first car is in line

0:14:49.640 --> 0:14:52.320
<v Speaker 1>with the front of the first bus. The rear bumper

0:14:52.320 --> 0:14:54.480
<v Speaker 1>of the last car lines up with the rear bumper

0:14:54.520 --> 0:14:57.840
<v Speaker 1>of the last bus. Both lanes of traffic are traveling

0:14:57.920 --> 0:15:01.920
<v Speaker 1>at the exact same speed. Down highway, both lanes of

0:15:01.960 --> 0:15:06.040
<v Speaker 1>traffic will cross a finish line at the exact same time. However,

0:15:06.520 --> 0:15:09.200
<v Speaker 1>you have more cars in lane two than you have

0:15:09.320 --> 0:15:12.560
<v Speaker 1>buses in lane one. Everyone's going at the same speed.

0:15:12.840 --> 0:15:14.640
<v Speaker 1>That's kind of the way we have to think about

0:15:14.760 --> 0:15:18.600
<v Speaker 1>sound waves and frequencies. If a sound is low enough,

0:15:18.880 --> 0:15:20.760
<v Speaker 1>we may not hear it at all, But if it

0:15:20.840 --> 0:15:22.880
<v Speaker 1>is a strong enough signal, meaning it has a great

0:15:22.880 --> 0:15:26.480
<v Speaker 1>deal of amplitude, we could physically feel it. You remember,

0:15:26.520 --> 0:15:31.000
<v Speaker 1>it's air fluctuations, it's actual air pressure. So typically we

0:15:31.040 --> 0:15:34.320
<v Speaker 1>would perceive amplitude as volume, and in our sketch of

0:15:34.320 --> 0:15:36.320
<v Speaker 1>a wave, it would mean that the peaks and low

0:15:36.360 --> 0:15:39.440
<v Speaker 1>points would be really far out from that center line,

0:15:39.520 --> 0:15:42.080
<v Speaker 1>you know, the taller those peaks are, the greater the

0:15:42.160 --> 0:15:45.600
<v Speaker 1>amplitude or greater the volume. If you've ever been near

0:15:45.680 --> 0:15:49.240
<v Speaker 1>a massive sub whiffer and you felt pressure, like in

0:15:49.280 --> 0:15:53.120
<v Speaker 1>your chest, but you couldn't really hear anything, chances are

0:15:53.120 --> 0:15:56.280
<v Speaker 1>it means the sub whoffer was blasting out vibrations below

0:15:56.320 --> 0:15:59.840
<v Speaker 1>your threshold of hearing. Typically, when we talk about music,

0:16:00.160 --> 0:16:03.480
<v Speaker 1>we talk a lot more about frequencies than we do

0:16:03.560 --> 0:16:07.720
<v Speaker 1>about wavelength and that's because of this relationship between frequency

0:16:07.800 --> 0:16:11.160
<v Speaker 1>and pitch. But wavelengths are also important as they will

0:16:11.200 --> 0:16:14.480
<v Speaker 1>become a key component of stuff like resonance and harmonics

0:16:14.520 --> 0:16:18.400
<v Speaker 1>and boyality. Let me tell you, preparing this section of

0:16:18.440 --> 0:16:20.680
<v Speaker 1>the podcast was a heck of a thing all by itself,

0:16:20.760 --> 0:16:23.960
<v Speaker 1>because this is stuff that's way easier to explain with

0:16:24.040 --> 0:16:26.320
<v Speaker 1>visual aids. But stick with me because I know you

0:16:26.320 --> 0:16:28.600
<v Speaker 1>guys are smart enough to suss it all out, so

0:16:28.640 --> 0:16:30.840
<v Speaker 1>it really just falls on me to describe it clearly.

0:16:31.360 --> 0:16:34.320
<v Speaker 1>So another thing we need to understand before we jump

0:16:34.360 --> 0:16:36.120
<v Speaker 1>into that, and we'll take a break before we get

0:16:36.160 --> 0:16:38.200
<v Speaker 1>to resonance and harmonics. But one other thing I want

0:16:38.240 --> 0:16:41.840
<v Speaker 1>to explain is the phase of a wave. A wave's

0:16:42.000 --> 0:16:46.239
<v Speaker 1>phase refers to how it is offset from some specific

0:16:46.280 --> 0:16:49.440
<v Speaker 1>starting position. And it really becomes important when you're talking

0:16:49.440 --> 0:16:53.480
<v Speaker 1>about multiple waves. Because multiple waves can be offset from

0:16:53.520 --> 0:16:56.080
<v Speaker 1>one another. They can be out of phase with each other,

0:16:56.400 --> 0:16:59.920
<v Speaker 1>and that affects the sounds that we perceive. So, going

0:17:00.000 --> 0:17:03.160
<v Speaker 1>back to our original sketch of a single wave, imagine

0:17:03.160 --> 0:17:06.359
<v Speaker 1>that you draw a new wave using that same series

0:17:06.400 --> 0:17:09.080
<v Speaker 1>of pieces of paper, but you use a different color

0:17:09.359 --> 0:17:11.840
<v Speaker 1>for this new wave, and you offset it a bit.

0:17:12.000 --> 0:17:13.960
<v Speaker 1>So instead of starting at the far left of the

0:17:14.000 --> 0:17:17.479
<v Speaker 1>first sheet, let's say you start one inch in so

0:17:17.520 --> 0:17:20.159
<v Speaker 1>it's offset from that first wave. Otherwise it follows the

0:17:20.160 --> 0:17:23.600
<v Speaker 1>exact same trajectory. Well, these two waves would be out

0:17:23.640 --> 0:17:27.080
<v Speaker 1>of phase with respect of each other. Why is this

0:17:27.160 --> 0:17:30.640
<v Speaker 1>all important? I'll explain in a second, but first let's

0:17:30.640 --> 0:17:41.000
<v Speaker 1>take a quick break. Okay, So before the break, I

0:17:41.080 --> 0:17:44.240
<v Speaker 1>talked about the phase of a sound wave. Imagine you've

0:17:44.240 --> 0:17:47.520
<v Speaker 1>got two of the same frequency of sound, but they're

0:17:47.520 --> 0:17:50.000
<v Speaker 1>out of phase with each other. That would affect how

0:17:50.040 --> 0:17:53.560
<v Speaker 1>we perceived the sound. It could get pretty noisy. Actually.

0:17:53.960 --> 0:17:57.640
<v Speaker 1>If the two frequencies, however, are perfectly opposite each other,

0:17:58.000 --> 0:18:01.479
<v Speaker 1>so that the crests in sound wave a match up

0:18:01.520 --> 0:18:05.360
<v Speaker 1>perfectly with the troughs of sound wave B, and they're

0:18:05.400 --> 0:18:09.040
<v Speaker 1>of the exact same frequency and amplitude, we wouldn't hear

0:18:09.119 --> 0:18:12.160
<v Speaker 1>the sound at all because those two sound waves would

0:18:12.160 --> 0:18:14.560
<v Speaker 1>cancel each other out. You can think of it in

0:18:14.600 --> 0:18:18.000
<v Speaker 1>this way. Think of air molecule number one is pushing

0:18:18.000 --> 0:18:20.920
<v Speaker 1>to the right on air molecule number two, but air

0:18:21.000 --> 0:18:24.600
<v Speaker 1>molecule two is pushing just as hard on the left

0:18:24.680 --> 0:18:27.960
<v Speaker 1>to air molecule number one, which means neither air molecule

0:18:27.960 --> 0:18:31.880
<v Speaker 1>will actually move. This is how noise canceling headphones work.

