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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