Production Glossary
Every term used in this course, in plain words, from A to Z. Jump to a letter, read the short definition, and follow the link to the lesson that explains it in depth.
Use your browser's find command (Ctrl+F or Cmd+F) to search this page for any term.
A
- A/B comparison
- Switching quickly between two versions of a sound (or your mix and a reference) to judge which is better. Always level-match first. See Psychoacoustics.
- A cappella (acapella)
- A vocal recording with no instruments. Producers use them for remixes and sampling.
- ADSR
- Attack, Decay, Sustain, Release: the four stages of an envelope that shapes how a sound changes over time. See Envelopes.
- Aliasing
- Unwanted, inharmonic frequencies created when a digital system tries to represent frequencies above half the sample rate. See Digital Audio.
- Ambience
- The sense of the space around a sound, from room reflections or reverb.
- Amplitude
- The size of a sound wave, heard as loudness. See What is Sound?
- Arpeggiator
- A tool that plays the notes of a held chord one at a time in a pattern, such as up, down or random.
- Arrangement
- How the parts of a song are organized over time: which instruments play in each section. See Arranging for Energy.
- Attack
- On an envelope, the time a sound takes to reach full level. On a compressor, how quickly it reacts once the signal passes the threshold.
- Attenuate
- To reduce the level of a signal or a frequency range.
- Audio interface
- A box that connects microphones, instruments and speakers to your computer and converts between analog and digital audio. See Home Studio Setup.
- Automation
- Recorded changes to a parameter (volume, filter cutoff, pan) over time. See Automation.
- Aux send
- A route that sends a copy of a track's signal to a shared effect (such as reverb) on a return track. See Buses & Parallel FX.
B
- Band-pass filter
- A filter that lets a band of frequencies through and cuts those above and below. See Filters.
- Bar (measure)
- A group of beats in music. In 4/4 time, one bar has four beats. See Rhythm & Tempo.
- Bit depth
- The number of bits used to store each sample, which sets the dynamic range. 24-bit is standard for recording. See Digital Audio.
- Bounce
- To render tracks or a whole song to an audio file. See Pro Workflow.
- BPM
- Beats per minute, the measure of tempo. House is often around 124 BPM. See Genre BPM & Keys.
- Breakdown
- A section where most elements drop out to lower the energy, usually before a build-up and drop.
- Buffer size
- The chunk of audio your computer processes at once. Small buffers mean low latency; large buffers mean fewer clicks and dropouts.
- Bus
- A channel that combines several tracks so you can process them together, such as a drum bus. See Buses & Parallel FX.
C
- Chord
- Three or more notes played together. See Chords.
- Chord progression
- A sequence of chords, such as I–V–vi–IV. See Chord Progressions.
- Chorus (effect)
- An effect that mixes slightly delayed, pitch-wobbling copies of a sound to make it thicker and wider.
- Chorus (section)
- The main, repeated, usually highest-energy section of a song, often containing the hook. See Song Structure.
- Clipping
- Distortion caused when a signal exceeds the maximum level a system can handle, such as 0 dBFS.
- Comb filtering
- A hollow, phasey sound caused when a signal is mixed with a slightly delayed copy of itself, cancelling some frequencies.
- Compressor
- A processor that turns down a signal when it gets louder than a set threshold, reducing dynamic range. See Compression.
- Condenser microphone
- A sensitive, detailed microphone that needs power (usually phantom power). Common for vocals. See Microphones.
- Crossfade
- Fading one clip out while another fades in, to hide edits and avoid clicks.
- Cutoff frequency
- The frequency where a filter starts to reduce the signal. See Filters.
D
- DAW
- Digital Audio Workstation: the software you make music in, such as Ableton Live, FL Studio or Logic Pro. See DAW Basics.
- Decibel (dB)
- A logarithmic unit for comparing levels. About 1 dB is the smallest change most people notice.
- dBFS
- Decibels relative to full scale. 0 dBFS is the maximum level in digital audio.
- De-esser
- A compressor that only reacts to harsh "s" and "sh" sounds (sibilance). See Mixing Vocals.
- Decay
- On an envelope, the time to fall from the peak to the sustain level. On a reverb, how long the tail lasts.
- Delay
- An effect that repeats a sound after a set time, creating echoes. See Reverb & Delay.
- Distortion
- Changing a waveform's shape so it gains extra harmonics, from gentle warmth to heavy fuzz.
- Dither
- Very low-level noise added when reducing bit depth (for example, 24-bit to 16-bit) to hide quantization distortion.