0:18:31.920 --> 0:18:35.200
<v Speaker 1>By the way, the headphones incorporate a microphone. It picks

0:18:35.280 --> 0:18:38.800
<v Speaker 1>up the ambient sounds in your environment, and then speakers

0:18:38.840 --> 0:18:42.160
<v Speaker 1>in the headphones generate the equal but opposite sound waves

0:18:42.200 --> 0:18:44.360
<v Speaker 1>to cancel out the ones that you would otherwise hear

0:18:44.880 --> 0:18:48.040
<v Speaker 1>as long as the latency that being the lag between

0:18:48.119 --> 0:18:51.719
<v Speaker 1>detecting a sound and generating the opposite sound, As long

0:18:51.760 --> 0:18:53.800
<v Speaker 1>as that latency is low enough, we humans are too

0:18:53.880 --> 0:18:55.880
<v Speaker 1>slow to pick up on the difference, and our perception

0:18:55.960 --> 0:18:58.399
<v Speaker 1>is really limited in that way. But the out of

0:18:58.440 --> 0:19:00.680
<v Speaker 1>face stuff also matters a lot when we talk about

0:19:00.680 --> 0:19:05.160
<v Speaker 1>things like resonance and harmonics as well. So I guess

0:19:05.240 --> 0:19:07.720
<v Speaker 1>there's no time like the present to finally get into

0:19:07.760 --> 0:19:11.000
<v Speaker 1>all that stuff. It is incredibly important with musical instruments,

0:19:11.040 --> 0:19:14.000
<v Speaker 1>So the descriptions I've used so far really refer to

0:19:14.160 --> 0:19:17.240
<v Speaker 1>pure pitches, which is something we can generate with electronics,

0:19:17.320 --> 0:19:20.040
<v Speaker 1>but it's not typically what we get with musical instruments

0:19:20.040 --> 0:19:24.000
<v Speaker 1>outside of things like tuning forks. A pure pitch describes

0:19:24.119 --> 0:19:28.119
<v Speaker 1>a single frequency with no harmonics or overtones, so we

0:19:28.200 --> 0:19:31.320
<v Speaker 1>don't get any other frequencies other than the base one,

0:19:31.400 --> 0:19:35.040
<v Speaker 1>the fundamental frequency. We're getting a pure tone, which we

0:19:35.080 --> 0:19:38.439
<v Speaker 1>could plot as a smooth, consistent sign wave with equal

0:19:38.480 --> 0:19:41.359
<v Speaker 1>crests and troughs, nice and neat, kind of like the

0:19:41.400 --> 0:19:43.680
<v Speaker 1>example I was describing at the top of this episode.

0:19:44.000 --> 0:19:47.159
<v Speaker 1>But in the real world, the sounds we hear typically

0:19:47.200 --> 0:19:51.080
<v Speaker 1>consist of more than one frequency. There are multiple frequencies

0:19:51.119 --> 0:19:54.360
<v Speaker 1>going on here. We can still plot the sound waves,

0:19:54.560 --> 0:19:57.359
<v Speaker 1>but they wouldn't look like those nice, smooth curves we

0:19:57.359 --> 0:20:01.200
<v Speaker 1>were talking about earlier. They would be funk looking potentially,

0:20:01.200 --> 0:20:04.680
<v Speaker 1>with little dips and bumps and the crests and troughs.

0:20:04.720 --> 0:20:08.280
<v Speaker 1>And that's because we'd be representing a collection of frequencies

0:20:08.560 --> 0:20:12.000
<v Speaker 1>in a single way. Visualization sort of the visual equivalent

0:20:12.040 --> 0:20:15.040
<v Speaker 1>of how we would perceive the sound through hearing. So

0:20:15.160 --> 0:20:18.080
<v Speaker 1>let's go through with an example. Let's say you're strumming

0:20:18.080 --> 0:20:21.080
<v Speaker 1>a guitar string, and that string will vibrate and not

0:20:21.200 --> 0:20:24.840
<v Speaker 1>just one frequency, but a few different frequencies all at

0:20:24.840 --> 0:20:28.960
<v Speaker 1>the same time. All of these frequencies are resonant frequencies,

0:20:29.160 --> 0:20:32.520
<v Speaker 1>meaning these are the collection of vibration speeds at which

0:20:32.600 --> 0:20:37.919
<v Speaker 1>that string naturally experiences when it is strummed. However, human

0:20:37.920 --> 0:20:40.600
<v Speaker 1>hearing is such that we typically only hear the pitch

0:20:40.760 --> 0:20:44.399
<v Speaker 1>of the lowest resonant frequency in that bunch. This is

0:20:44.400 --> 0:20:47.760
<v Speaker 1>the fundamental frequency. You can think of it as the baseline.

0:20:48.280 --> 0:20:52.960
<v Speaker 1>In musical instruments. The additional resonant frequencies those higher than

0:20:53.000 --> 0:20:57.760
<v Speaker 1>the fundamental frequency, higher in frequency, so more hurts. In

0:20:57.800 --> 0:21:02.479
<v Speaker 1>other words, are typically, but not exclusively, harmonics of the

0:21:02.520 --> 0:21:07.159
<v Speaker 1>fundamental and a harmonic is a whole number multiple of

0:21:07.200 --> 0:21:10.760
<v Speaker 1>the fundamental frequency. So let's focus on that guitar string.

0:21:10.760 --> 0:21:13.120
<v Speaker 1>It's a lot easier if we talk about a specific example.

0:21:14.000 --> 0:21:17.879
<v Speaker 1>So we're gonna say that we're gonna play the A string.

0:21:18.240 --> 0:21:20.720
<v Speaker 1>Why the A string, Well, because it has a fundamental

0:21:20.720 --> 0:21:24.320
<v Speaker 1>frequency of one ten hurts. It makes it very easy

0:21:24.359 --> 0:21:27.760
<v Speaker 1>for us to do multiples. So the fundamental frequency sees

0:21:27.800 --> 0:21:30.760
<v Speaker 1>the string vibrate one hundred ten times per second. That

0:21:30.760 --> 0:21:33.760
<v Speaker 1>means a full sequence of going up and down and

0:21:33.800 --> 0:21:37.760
<v Speaker 1>returning to starting point on times per second. The string

0:21:37.840 --> 0:21:40.320
<v Speaker 1>is anchored at either end of the guitar. If we

0:21:40.359 --> 0:21:42.320
<v Speaker 1>could slow down time, we would see that length of

0:21:42.359 --> 0:21:45.679
<v Speaker 1>string making that up down journey one ten times every second.

0:21:45.840 --> 0:21:49.919
<v Speaker 1>But the string is also vibrating at other frequencies that

0:21:50.000 --> 0:21:53.440
<v Speaker 1>are higher than the fundamental In general, we call these

0:21:53.480 --> 0:21:59.080
<v Speaker 1>overtones together. The overtones with the fundamental frequency are called partials.

