Microphone in the context of High impedance


Microphone in the context of High impedance

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⭐ Core Definition: Microphone

A microphone, colloquially called a mic (/mk/), or mike, is a transducer that converts sound into an electrical signal. Microphones are used in telecommunication, sound recording, broadcasting, and consumer electronics, including telephones, hearing aids, and mobile devices.

Several types of microphone are used today, which employ different methods to convert the air pressure variations of a sound wave to an electrical signal. The most common are the dynamic microphone, which uses a coil of wire suspended in a magnetic field; the condenser microphone, which uses the vibrating diaphragm as a capacitor plate; and the contact microphone, which uses a crystal of piezoelectric material. Microphones typically need to be connected to a preamplifier before the signal can be recorded or reproduced.

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Microphone in the context of Video game

A video game, computer game, or simply game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience.

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Microphone in the context of Microphone diaphragm

In the field of acoustics, a diaphragm is a transducer intended to inter-convert mechanical vibrations to sounds, or vice versa. It is commonly constructed of a thin membrane or sheet of various materials, suspended at its edges. The varying air pressure of sound waves imparts mechanical vibrations to the diaphragm which can then be converted to some other type of signal; examples of this type of diaphragm are found in microphones and the human eardrum. Conversely a diaphragm vibrated by a source of energy beats against the air, creating sound waves. Examples of this type of diaphragm are loudspeaker cones and earphone diaphragms and are found in air horns.

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Microphone in the context of Loudspeaker

A loudspeaker (commonly referred to as a speaker or, more fully, a speaker system) is a combination of one or more speaker drivers, an enclosure, and electrical connections (possibly including a crossover network). The speaker driver is an electroacoustic transducer that converts an electrical audio signal into a corresponding sound.

The driver is a linear motor connected to a diaphragm, which transmits the motor's movement to produce sound by moving air. An audio signal, typically originating from a microphone, recording, or radio broadcast, is electronically amplified to a power level sufficient to drive the motor, reproducing the sound corresponding to the original unamplified signal. This process functions as the inverse of a microphone. In fact, the dynamic speaker driver—the most common type—shares the same basic configuration as a dynamic microphone, which operates in reverse as a generator.

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Microphone in the context of Headphones

Headphones are a pair of small loudspeaker drivers worn on or around the head over a user's ears. They are electroacoustic transducers, which convert an electrical signal to a corresponding sound. Headphones let a single user listen to an audio source privately, in contrast to a loudspeaker, which emits sound into the open air for anyone nearby to hear. Headphones are also known as earphones or, colloquially, cans. Circumaural (around the ear) and supra-aural (over the ear) headphones use a band over the top of the head to hold the drivers in place. Another type, known as earbuds or earpieces, consists of individual units that plug into the user's ear canal; within that category have been developed cordless air buds using wireless technology. A third type are bone conduction headphones, which typically wrap around the back of the head and rest in front of the ear canal, leaving the ear canal open. In the context of telecommunication, a headset is a combination of a headphone and microphone.

Headphones connect to a signal source such as an audio amplifier, radio, CD player, portable media player, mobile phone, video game console, or electronic musical instrument, either directly using a cord, or using wireless technology such as Bluetooth, DECT or FM radio. The first headphones were developed in the late 19th century for use by switchboard operators, to keep their hands free. Initially, the audio quality was mediocre and a step forward was the invention of high fidelity headphones.

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Microphone in the context of Audio feedback

Audio feedback (also known as acoustic feedback, howlround in the UK, or simply as feedback) is a positive feedback situation that may occur when an acoustic path exists between an audio output (for example, a loudspeaker) and its audio input (for example, a microphone or guitar pickup). In this example, a signal received by the microphone is amplified and passed out of the loudspeaker. The sound from the loudspeaker can then be received by the microphone again, amplified further, and then passed out through the loudspeaker again. The frequency of the resulting howl is determined by resonance frequencies in the microphone, amplifier, and loudspeaker, the acoustics of the room, the directional pick-up and emission patterns of the microphone and loudspeaker, and the distance between them. The principles of audio feedback were first discovered by Danish scientist Søren Absalon Larsen, hence it is also known as the Larsen effect.

Feedback is almost always considered undesirable when it occurs with a singer's or public speaker's microphone at an event using a sound reinforcement system or PA system. Audio engineers typically use directional microphones with cardioid pickup patterns and various electronic devices, such as equalizers and, since the 1990s, automatic feedback suppressors, to prevent feedback, which detracts from the audience's enjoyment of the event and may damage equipment or hearing.

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Microphone in the context of Audio signal

An audio signal is a representation of sound, typically using either a changing level of electrical voltage for analog signals or a series of binary numbers for digital signals. Audio signals have frequencies in the audio frequency range of roughly 20 to 20,000 Hz, which corresponds to the lower and upper limits of human hearing. Audio signals may be synthesized directly, or may originate at a transducer such as a microphone, musical instrument pickup, phonograph cartridge, or tape head. Loudspeakers or headphones convert an electrical audio signal back into sound.

Digital audio systems represent audio signals in a variety of digital formats.

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Microphone in the context of Music studio

A recording studio is a specialized facility for recording and mixing of instrumental or vocal musical performances, spoken words, and other sounds. They range in size from a small in-home project studio large enough to record a single singer-guitarist, to a large building with space for a full orchestra of 100 or more musicians. Ideally, both the recording and monitoring (listening and mixing) spaces are specially designed by an acoustician or audio engineer to achieve optimum acoustic properties (acoustic isolation or diffusion or absorption of reflected sound reverberation that could otherwise interfere with the sound heard by the listener).

