Base Knowledge
Before we dive deeper into the Bitwig Grid, it might be helpful to clarify a few terms that often come up. To make sure you know what’s being referred to, here’s a brief overview of the key concepts. Feel free to bookmark this page or revisit it whenever something seems unclear
If any terms are still confusing, don’t hesitate to reach out—I’ll be happy to update this list. This also ties back to what I mentioned earlier: music production involves mastering many different areas, and the same goes for the Grid if you want to fully unlock its potential.
Signal Polarity and Parameters #
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Bipolar vs. Unipolar
- Bipolar signals can go both above and below zero. Think of a waveform that has positive peaks and negative troughs.
- Unipolar signals stay on one side of zero, usually going from 0 up to some positive amount.
Example: A typical audio signal is often bipolar (like a sine wave centered around zero). A control voltage for certain synthesizers might be unipolar (0 to 5 volts).
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Values/Parameters
- These are simply the numbers or settings you adjust to shape your sound. For example, setting the cutoff frequency of a filter or turning up the volume is adjusting a parameter.
Example: When you turn a knob labeled "cutoff," you're changing the cutoff parameter value.
- These are simply the numbers or settings you adjust to shape your sound. For example, setting the cutoff frequency of a filter or turning up the volume is adjusting a parameter.
Rates and Oscillation #
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Audio Rate
- This refers to signals in the range our ears can hear, usually around 20 Hz to 20 kHz. Anything in this range can create an audible tone.
Example: A 440 Hz tone is the note A above middle C.
- This refers to signals in the range our ears can hear, usually around 20 Hz to 20 kHz. Anything in this range can create an audible tone.
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LFO (Low-Frequency Oscillator)
- A slow, repeating signal that’s usually below the audible range (under ~20 Hz). It’s used to modulate (change) other parameters over time.
Example: An LFO might move your filter cutoff up and down slowly, creating a sweeping sound.
- A slow, repeating signal that’s usually below the audible range (under ~20 Hz). It’s used to modulate (change) other parameters over time.
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Oscillator
- A device or function that creates a repeating waveform. This could be an audio-frequency oscillator for your main sound or a low-frequency oscillator for modulation.
Example: A sine wave oscillator at 100 Hz creates a deep, bassy tone.
- A device or function that creates a repeating waveform. This could be an audio-frequency oscillator for your main sound or a low-frequency oscillator for modulation.
Periodic vs. Aperiodic #
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Periodic
- Sounds or signals that repeat in a regular cycle. Think of a pure sine wave that repeats identically over and over.
Example: A steady guitar note or a continuous beep has a repeating cycle.
- Sounds or signals that repeat in a regular cycle. Think of a pure sine wave that repeats identically over and over.
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Aperiodic
- Sounds or signals that do not repeat in a strict cycle. Noise is a good example.
Example: White noise, like radio static, doesn’t have a repeating pattern.
- Sounds or signals that do not repeat in a strict cycle. Noise is a good example.
Linear vs. Non-Linear #
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Linear
- Changes occur at a steady rate or in evenly spaced amounts. If something doubles with each step in a predictable way, that might be considered linear in certain contexts (though in audio, “linear” is often just a straight “volume goes up at a fixed rate”).
Example: If you raise the volume slider in small, equal moves, each move will add roughly the same amount of level.
- Changes occur at a steady rate or in evenly spaced amounts. If something doubles with each step in a predictable way, that might be considered linear in certain contexts (though in audio, “linear” is often just a straight “volume goes up at a fixed rate”).
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Non-Linear
- Changes are not at a steady rate or are uneven. In audio, distortion or compression often adds non-linear characteristics.
Example: Overdrive or fuzz on a guitar distorts the signal, so a small change in input can cause a much bigger change in output.
- Changes are not at a steady rate or are uneven. In audio, distortion or compression often adds non-linear characteristics.
Pitch, Notes, and Semitones #
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Pitch
- How “high” or “low” a sound is. It’s directly related to frequency, but from a musical perspective.
Example: 440 Hz is usually recognized as the pitch A.
- How “high” or “low” a sound is. It’s directly related to frequency, but from a musical perspective.
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Notes
- Musical tones named (in Western music) as A, B, C, D, etc., sometimes with sharps (#) and flats (b).
Example: A scale goes C, D, E, F, G, A, B, C.
- Musical tones named (in Western music) as A, B, C, D, etc., sometimes with sharps (#) and flats (b).
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Semitones
- The distance between two neighboring notes (like between C and C#). It's the smallest standard step in Western music.
Example: Moving from C to C# is one semitone.
- The distance between two neighboring notes (like between C and C#). It's the smallest standard step in Western music.
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Ratios
- In music, we often talk about frequency ratios when we move up or down by octaves and other intervals. An octave is a 2:1 frequency ratio (double the frequency = one octave higher).
Example: From 220 Hz to 440 Hz is an octave jump.
- In music, we often talk about frequency ratios when we move up or down by octaves and other intervals. An octave is a 2:1 frequency ratio (double the frequency = one octave higher).
Frequency and Ranges #
- Frequencies (Hz, kHz, MHz)
- Frequency is how many times something happens per second. Hz (Hertz) is cycles per second. kHz is thousands of cycles (e.g., 1000 Hz = 1 kHz), and MHz is millions of cycles (not used much in everyday audio).
Example: 1 kHz = 1000 cycles per second, which is near the middle of human hearing.
- Frequency is how many times something happens per second. Hz (Hertz) is cycles per second. kHz is thousands of cycles (e.g., 1000 Hz = 1 kHz), and MHz is millions of cycles (not used much in everyday audio).
Loudness and Measurement #
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Amplitude
- The strength or height of a waveform, often heard as volume. More amplitude = louder sound.
Example: Turning a volume knob up increases the amplitude.
- The strength or height of a waveform, often heard as volume. More amplitude = louder sound.
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dB (Decibels)
- A way to measure the loudness level or signal strength. It uses a logarithmic scale, so every increase of about 10 dB is perceived as roughly twice as loud.
Example: Going from 0 dB to +6 dB might sound somewhat louder, but from 0 dB to +20 dB might be much louder.
- A way to measure the loudness level or signal strength. It uses a logarithmic scale, so every increase of about 10 dB is perceived as roughly twice as loud.
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LUFS (Loudness Units Full Scale)
- A measurement of average loudness over time, designed to match how we perceive loudness. It helps keep music or dialogue at a consistent volume across different platforms.
Example: Streaming services might recommend mixing your tracks to around -14 LUFS so the volume is consistent with other songs.
- A measurement of average loudness over time, designed to match how we perceive loudness. It helps keep music or dialogue at a consistent volume across different platforms.
These terms show up everywhere in music production, especially in modular setups. Knowing what they mean will help you understand and control your sound better.
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