0:21:59.520 --> 0:22:02.040
<v Speaker 1>Now I'm going to focus on harmonics first because they

0:22:02.080 --> 0:22:05.040
<v Speaker 1>are the easiest to grasp. So we've got our a

0:22:05.119 --> 0:22:08.560
<v Speaker 1>string with a hundred ten hurts frequency. That's our fundamental

0:22:08.600 --> 0:22:12.400
<v Speaker 1>tone or first harmonic. The next harmonic would be twice

0:22:12.520 --> 0:22:15.960
<v Speaker 1>the frequency as two is the next whole number. It's

0:22:15.960 --> 0:22:19.200
<v Speaker 1>the next integer in the sequence. We start with one,

0:22:19.440 --> 0:22:22.280
<v Speaker 1>but any number of times one is itself. We go

0:22:22.320 --> 0:22:25.600
<v Speaker 1>to the next integer, that's two. So now we multiply

0:22:26.080 --> 0:22:31.600
<v Speaker 1>our frequency hurts by two, we get two hurts. That's

0:22:31.600 --> 0:22:33.879
<v Speaker 1>still an A. It's still the note A, but it's

0:22:33.880 --> 0:22:37.399
<v Speaker 1>an octave higher than the original a note that we played.

0:22:37.920 --> 0:22:41.000
<v Speaker 1>So hypothetically, this also means if you've got a string

0:22:41.400 --> 0:22:45.480
<v Speaker 1>that's tuned to one hurts and you shortened the length

0:22:45.520 --> 0:22:48.200
<v Speaker 1>of that string by half, so you made it half

0:22:48.240 --> 0:22:51.560
<v Speaker 1>as long, you would produce the two D twenty Hurts

0:22:51.600 --> 0:22:54.760
<v Speaker 1>tone when you strummed the half as long string. You

0:22:54.880 --> 0:22:58.240
<v Speaker 1>shortened the wavelength by shortening the string. Thus you increase

0:22:58.280 --> 0:23:03.440
<v Speaker 1>the frequency because remember we remember velocity is wavelength times frequency.

0:23:03.520 --> 0:23:07.000
<v Speaker 1>Velocity is constant, so if we have the wavelength, we

0:23:07.040 --> 0:23:10.000
<v Speaker 1>have to double the frequency. At least that's what would

0:23:10.000 --> 0:23:12.840
<v Speaker 1>happen in an ideal realization of this principle, But in

0:23:12.920 --> 0:23:16.800
<v Speaker 1>reality it gets more complicated because the oscillating wave in

0:23:16.840 --> 0:23:20.680
<v Speaker 1>a guitar string doesn't propagate all the way from one

0:23:20.720 --> 0:23:22.679
<v Speaker 1>anchored end of the string all the way to the

0:23:22.680 --> 0:23:25.719
<v Speaker 1>other end of this string. Instead, there's actually a small

0:23:25.840 --> 0:23:28.679
<v Speaker 1>length of string that's close to the anchor points that

0:23:28.800 --> 0:23:32.240
<v Speaker 1>doesn't move. It's something that people tend to call the

0:23:32.400 --> 0:23:36.120
<v Speaker 1>dead length of string. Now, the amount of dead length,

0:23:36.200 --> 0:23:39.320
<v Speaker 1>like the length of that non moving part of the string,

0:23:39.680 --> 0:23:42.000
<v Speaker 1>depends on a lot of factors, like how thick the

0:23:42.040 --> 0:23:44.919
<v Speaker 1>string is, so there's no hard and fast rule of

0:23:44.920 --> 0:23:47.479
<v Speaker 1>how long the dead length will be. In general, this

0:23:47.560 --> 0:23:50.879
<v Speaker 1>actually means that the actual halfway mark down a string

0:23:51.000 --> 0:23:54.880
<v Speaker 1>doesn't necessarily correspond to doubling the vibrational frequency of that string.

0:23:55.600 --> 0:23:57.880
<v Speaker 1>But we'll get more into that in the next episode,

0:23:58.280 --> 0:24:00.320
<v Speaker 1>I hope. So we're gonna put it aside for now.

0:24:00.400 --> 0:24:04.200
<v Speaker 1>That's a future Jonathan problem. So the next harmonic would

0:24:04.200 --> 0:24:08.080
<v Speaker 1>be three times the fundamental right, we just did two hurts,

0:24:08.160 --> 0:24:12.639
<v Speaker 1>so three would be that's right, three thirty hurts, which

0:24:12.760 --> 0:24:15.440
<v Speaker 1>we would perceive as an E note if we could

0:24:15.440 --> 0:24:19.080
<v Speaker 1>hear it over the fundamental frequency, and so on. We

0:24:19.080 --> 0:24:21.719
<v Speaker 1>would go up the harmonic scale. The fourth harmonic at

0:24:21.760 --> 0:24:23.600
<v Speaker 1>four or forty would get us back to another A

0:24:23.720 --> 0:24:27.520
<v Speaker 1>note at a higher octave uh five fifty For the

0:24:27.600 --> 0:24:31.080
<v Speaker 1>fifth harmonic would actually be close to a C sharp,

0:24:31.280 --> 0:24:33.480
<v Speaker 1>but not exactly C sharp. It would be a little

0:24:33.520 --> 0:24:38.400
<v Speaker 1>off by just a few hurts. Now, overtones aren't necessarily

0:24:38.440 --> 0:24:43.200
<v Speaker 1>at harmonic frequencies. We tend to design musical instruments that

0:24:43.280 --> 0:24:46.840
<v Speaker 1>produce harmonics as overtones because we find them more pleasing

0:24:46.880 --> 0:24:51.600
<v Speaker 1>to the ear. Typically, but different instruments will produce different overtones.

0:24:52.040 --> 0:24:57.080
<v Speaker 1>At different intensities, So some might really emphasize the third

0:24:57.400 --> 0:25:01.879
<v Speaker 1>partial or third harmonic, others m really emphasize the fifth harmonic.

0:25:02.560 --> 0:25:05.040
<v Speaker 1>And this is why we can hear the same note

0:25:05.160 --> 0:25:08.600
<v Speaker 1>played on two different types of musical instruments, and we

0:25:08.640 --> 0:25:14.320
<v Speaker 1>experienced two different qualities of sound, two different experiences of sound.

0:25:14.800 --> 0:25:18.640
<v Speaker 1>So a G played on a banjo sounds different from

0:25:18.680 --> 0:25:21.639
<v Speaker 1>that same G note played on a guitar, and that

0:25:21.680 --> 0:25:24.000
<v Speaker 1>sounds different from that same G note played on a

0:25:24.040 --> 0:25:27.520
<v Speaker 1>piano or a G on a trumpet. Each of these

0:25:27.560 --> 0:25:32.280
<v Speaker 1>instruments produces overtones of varying degrees of intensity. And while

0:25:32.280 --> 0:25:36.400
<v Speaker 1>we don't necessarily perceive the pitch of those overtones, we don't,

0:25:36.600 --> 0:25:42.639
<v Speaker 1>you know, distinguish those other pitches. The overtones shape the sound,

0:25:43.040 --> 0:25:46.320
<v Speaker 1>It affects the timbre of the note. So we can

0:25:46.359 --> 0:25:48.760
<v Speaker 1>tell the G on a banjo and the G on

0:25:48.800 --> 0:25:51.960
<v Speaker 1>a guitar are the same pitch, they're the same note,

0:25:52.200 --> 0:25:54.680
<v Speaker 1>but they don't have the same quality of sound. If

0:25:54.680 --> 0:25:57.639
<v Speaker 1>they did, there'd be no reason to make different musical

0:25:57.680 --> 0:26:00.880
<v Speaker 1>instruments because they would all just produce the exact same sounds.