Recording studios may be used to record singers, instrumental musicians (e.g., electric guitar, piano, saxophone, or ensembles such as orchestras), voice-over artists for advertisements or dialogue replacement in film, television, or animation, Foley, or to record their accompanying musical soundtracks. The typical recording studio consists of a room called the "studio" or "live room" equipped with microphones and mic stands, where instrumentalists and vocalists perform; and the "control room", where audio engineers, sometimes with record producers, as well, operate professional audio mixing consoles, effects units, or computers with specialized software suites to mix, manipulate (e.g., by adjusting the equalization and adding effects) and route the sound for analog or digital recording. The engineers and producers listen to the live music and the recorded "tracks" on high-quality monitor speakers or headphones.

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Microphone in the context of Audio engineering

An audio engineer (also known as a sound engineer or recording engineer) helps to produce a recording or a live performance, balancing and adjusting sound sources using equalization, dynamics processing and audio effects, mixing, reproduction, and reinforcement of sound. Audio engineers work on the "technical aspect of recording—the placing of microphones, pre-amp knobs, the setting of levels. The physical recording of any project is done by an engineer…"

Sound engineering is increasingly viewed as a creative profession and art form, where musical instruments and technology are used to produce sound for film, radio, television, music and video games. Audio engineers also set up, sound check, and do live sound mixing using a mixing console and a sound reinforcement system for music concerts, theatre, sports games, and corporate events.

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Microphone in the context of Bugging

A covert listening device, more commonly known as a bug or a wire, is usually a combination of a miniature radio transmitter with a microphone. The use of bugs, called bugging, or wiretapping is a common technique in surveillance, espionage and police investigations.

Self-contained electronic covert listening devices came into common use with intelligence agencies in the 1950s, when technology allowed for a suitable transmitter to be built into a relatively small package. By 1956, the US Central Intelligence Agency was designing and building "Surveillance Transmitters" that employed transistors, which greatly reduced the size and power consumption. With no moving parts and greater power efficiency, these solid-state devices could be operated by small batteries, which revolutionized the process of covert listening.

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Microphone in the context of Sound pressure

Sound pressure or acoustic pressure is the local pressure deviation from the ambient (average or equilibrium) atmospheric pressure, caused by a sound wave. In air, sound pressure can be measured using a microphone, and in water with a hydrophone. The SI unit of sound pressure is the pascal (Pa).

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Microphone in the context of Disc jockey

A disc jockey, more commonly abbreviated as DJ, is a person who plays recorded music for an audience. Types of DJs include radio DJs (who host programs on music radio stations), club DJs (who work at nightclubs or music festivals), mobile DJs (who are hired to work at public and private events such as weddings, parties, or festivals), and turntablists (who use record players, usually turntables, to manipulate sounds on phonograph records). Originally, the "disc" in "disc jockey" referred to shellac and later vinyl records, but nowadays DJ is used as an all-encompassing term to also describe persons who mix music from other recording media such as cassettes, CDs or digital audio files on a CDJ, controller, or even a laptop. DJs may adopt the title "DJ" in front of their real names, adopted pseudonyms, or stage names.

DJs commonly use audio equipment that can play at least two sources of recorded music simultaneously. This enables them to blend tracks together to create transitions between recordings and develop unique mixes of songs. This can involve aligning the beats of the music sources so their rhythms and tempos do not clash when played together and enable a smooth transition from one song to another. DJs often use specialized DJ mixers, small audio mixers with crossfader and cue functions to blend or transition from one song to another. Mixers are also used to pre-listen to sources of recorded music in headphones and adjust upcoming tracks to mix with currently playing music. DJ software can be used with a DJ controller device to mix audio files on a computer instead of a console mixer. DJs may also use a microphone to speak to the audience; effects units such as reverb to create sound effects and electronic musical instruments such as drum machines and synthesizers.

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Microphone in the context of Modulation

Signal modulation is the process of varying one or more properties of a periodic waveform in electronics and telecommunication for the purpose of transmitting information.

The process encodes information in form of the modulation or message signal onto a carrier signal to be transmitted. For example, the message signal might be an audio signal representing sound from a microphone, a video signal representing moving images from a video camera, or a digital signal representing a sequence of binary digits, a bitstream from a computer.

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Microphone in the context of Zoom H4n

The Zoom H4n is a digital recording device manufactured by Zoom. It is the successor of the Zoom H4 recorder. Both models have two built-in condenser mics arranged in X/Y stereo position and two XLR microphone inputs that double as 1/4 inch phono jacks for musical instruments. Musical applications for the H4N include the ability to use the device as a multi-track (four-channel) recorder; the device also includes tools like a built-in tuner, metronome and effects processor for line-level instruments like guitars.

The H4n has a rubberized casing, a larger screen and buttons that differ from the H4. The H4n (with firmware version 1.01) was released in February 2009. A firmware update to version 1.9 was released in October, 2015.

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Microphone in the context of Analog-to-digital converter

In electronics, an analog-to-digital converter (ADC, A/D, or A-to-D) is a system that converts an analog signal, such as from fingers touching a touchscreen, sound entering a microphone, or light entering a digital camera, into a digital signal.

An ADC may also provide an isolated measurement such as an electronic device that converts an analog input voltage or current to a digital number representing the magnitude of the voltage or current. Typically the digital output is a two's complement binary number that is proportional to the input, but there are other possibilities.

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