- Drop
- The high-energy moment after a build-up in electronic music, where the main beat and bass hit. See Transitions & FX.
- Dry
- The unprocessed signal, without effects.
- Dynamic microphone
- A rugged microphone that handles loud sources well and picks up less room sound. See Microphones.
- Dynamic range
- The difference between the quietest and loudest parts of a sound or song.
E
- Early reflections
- The first echoes of a sound bouncing off nearby surfaces, which tell your brain the size of a room.
- Envelope
- A control that shapes a parameter over time each time a note is played, usually using ADSR stages. See Envelopes.
- EQ (equalizer)
- A tool that boosts or cuts specific frequency ranges. See EQ.
- Expander
- The opposite of a compressor: it makes quiet sounds quieter, increasing dynamic range.
- Export
- Rendering your project or parts of it to an audio file, such as WAV or MP3.
F
- Fade
- A gradual change in volume at the start (fade-in) or end (fade-out) of a clip or song.
- Feedback
- On a delay, the amount of output sent back into the input, which sets how many repeats you hear. Also the howl when a mic picks up its own speaker.
- Filter
- A processor that removes frequencies above, below or around a point. See Filters.
- FM synthesis
- Frequency modulation: one oscillator rapidly changes another's pitch to create complex tones like bells and electric pianos. See Synthesis Types.
- Frequency
- How many times a wave vibrates per second, measured in Hz and heard as pitch. See Frequency Chart.
- Fundamental
- The lowest frequency in a note, which sets its pitch. The harmonics sit above it.
G
- Gain
- The amount a signal's level is raised or lowered, usually at the input stage.
- Gain staging
- Setting healthy levels at every point in the signal chain so nothing clips or sits too low. See Mixing & Gain Staging.
- Gate (noise gate)
- A processor that mutes a signal when it falls below a threshold, removing noise or bleed between hits.
- Ghost note
- A very quiet drum hit, often on the snare, that adds groove between the main hits. See Drum Programming.
- Glide (portamento)
- A smooth slide in pitch from one note to the next, common on 808s and synth leads.
- Granular synthesis
- Building sounds from tiny slices ("grains") of audio, often a few milliseconds long, played back in clouds.
- Groove
- The feel of a rhythm, shaped by timing and velocity. See Groove & Swing.
H
- Haas effect
- The brain fuses two copies of a sound arriving within roughly 30–40 ms and places it at the first arrival. Used to widen sounds. See Psychoacoustics.
- Harmonics
- Frequencies at whole-number multiples of the fundamental, which create a sound's timbre. See What is Sound?
- Headroom
- The space between a signal's peak level and the point where it clips.
- High-pass filter
- A filter that lets high frequencies through and cuts lows. Also called a low-cut. See EQ.
- Hook
- The catchiest part of a song, the bit people remember: a vocal line, riff or sound. See Melody Writing.
- Humanize
- Adding small random changes to timing and velocity so programmed parts feel less robotic.
I
- Impulse response (IR)
- A recording of how a real space or device responds to a short sound, used by convolution reverbs and cabinet simulators.
- Insert
- An effect placed directly in a track's signal path, processing all of the signal.
- Interval
- The distance between two notes, measured in semitones. See Ear Training.
- Inversion
- A chord played with a note other than the root at the bottom. See Chords.
- ISRC
- International Standard Recording Code: a 12-character code that identifies a recording. See Releasing Music.
K
- Key
- The home note and scale a song is built around, such as A minor. See Notes & Scales.
- Kick drum
- The lowest drum in a kit, usually marking the main beats. See Drum Programming.
- Knee
- How gradually a compressor starts working around the threshold. A soft knee eases in; a hard knee clamps down at once.
L
- Latency
- The delay between playing or sending a sound and hearing it, caused by buffers and processing.
- LFO
- Low Frequency Oscillator: a slow wave used to move a parameter, such as pitch (vibrato) or volume (tremolo). See LFOs & Modulation.
- Limiter
- A compressor with a very high ratio that stops peaks going above a ceiling. Used in mastering. See The Mastering Chain.
- Loop
- A section of audio or MIDI that repeats seamlessly.
- Low-pass filter
- A filter that lets low frequencies through and cuts highs. Also called a high-cut. See Filters.
- LUFS
- Loudness Units relative to Full Scale: a measure of perceived loudness used by streaming services. See Loudness & LUFS.
M
- Masking
- When one sound hides another, usually because they share frequencies. See Psychoacoustics.
- Mastering
- The final stage of production: polishing the finished mix and preparing it for release. See Mastering Intro.