0:26:01.440 --> 0:26:05.040
<v Speaker 1>There's something else I need to say about resonance and

0:26:05.080 --> 0:26:08.399
<v Speaker 1>it involves adding energy into a system. One way to

0:26:08.440 --> 0:26:11.160
<v Speaker 1>think about this is with a swing set, So you know,

0:26:11.440 --> 0:26:14.120
<v Speaker 1>and you're a kid, or if you're me an adult

0:26:14.400 --> 0:26:16.800
<v Speaker 1>and you're swinging on a swing set, if someone gives

0:26:16.800 --> 0:26:18.560
<v Speaker 1>you a push just as you were about to start

0:26:18.560 --> 0:26:20.919
<v Speaker 1>your downward swing, you go a little higher on your

0:26:20.960 --> 0:26:24.960
<v Speaker 1>next swing because that push was adding to the natural

0:26:25.000 --> 0:26:29.000
<v Speaker 1>frequency of your swing. You're adding energy into the system.

0:26:29.080 --> 0:26:33.840
<v Speaker 1>So objects will resonate at certain frequencies, and if you

0:26:34.000 --> 0:26:37.800
<v Speaker 1>add energy at the regular intervals of that frequency, it

0:26:38.000 --> 0:26:42.160
<v Speaker 1>boosts the amplification. You get more volume, you get more energy,

0:26:42.600 --> 0:26:44.840
<v Speaker 1>And it depends on a load of factors, such as

0:26:44.960 --> 0:26:47.520
<v Speaker 1>what the physical stuff is made up of, how much

0:26:47.560 --> 0:26:50.159
<v Speaker 1>of it there is, the tension that's on it, and

0:26:50.240 --> 0:26:52.640
<v Speaker 1>lots of other stuff. But resonance is going to play

0:26:52.640 --> 0:26:56.040
<v Speaker 1>an important part in how some specific instruments work. So

0:26:56.080 --> 0:26:59.120
<v Speaker 1>if a musician subjects an instrument at a resonant frequency

0:26:59.119 --> 0:27:02.320
<v Speaker 1>in some way, the sound creative and the instrument will

0:27:02.320 --> 0:27:06.040
<v Speaker 1>be a louder one. The classic example of resonance is

0:27:06.119 --> 0:27:11.280
<v Speaker 1>using a crystal champagne glasses fundamental frequency to shatter the glass,

0:27:11.480 --> 0:27:13.560
<v Speaker 1>and it's a neat trick, so The first thing you

0:27:13.600 --> 0:27:16.919
<v Speaker 1>gotta do is determine what the glass is fundamental frequency is.

0:27:17.520 --> 0:27:20.359
<v Speaker 1>Typically you do that by tapping it lightly, and you

0:27:20.359 --> 0:27:22.800
<v Speaker 1>would listen to the tone it produces, and you would

0:27:22.800 --> 0:27:27.000
<v Speaker 1>analyze that tone. Then you would subject the glass to

0:27:27.119 --> 0:27:30.520
<v Speaker 1>that same frequency of sound. The glass will begin to

0:27:30.600 --> 0:27:34.520
<v Speaker 1>vibrate in the presence of that fundamental frequency all by itself,

0:27:35.080 --> 0:27:37.040
<v Speaker 1>so you don't have to strike it or anything. It's

0:27:37.080 --> 0:27:39.840
<v Speaker 1>as if the glass has been struck. It will resonate

0:27:40.400 --> 0:27:43.639
<v Speaker 1>along with that frequency. It will also do this, by

0:27:43.680 --> 0:27:45.840
<v Speaker 1>the way, if you're doing one of the harmonics of

0:27:45.880 --> 0:27:49.320
<v Speaker 1>that frequency, but at a lesser degree. So if the

0:27:49.400 --> 0:27:52.879
<v Speaker 1>incoming frequency is strong enough, it will cause the glass

0:27:52.920 --> 0:27:55.720
<v Speaker 1>to vibrate to the point that deforms enough to shatter.

0:27:56.320 --> 0:27:57.959
<v Speaker 1>And there are a lot of stories of opera singers

0:27:58.000 --> 0:28:01.480
<v Speaker 1>who had perfect pitch who could managed this. They would

0:28:01.520 --> 0:28:04.240
<v Speaker 1>listen to the tone and replicate it perfectly, and with

0:28:04.400 --> 0:28:07.760
<v Speaker 1>their training, they would produce in a volume loud enough

0:28:07.800 --> 0:28:10.000
<v Speaker 1>to shatter the glass. These days, it's a lot easier

0:28:10.000 --> 0:28:12.480
<v Speaker 1>to do this because you just use a digital device

0:28:12.560 --> 0:28:15.840
<v Speaker 1>capable of dialing into a precise frequency, and then you

0:28:15.880 --> 0:28:18.359
<v Speaker 1>pump that frequency out to some speakers that can blast

0:28:18.400 --> 0:28:21.040
<v Speaker 1>out the sound at a sufficient volume and the glass

0:28:21.080 --> 0:28:24.399
<v Speaker 1>will just shatter itself. But uh, we're not done with

0:28:24.400 --> 0:28:26.800
<v Speaker 1>the hard stuff yet. Now we have to talk about

0:28:26.840 --> 0:28:31.480
<v Speaker 1>Furrier transforms. And who knew that music was so darn complicated?

0:28:32.040 --> 0:28:34.159
<v Speaker 1>I mean, Bach did, but you know you get what

0:28:34.200 --> 0:28:37.720
<v Speaker 1>I mean. Back in the eighteenth and early nineteenth centuries,

0:28:37.760 --> 0:28:42.080
<v Speaker 1>we had this smarty pants named Jean Baptiste Joseph Fourier,

0:28:42.760 --> 0:28:45.960
<v Speaker 1>or Old Joe as i'll call him. So. Old Joe

0:28:46.120 --> 0:28:48.800
<v Speaker 1>was a physicist and a mathematician born way back in

0:28:48.840 --> 0:28:51.920
<v Speaker 1>seventeen sixty eight, and he was really interested in explaining

0:28:51.920 --> 0:28:55.680
<v Speaker 1>the flow of heat between adjacent molecules. But his work

0:28:55.880 --> 0:28:58.800
<v Speaker 1>would lay the foundation for other smarty pants assess is

0:28:59.120 --> 0:29:01.520
<v Speaker 1>to build upon net, leading to what we would call

0:29:01.560 --> 0:29:06.680
<v Speaker 1>the Furrier transform. Not many people called the Furrier transform,

0:29:06.800 --> 0:29:09.640
<v Speaker 1>so I'll just say Furrier. But what the heck does

0:29:09.680 --> 0:29:12.600
<v Speaker 1>this have to do with music? Well, remember when I

0:29:12.640 --> 0:29:15.240
<v Speaker 1>said if you wanted to depict a true sound wave

0:29:15.320 --> 0:29:17.920
<v Speaker 1>as a type of sign wave, it would look really

0:29:17.960 --> 0:29:20.480
<v Speaker 1>funky because the presence of all those overtones, it would

0:29:20.480 --> 0:29:23.880
<v Speaker 1>make all these different dips and peaks, and it would

0:29:23.920 --> 0:29:26.360
<v Speaker 1>just look very odd. It wouldn't be those smooth curves

0:29:26.360 --> 0:29:29.600
<v Speaker 1>we were talking about originally, Well, we humans wouldn't hear

0:29:29.640 --> 0:29:33.320
<v Speaker 1>all those frequencies as distinct pitches, but a meter could

0:29:33.440 --> 0:29:37.040
<v Speaker 1>pick up all those different frequencies together. Basically, the Furrier

0:29:37.080 --> 0:29:41.760
<v Speaker 1>transform describes how these multiple frequencies all combine into that

0:29:42.000 --> 0:29:45.240
<v Speaker 1>one wave, which in our sketch means it creates that

0:29:45.320 --> 0:29:48.760
<v Speaker 1>single wave visualization that incorporates all the frequencies at their

0:29:48.800 --> 0:29:53.120
<v Speaker 1>respective amplitudes into a single, unbroken visualization of a wave.

0:29:53.880 --> 0:29:57.800
<v Speaker 1>Furier showed that a continuous function could be produced as

0:29:57.800 --> 0:30:01.400
<v Speaker 1>an infinite sum of sign and cost sign waves. The

0:30:01.440 --> 0:30:05.320
<v Speaker 1>resulting plot of the function as a wave isn't necessarily smooth,

0:30:05.680 --> 0:30:07.479
<v Speaker 1>and the shape of it will depend upon a lot

0:30:07.520 --> 0:30:11.440
<v Speaker 1>of factors, including the phase of each constituent wave, the frequency,

0:30:11.560 --> 0:30:13.960
<v Speaker 1>the amplitude, all that kind of stuff. But Furry and

0:30:13.960 --> 0:30:17.280
<v Speaker 1>those who followed him described how this collection of individual

0:30:17.320 --> 0:30:21.880
<v Speaker 1>components combine to make a whole. This applies in lots

0:30:21.920 --> 0:30:24.760
<v Speaker 1>of areas of physics, not just in sound, and in

0:30:24.800 --> 0:30:27.640
<v Speaker 1>fact we can visualize sound waves in a different way.

0:30:28.120 --> 0:30:31.560
<v Speaker 1>There's more helpful when we try to understand this. So

0:30:31.600 --> 0:30:35.040
<v Speaker 1>we've used the time domain method. Right, we've been using

0:30:35.040 --> 0:30:40.000
<v Speaker 1>that in order to describe the the wavelength and frequency

0:30:40.040 --> 0:30:43.320
<v Speaker 1>because those are really easy to visualize in terms of

0:30:43.320 --> 0:30:47.720
<v Speaker 1>of span of time. However, it gets confusing when we

0:30:47.720 --> 0:30:50.400
<v Speaker 1>want to talk about overtones and the shape of the

0:30:50.440 --> 0:30:53.320
<v Speaker 1>wave goes all funky. So we can do this by

0:30:53.520 --> 0:30:56.840
<v Speaker 1>looking at it not by the time domain but by

0:30:56.880 --> 0:31:01.200
<v Speaker 1>the frequency domain. So in the time domain, that horizontal

0:31:01.240 --> 0:31:04.120
<v Speaker 1>line or x axis relates to the passing of time,

0:31:04.320 --> 0:31:07.440
<v Speaker 1>but in the frequency domain, the x axis refers to

0:31:07.520 --> 0:31:11.560
<v Speaker 1>the range of frequencies, lower frequencies being on the left side,

0:31:11.760 --> 0:31:14.520
<v Speaker 1>higher frequencies being on the right side. So you would

0:31:14.560 --> 0:31:20.240
<v Speaker 1>plot where the frequency is on each of those overtones,

0:31:20.360 --> 0:31:25.320
<v Speaker 1>and the fundamental frequency uh and the y axis is

0:31:25.360 --> 0:31:29.440
<v Speaker 1>still amplitude, so it's still volume. So you would have

0:31:29.560 --> 0:31:33.280
<v Speaker 1>the loudest frequency, which would be the fundamental, plotted at

0:31:33.280 --> 0:31:35.560
<v Speaker 1>the highest point on the y axis, and then you

0:31:35.560 --> 0:31:39.360
<v Speaker 1>would see the overtone frequencies at their respective places, and

0:31:39.400 --> 0:31:42.880
<v Speaker 1>you would see, if you were to analyze through Furrier

0:31:42.960 --> 0:31:48.120
<v Speaker 1>analysis each musical instrument, that those overtones are slightly different

0:31:48.560 --> 0:31:52.200
<v Speaker 1>between things like guitars and banjos and harps and pianos

0:31:52.240 --> 0:31:56.000
<v Speaker 1>and flutes and trumpets, etcetera. Uh, and other things like

0:31:56.000 --> 0:31:58.240
<v Speaker 1>like whether or not you were plucking a string versus

0:31:58.280 --> 0:32:01.960
<v Speaker 1>bowing a string. All of these factor into it. Now

0:32:02.320 --> 0:32:04.680
<v Speaker 1>I get that all of this is really confusing without

0:32:04.720 --> 0:32:07.600
<v Speaker 1>visual aids, So I do recommend checking this stuff out

0:32:07.720 --> 0:32:09.520
<v Speaker 1>on the internet to get a better grasp of it.

0:32:09.680 --> 0:32:12.320
<v Speaker 1>There are numerous websites and videos on the matter, and

0:32:12.360 --> 0:32:14.840
<v Speaker 1>one really helpful one relating to what I was just

0:32:14.880 --> 0:32:18.920
<v Speaker 1>talking about is on Mark Newman's YouTube channel. It's titled

0:32:19.040 --> 0:32:23.200
<v Speaker 1>Preview how the Furrier transform works Lecture number two Sound

0:32:23.320 --> 0:32:26.280
<v Speaker 1>as sign Waves. Check that out. It will really help

0:32:26.320 --> 0:32:28.560
<v Speaker 1>clear things up. But when we get back, I'm gonna

0:32:28.560 --> 0:32:31.520
<v Speaker 1>wrap up the physics bit. Then we're gonna talk about

0:32:31.560 --> 0:32:42.720
<v Speaker 1>some biology. But first let's take a quick break. So

0:32:43.320 --> 0:32:47.240
<v Speaker 1>Furrier analysis, where we can determine the amplitudes of individual

0:32:47.280 --> 0:32:50.760
<v Speaker 1>overtones and harmonics and a played note, gives us the

0:32:50.880 --> 0:32:54.080
<v Speaker 1>scientific explanation of why the same note played across different