- Metronome
- A click that plays on every beat to keep time.
- MIDI
- Musical Instrument Digital Interface: data that describes notes and controls, not audio itself. See MIDI.
- Mid/side (M/S)
- A way of splitting stereo audio into the center (mid) and the difference between channels (side), so each can be processed separately. See Advanced Mixing.
- Mixing
- Balancing and processing all the tracks of a song so they work together. See Mixing & Gain Staging.
- Modulation
- Using one source (an LFO or envelope) to change a parameter over time. See LFOs & Modulation.
- Monitors
- Speakers designed for accurate, uncolored playback in studios.
- Mono
- A single channel of audio, with no left–right difference.
- Multiband compression
- Compression applied separately to different frequency bands.
N
- Noise
- A random signal containing many frequencies. White noise has equal energy per Hz; pink noise has equal energy per octave.
- Noise floor
- The level of background hiss and hum in a recording or system.
- Normalize
- Raising a clip's level so its loudest peak (or average loudness) hits a target value.
- Nyquist frequency
- Half the sample rate: the highest frequency a digital system can represent. At 44.1 kHz it is 22.05 kHz.
O
- Octave
- The interval between one note and another at double (or half) its frequency.
- Oscillator
- The part of a synth that generates a repeating waveform. See Synth Basics.
- Overdub
- Recording a new part on top of existing recordings.
- Oversampling
- Processing audio internally at a higher sample rate to reduce aliasing from distortion and other effects.
- Overtone
- Any frequency above the fundamental. Harmonic overtones are whole-number multiples.
P
- Pad
- A soft, sustained synth sound that fills the background with chords.
- Pan
- Placing a sound between the left and right speakers. See Panning & Stereo.
- Parallel compression
- Blending a heavily compressed copy of a signal with the original, adding power while keeping transients. See Buses & Parallel FX.
- Peak
- The highest instantaneous level of a signal.
- Phantom power
- A 48 V supply sent from an interface or mixer down the mic cable to power condenser microphones.
- Phase
- The position of a wave in its cycle. Out-of-phase signals cancel each other. See What is Sound?
- Pitch
- How high or low a note sounds, set by its frequency.
- Plugin
- A software instrument or effect that runs inside a DAW, in formats like VST, AU or AAX.
- Pop filter
- A screen placed in front of a mic to stop bursts of air from "p" and "b" sounds. See Recording Vocals.
- Pre-delay
- The gap between a dry sound and the start of its reverb. Longer pre-delay keeps the dry sound clearer.
- Preamp
- An amplifier that raises a microphone's tiny signal to a usable level.
- Preset
- Saved settings for an instrument or effect.
- PRO
- Performing Rights Organization: collects performance royalties for songwriters, such as ASCAP, BMI or PRS. See Releasing Music.
Q
- Q (bandwidth)
- How narrow or wide an EQ band is. High Q is narrow; low Q is broad. See EQ.
- Quantize
- Moving notes to the nearest grid position to tighten timing. See MIDI.
R
- Ratio
- How strongly a compressor reduces the signal above the threshold. At 4:1, 4 dB over becomes 1 dB over.
- Reference track
- A professional song you compare your mix to, to check balance and tone.
- Release
- On an envelope, how long a sound fades after the key is let go. On a compressor, how quickly it stops reducing after the signal falls.
- Resampling
- Recording your DAW's output back into a new audio track to edit or process it further. See Pro Workflow.
- Resonance
- A boost at a filter's cutoff frequency that adds a whistling or squelchy character.
- Reverb
- The many reflections that make a sound seem to be in a space. See Reverb & Delay.
- Riser
- A sound that builds in pitch or intensity to create tension before a drop. See Transitions & FX.
- RMS
- Root Mean Square: a measure of average signal level, closer to perceived loudness than peak level.
- Root note
- The note a chord or scale is built on and named after.
S
- Sample
- A piece of recorded audio reused in a new track. Also one measurement of a waveform in digital audio. See Sampling.
- Sample rate
- How many samples per second are recorded, such as 44.1 kHz or 48 kHz. See Digital Audio.
- Saturation
- Gentle distortion that adds warmth and harmonics, modeled on tape, tubes or transformers.
- Scale
- A set of notes that sound good together, such as major or minor. See Notes & Scales.
- Send
- A control that routes part of a track's signal to a return track or bus.
- Sequencer
- A tool that plays notes or drum hits in a programmed pattern.
- Sidechain
- Using one signal to control a processor on another, such as a kick ducking the bass. See Sidechain & Ducking.