0:32:54.080 --> 0:32:57.880
<v Speaker 1>instruments produces a different kind of sound. The collection of

0:32:57.880 --> 0:33:01.120
<v Speaker 1>those overtones is different for every instrument. But how about

0:33:01.160 --> 0:33:05.160
<v Speaker 1>how we actually hear and perceive sound? What is the

0:33:05.200 --> 0:33:09.080
<v Speaker 1>science behind our experience of sound? Well, we'll start with

0:33:09.120 --> 0:33:12.920
<v Speaker 1>the physics and those moving air molecules what go into

0:33:12.960 --> 0:33:15.400
<v Speaker 1>our ears. So we're really talking, like I said about

0:33:15.440 --> 0:33:18.720
<v Speaker 1>fluctuating air pressure. Here, those changes in air pressure hit

0:33:18.720 --> 0:33:22.560
<v Speaker 1>our ears and they pass into the external auditory canal,

0:33:22.840 --> 0:33:26.040
<v Speaker 1>so that's open to the outside world on the inside

0:33:26.320 --> 0:33:30.200
<v Speaker 1>in our heads. It ends with the tympanic membrane, also

0:33:30.240 --> 0:33:32.560
<v Speaker 1>known as the ear drum. So this is a very

0:33:32.600 --> 0:33:35.160
<v Speaker 1>thin membrane and it's at where we would say the

0:33:35.240 --> 0:33:39.239
<v Speaker 1>outer ear begins to transition to the middle ear. On

0:33:39.280 --> 0:33:42.880
<v Speaker 1>the other side, the inner side of the tympanic membrane

0:33:43.400 --> 0:33:47.200
<v Speaker 1>is a series of three tiny bones. There, the malleus,

0:33:47.560 --> 0:33:50.560
<v Speaker 1>the incas, and the statepies or the hammer, the anvil

0:33:50.680 --> 0:33:53.880
<v Speaker 1>and the stirrup, so called because of their shape, and

0:33:53.960 --> 0:33:57.680
<v Speaker 1>as the membrane moves due to these fluctuations of air pressure,

0:33:57.800 --> 0:34:01.880
<v Speaker 1>as it's being pushed and pulled upon, the bones also move,

0:34:02.280 --> 0:34:05.560
<v Speaker 1>So the hammer pushes impoles on the anvil, which pushes

0:34:05.640 --> 0:34:09.200
<v Speaker 1>impolls on the stirrup. The stapes or stirrup connects to

0:34:09.239 --> 0:34:12.319
<v Speaker 1>the oval window. That's a section that's part of the

0:34:12.320 --> 0:34:16.399
<v Speaker 1>cochlea that's an organ in the inner ear. The cochlea

0:34:16.560 --> 0:34:20.040
<v Speaker 1>is a spiral shaped organ and there are three parallel

0:34:20.200 --> 0:34:25.000
<v Speaker 1>chambers filled with fluid inside the cochlea. The vibrations on

0:34:25.040 --> 0:34:28.760
<v Speaker 1>the oval window cause waves to flow through this fluid.

0:34:29.680 --> 0:34:33.920
<v Speaker 1>This in turn causes another membrane called the basilar membrane

0:34:34.040 --> 0:34:37.239
<v Speaker 1>to move. And it's the basilar membrane or basil or

0:34:37.320 --> 0:34:40.560
<v Speaker 1>if you prefer, that gives us the ability to differentiate

0:34:40.640 --> 0:34:44.520
<v Speaker 1>the pitches that we hear. Different sections of this membrane

0:34:44.760 --> 0:34:49.840
<v Speaker 1>respond more readily to certain frequencies of sound. Then you

0:34:49.880 --> 0:34:52.640
<v Speaker 1>have the organ of core time, which is the receptor

0:34:52.760 --> 0:34:56.160
<v Speaker 1>organ of the ear, and it detects the vibrations of

0:34:56.360 --> 0:35:00.439
<v Speaker 1>this basilar membrane through special cells, and the special cells

0:35:00.440 --> 0:35:03.680
<v Speaker 1>have little hair like protrusions on them. It acts kind

0:35:03.680 --> 0:35:06.800
<v Speaker 1>of like a brush that just rests against this membrane.

0:35:07.040 --> 0:35:09.719
<v Speaker 1>So as the membrane vibrates, the hair cells pick it up,

0:35:10.239 --> 0:35:13.879
<v Speaker 1>and then they pass along the message to the brain

0:35:13.920 --> 0:35:18.040
<v Speaker 1>through neurotransmitters, and it gets super complicated from there. But

0:35:18.080 --> 0:35:21.719
<v Speaker 1>I figured this is deep enough already. At the end,

0:35:21.800 --> 0:35:25.279
<v Speaker 1>our brains taken these incoming signals and then interpret it

0:35:25.320 --> 0:35:29.880
<v Speaker 1>and we experience it as sound. Now you can also

0:35:29.960 --> 0:35:34.759
<v Speaker 1>transmit vibrations to the tympanic membrane through stuff like bone conduction.

0:35:35.280 --> 0:35:38.120
<v Speaker 1>That's where the vibration passes, not through air molecules that

0:35:38.160 --> 0:35:41.120
<v Speaker 1>are going through the ear canal, but rather through the

0:35:41.160 --> 0:35:44.400
<v Speaker 1>bones of the skull itself. So just remember that again,

0:35:44.480 --> 0:35:47.600
<v Speaker 1>sound is one way we experience vibration, but not the

0:35:47.640 --> 0:35:50.040
<v Speaker 1>only way. I mean, obviously, if a vibration is strong enough,

0:35:50.040 --> 0:35:53.080
<v Speaker 1>we're gonna feel it. And some vibrations occurrent frequencies that

0:35:53.400 --> 0:35:55.160
<v Speaker 1>again are too high or too low for us to

0:35:55.200 --> 0:35:58.560
<v Speaker 1>perceive through sound through hearing it, but we might be

0:35:58.560 --> 0:36:01.920
<v Speaker 1>able to feel it. So the basilar membrane won't vibrate

0:36:02.120 --> 0:36:05.560
<v Speaker 1>at frequencies that are above or below the human range

0:36:05.560 --> 0:36:09.040
<v Speaker 1>of hearing, or an individual's range of human hearing, because

0:36:09.280 --> 0:36:12.640
<v Speaker 1>when we say twenty to twenty killer hurts, we're really

0:36:12.680 --> 0:36:15.959
<v Speaker 1>talking about the range of the typical human. Some people

0:36:16.000 --> 0:36:21.520
<v Speaker 1>are atypical. So you could say if a tree falls

0:36:22.000 --> 0:36:24.799
<v Speaker 1>and the vibrations that cause were above or below the

0:36:24.880 --> 0:36:29.440
<v Speaker 1>level of perception, it doesn't make a sound because sound

0:36:29.480 --> 0:36:33.920
<v Speaker 1>is dependent upon us experiencing it. You could also argue

0:36:33.960 --> 0:36:35.839
<v Speaker 1>the opposite. It all just depends on your way you're

0:36:35.880 --> 0:36:38.960
<v Speaker 1>defining things. So when a musician strums a string on

0:36:39.000 --> 0:36:42.200
<v Speaker 1>a guitar, that string vibrates, it causes the air molecules

0:36:42.200 --> 0:36:45.160
<v Speaker 1>around the string to move. Thus you get a fluctuation

0:36:45.200 --> 0:36:48.840
<v Speaker 1>of air pressure that matches that vibrating frequency. This spreads

0:36:48.840 --> 0:36:52.480
<v Speaker 1>outward from the source and the air molecules all around vibrate,

0:36:52.560 --> 0:36:55.600
<v Speaker 1>and if you're close enough, if you're within hearing distance,

0:36:56.080 --> 0:37:00.160
<v Speaker 1>that fluctuation will be strong enough to move your tympanic membrane,

0:37:00.560 --> 0:37:04.360
<v Speaker 1>which then is going to through the bones put pressure

0:37:04.400 --> 0:37:07.360
<v Speaker 1>on that oval window of your cochlea, which in turn

0:37:07.400 --> 0:37:10.880
<v Speaker 1>will cause the basilar membrane to vibrate at the particular

0:37:11.360 --> 0:37:14.960
<v Speaker 1>area on the membrane that corresponds to that frequency. The

0:37:15.000 --> 0:37:17.720
<v Speaker 1>hair cells will pick up that vibration and then emit

0:37:17.800 --> 0:37:21.600
<v Speaker 1>neurotransmitters that our brains then say, oh, I recognize that

0:37:21.600 --> 0:37:24.720
<v Speaker 1>that's in agata da vida boom. We've just heard some music.

0:37:25.320 --> 0:37:28.200
<v Speaker 1>So when you get down to it, musical instruments are

0:37:28.239 --> 0:37:33.120
<v Speaker 1>all about creating vibrations at specific frequencies. Music itself is

0:37:33.120 --> 0:37:37.279
<v Speaker 1>all about establishing rules which can occasionally be broken for

0:37:37.360 --> 0:37:41.280
<v Speaker 1>the arrangement of those frequencies in ways to achieve various effects.

0:37:41.760 --> 0:37:45.200
<v Speaker 1>Those rules aren't just about which frequencies play well with others.

0:37:45.360 --> 0:37:48.560
<v Speaker 1>It's also about stuff like amplitude. Levels of volume are

0:37:48.600 --> 0:37:52.440
<v Speaker 1>really important and play into a song's dynamic range. Dynamic

0:37:52.520 --> 0:37:55.719
<v Speaker 1>range explains the difference between the loudest versus the softest

0:37:55.760 --> 0:37:58.759
<v Speaker 1>parts of a piece of music, and the limitations of

0:37:58.840 --> 0:38:01.719
<v Speaker 1>human hearing also play an important part. So, for example,

0:38:01.760 --> 0:38:03.799
<v Speaker 1>it's very hard for humans to pick up on a

0:38:03.920 --> 0:38:08.719
<v Speaker 1>soft sound that immediately follows a loud sound, much like

0:38:08.800 --> 0:38:11.719
<v Speaker 1>we really only hear the fundamental frequency played on a

0:38:11.800 --> 0:38:14.200
<v Speaker 1>musical instrument. So if you wrote a piece of music

0:38:14.239 --> 0:38:17.320
<v Speaker 1>that has a really loud moment followed immediately by a

0:38:17.440 --> 0:38:20.160
<v Speaker 1>very soft one, chances are no one would ever hear

0:38:20.200 --> 0:38:22.600
<v Speaker 1>the soft part. This also plays a big part in

0:38:22.680 --> 0:38:26.440
<v Speaker 1>strategies that revolve around audio compression. If you've listened to

0:38:26.480 --> 0:38:29.360
<v Speaker 1>my episodes about the MP three format, you know that

0:38:29.480 --> 0:38:33.640
<v Speaker 1>some forms of compression rely on what's called a lossy formula.

0:38:34.000 --> 0:38:37.320
<v Speaker 1>As the name implies, lossy compression is able to reduce

0:38:37.360 --> 0:38:41.400
<v Speaker 1>file size by ditching some of that data, you lose

0:38:41.719 --> 0:38:45.400
<v Speaker 1>some of the information. The goal of lossy compression is

0:38:45.520 --> 0:38:48.640
<v Speaker 1>to get rid of data without perceivably changing the quality

0:38:48.800 --> 0:38:53.000
<v Speaker 1>of the sound file or reducing any perceivable quality as

0:38:53.040 --> 0:38:55.600
<v Speaker 1>much as possible. The first way to do that is

0:38:55.600 --> 0:39:00.200
<v Speaker 1>to identify any sounds that theoretically should be imperceptible to

0:39:00.239 --> 0:39:02.319
<v Speaker 1>the average person and then just getting rid of them,

0:39:02.320 --> 0:39:04.680
<v Speaker 1>because if you can't hear it, why would you keep it.

0:39:05.200 --> 0:39:09.160
<v Speaker 1>But as we've learned, stuff like overtones are also important.

0:39:09.360 --> 0:39:13.360
<v Speaker 1>They are what characterized the quality of a particular musical instrument,

0:39:13.760 --> 0:39:17.520
<v Speaker 1>even though we don't directly perceive the pitches underneath those

0:39:17.560 --> 0:39:21.120
<v Speaker 1>overtones as distinct notes. So lossy formats have to take

0:39:21.160 --> 0:39:24.280
<v Speaker 1>that into account, or the compressed file is just gonna

0:39:24.280 --> 0:39:29.200
<v Speaker 1>sound weird. Guitars won't sound like guitars, for example. So interestingly,

0:39:29.560 --> 0:39:32.680
<v Speaker 1>there's a lot of psychology that goes into audio compression

0:39:33.200 --> 0:39:36.360
<v Speaker 1>by combining our understanding of physics, even if it was

0:39:36.400 --> 0:39:40.320
<v Speaker 1>a limited understanding or perhaps more of an observation without

0:39:40.360 --> 0:39:45.000
<v Speaker 1>full understanding, with our appreciation for which frequencies are pleasing

0:39:45.040 --> 0:39:47.800
<v Speaker 1>to us, and the limitations that we have as human beings.

0:39:48.320 --> 0:39:51.480
<v Speaker 1>We can construct various instruments to play into all of this,

0:39:52.000 --> 0:39:54.400
<v Speaker 1>but it all comes down to how can I construct

0:39:54.440 --> 0:39:57.720
<v Speaker 1>something that will vibrate and make those vibrations sound good.

0:39:58.800 --> 0:40:02.120
<v Speaker 1>I'd love to give you history of musical instruments, but

0:40:02.239 --> 0:40:06.080
<v Speaker 1>humanities relationship with music dates back before our relationship with

0:40:06.200 --> 0:40:10.840
<v Speaker 1>written language. Among the oldest instruments ever discovered where flutes

0:40:10.920 --> 0:40:14.400
<v Speaker 1>from European caves. These flutes were made out of bird

0:40:14.480 --> 0:40:17.560
<v Speaker 1>bone and mammoth ivory and they were built more than

0:40:17.640 --> 0:40:21.680
<v Speaker 1>forty thousand years ago. And keep in mind I said

0:40:21.680 --> 0:40:24.640
<v Speaker 1>these were the earliest ones that we've discovered. Who knows

0:40:24.760 --> 0:40:28.560
<v Speaker 1>when humans first made musical instruments. If I had to guess,

0:40:28.719 --> 0:40:32.680
<v Speaker 1>I would wager that percussion instruments like drums were among

0:40:32.719 --> 0:40:36.640
<v Speaker 1>the earliest. But there are a lot of other ancient examples,

0:40:37.360 --> 0:40:40.360
<v Speaker 1>and one I want to talk about is particularly interesting.