- Sibilance
- Harsh "s", "sh" and "t" sounds in vocals, usually around 5–10 kHz.
- Snare drum
- A sharp drum with wires underneath, usually on beats 2 and 4. See Drum Programming.
- Solo
- Muting every track except the selected one so you can hear it alone.
- Stem
- An audio file of a group of parts (drums, bass, vocals) exported so it lines up with the others.
- Stereo
- Two channels of audio, left and right, which create a sense of width.
- Sub-bass
- The lowest frequencies, roughly 20–60 Hz, felt as much as heard.
- Subtractive synthesis
- Starting with a harmonically rich waveform and filtering away frequencies to shape it. See Synthesis Types.
- Swing
- Delaying every second subdivision (such as off-beat 16ths) to create a shuffling feel. See Groove & Swing.
- Sync (tempo sync)
- Locking an effect or LFO to the song's tempo, so it moves in note values like 1/8 or 1/4.
- Synthesizer
- An instrument that generates sound electronically using oscillators, filters and envelopes. See Synth Basics.
T
- Tempo
- The speed of a song, measured in BPM.
- Threshold
- The level at which a compressor, gate or limiter starts to act.
- Timbre
- The tone color of a sound, the reason a piano and a guitar sound different on the same note.
- Time signature
- How many beats are in a bar and which note value gets the beat, such as 4/4 or 6/8.
- Track
- A single lane in a DAW holding audio or MIDI. Also an informal word for a song.
- Transient
- The short, loud start of a sound, such as the click of a kick or the pick of a guitar.
- Transient shaper
- A processor that boosts or reduces the attack and sustain of sounds, independent of level.
- Transpose
- Shifting notes up or down by a set number of semitones.
- True peak
- The estimated peak level of the analog signal after conversion, which can exceed sample peaks. Masters often aim for -1 dBTP. See Loudness & LUFS.
U
- Unison
- Stacking several slightly detuned copies of a synth voice to make it thicker and wider, as in a supersaw. See Sound Design Recipes.
- Unity gain
- A setting where a device neither boosts nor cuts the level (0 dB change).
V
- Velocity
- How hard a MIDI note is played, from 1 to 127, usually controlling loudness or brightness.
- Verse
- The section of a song that tells the story, with lyrics that change each time. See Song Structure.
- Vocoder
- An effect that imposes the tone of one sound (usually a voice) onto another (usually a synth), creating a robotic voice.
- VST
- Virtual Studio Technology: a common plugin format for instruments and effects.
W
- Waveform
- The shape of a sound wave, such as sine, square, saw or triangle. See What is Sound?
- Wavetable synthesis
- Synthesis that plays through a set of stored single-cycle waveforms, letting the tone morph smoothly. See Synthesis Types.
- Wet
- The processed signal from an effect. The wet/dry knob blends it with the original.
- White noise
- Noise with equal energy at every frequency, which sounds bright and hissy. Used in risers and snares.
- Width
- How wide a sound or mix feels across the stereo field. See Panning & Stereo.
X
- XLR
- The standard three-pin connector for microphones and balanced audio cables.
Z
- Zero crossing
- A point where a waveform crosses the zero line. Cutting audio there helps avoid clicks.
- Pick five terms from this page that you don't use yet, such as pre-delay, knee or resampling.
- Find the matching control in your DAW's own plugins (Ableton: Reverb and Compressor; FL Studio: Fruity Reeverb 2 and Fruity Limiter; Logic: ChromaVerb and Compressor).
- Move each control from its minimum to its maximum while a loop plays, and write one sentence about what you hear.
Half the sample rate is called the frequency.
A compressor with a very high ratio used to stop peaks is a .
1. What does the Q control on an EQ band set?
- The band's loudness
- How narrow or wide the band is
- The band's center frequency
- The quantize amount
Q is bandwidth. A high Q affects a narrow range; a low Q affects a broad range.
2. What is a transient?
- A long reverb tail
- A background hiss
- A slow change in tempo
- The short, loud start of a sound
Transients are the attacks of sounds, like the click of a kick. Compressor attack and transient shapers control them.
3. What does dither do?
- Adds low-level noise to hide distortion when reducing bit depth
- Removes clicks between clips
- Widens the stereo image
- Raises the loudness of a master
Dither masks quantization distortion when converting, for example, a 24-bit file to 16-bit.
4. What is MIDI?
- A type of microphone
- A compressed audio format
- Data describing notes and controls, not audio itself
- A reverb algorithm
MIDI tells an instrument what to play (pitch, velocity, timing). The instrument makes the sound.