0:40:40.360 --> 0:40:43.200
<v Speaker 1>I want to close out with this ancient musical instrument

0:40:43.239 --> 0:40:45.799
<v Speaker 1>because there are people who still use it today and

0:40:45.880 --> 0:40:50.399
<v Speaker 1>it's super cool. It's called the bull roarer. It's hard

0:40:50.400 --> 0:40:53.440
<v Speaker 1>for me to say that word, being Southern bull roarer.

0:40:53.880 --> 0:40:55.959
<v Speaker 1>I just want to make it a two syllable word.

0:40:56.360 --> 0:40:59.680
<v Speaker 1>But these were used as far back as the Stone Age.

0:41:00.040 --> 0:41:03.560
<v Speaker 1>Typically these consist of a slat of wood, and it's

0:41:03.600 --> 0:41:06.319
<v Speaker 1>usually shaped so that there's an edge on either side

0:41:06.360 --> 0:41:09.040
<v Speaker 1>of the slat of wood. So think of like a ruler,

0:41:09.160 --> 0:41:12.040
<v Speaker 1>but you've you've shaved the edges of the ruler down

0:41:12.080 --> 0:41:14.560
<v Speaker 1>so that it's kind of like the propeller on an

0:41:14.560 --> 0:41:18.120
<v Speaker 1>old prop plane. And you wrap a chord around one end,

0:41:18.280 --> 0:41:20.959
<v Speaker 1>or you may drill a hole, loop the cord through

0:41:21.000 --> 0:41:23.680
<v Speaker 1>the hole and tie it off, and then you give

0:41:24.200 --> 0:41:26.680
<v Speaker 1>the cord a little bit of a twist, and then

0:41:26.719 --> 0:41:28.880
<v Speaker 1>you hold the other end of the cord and you

0:41:28.920 --> 0:41:34.000
<v Speaker 1>start swinging the bull roarer in a circle. As it swings,

0:41:34.280 --> 0:41:37.720
<v Speaker 1>the cord begins to untwist, and then it continues twist

0:41:37.800 --> 0:41:41.640
<v Speaker 1>in the opposite direction before reversing the process. So the

0:41:41.680 --> 0:41:44.960
<v Speaker 1>bull roarer moves along the path of the circle, and

0:41:45.000 --> 0:41:47.320
<v Speaker 1>as it's doing so, it's turning because of the cord

0:41:47.360 --> 0:41:51.480
<v Speaker 1>twisting and untwisting, And this movement through the air creates

0:41:51.480 --> 0:41:56.000
<v Speaker 1>the vibrations that travel as sound. Several factors can influence

0:41:56.080 --> 0:41:59.360
<v Speaker 1>the pitch of that sound. That includes the length of

0:41:59.400 --> 0:42:03.920
<v Speaker 1>cord ear using, which obviously determines the diameter of the

0:42:03.960 --> 0:42:07.520
<v Speaker 1>circular path that the bull roarer is taking. Also the

0:42:07.600 --> 0:42:10.560
<v Speaker 1>frequency with which you are swinging this in a circle,

0:42:10.800 --> 0:42:13.440
<v Speaker 1>the amount of twists that was in the cord, and

0:42:13.480 --> 0:42:16.920
<v Speaker 1>even the plane of rotation, whether it's vertical versus horizontal.

0:42:16.960 --> 0:42:21.560
<v Speaker 1>For example, bull roarers were used by many ancient peoples

0:42:21.600 --> 0:42:25.439
<v Speaker 1>as a means of communication by varying the pitch, which

0:42:25.480 --> 0:42:27.880
<v Speaker 1>again you could do in all those different ways I

0:42:27.960 --> 0:42:32.480
<v Speaker 1>just mentioned. You could send simple messages several miles away

0:42:32.520 --> 0:42:35.640
<v Speaker 1>because the sound would just travel so far. Those low

0:42:35.719 --> 0:42:40.120
<v Speaker 1>frequencies travel pretty well. The fact that you're talking about

0:42:40.840 --> 0:42:45.880
<v Speaker 1>longer wavelengths um and and lower frequencies, the energy is

0:42:45.960 --> 0:42:50.080
<v Speaker 1>much more efficient at far distance travel, and so these

0:42:50.120 --> 0:42:54.279
<v Speaker 1>were used by early civilizations for thousands of years as

0:42:54.320 --> 0:42:57.320
<v Speaker 1>a way for people to send distant messages back and forth.

0:42:57.440 --> 0:43:01.239
<v Speaker 1>Pretty simple messages, but distant ones that could be very

0:43:01.239 --> 0:43:05.440
<v Speaker 1>helpful for early civilizations. In the next episode, I'm going

0:43:05.480 --> 0:43:08.279
<v Speaker 1>to go into more detail about how specific types of

0:43:08.360 --> 0:43:12.279
<v Speaker 1>musical instruments actually work, how they create the sounds they make.

0:43:12.920 --> 0:43:15.440
<v Speaker 1>I'm going to focus on the musical instruments found in

0:43:15.520 --> 0:43:19.920
<v Speaker 1>Western orchestras, because to cover all musical instruments would require

0:43:19.960 --> 0:43:22.680
<v Speaker 1>its own podcast series, and if I were to cover

0:43:22.719 --> 0:43:25.560
<v Speaker 1>how bagpipes works, I would probably need a therapist. But

0:43:25.880 --> 0:43:28.640
<v Speaker 1>I hope you guys enjoyed this overview of the science

0:43:29.000 --> 0:43:31.960
<v Speaker 1>of producing sounds. If any of you out there have

0:43:32.000 --> 0:43:35.120
<v Speaker 1>any suggestions for future topics I should cover, whether it's

0:43:35.120 --> 0:43:38.399
<v Speaker 1>a specific technology, a type of tech like I'm doing now,

0:43:38.880 --> 0:43:42.080
<v Speaker 1>a company in technology, or a very important person in tech,

0:43:42.520 --> 0:43:45.359
<v Speaker 1>or anything along those lines. Let me know. You can

0:43:45.360 --> 0:43:48.480
<v Speaker 1>reach out on Facebook or Twitter. The handover both is

0:43:48.560 --> 0:43:53.320
<v Speaker 1>Tech Stuff HSW and I'll talk to you again really soon.

0:43:54.040 --> 0:44:00.760
<v Speaker 1>Y tex Stuff is an I heart Rate deo production.

0:44:01.000 --> 0:44:03.799
<v Speaker 1>For more podcasts from I heart Radio, visit the I

0:44:03.920 --> 0:44:07.160
<v Speaker 1>heart Radio app, Apple Podcasts, or wherever you listen to

0:44:07.200 --> 0:44:12.680
<v Speaker 1>your favorite shows. H