The Noise command lets you generate random noise in a variety of colors. (Traditionally, color is used to describethe spectral composition of noise. Each color has its own characteristics.) Generating noise is useful for creating soothing sounds like waterfalls (perfect for use with the Binaural Auto-Panner function of Adobe Audition) and for generating signals that can be used to check out the frequency response of a speaker, microphone, or other audiosystem component.
Specifies a color for the noise:
Specifies a style for the noise:
Specifies the intensity of the noise on a scale of 2 to 40. At higher intensities, the noise becomes more erratic and sounds harsher and louder.
Adds a constant DC (Direct Current) amplitude to the tone, centering the waveform by shifting it up or down by the specified percentage.
Determines the number of seconds of noise that Adobe Audition generates.
Choose Effects > Generate > Tones to create a simple waveform using several amplitude‑ and frequency‑related settings. Generated tones are great starting points for sound effects.
Transitions tones from settings on Start tab to those on End tab. (Waveform remains constant.)
Specifies the main frequency to be used for generating tones.
Modulates pitch of the base frequency over a user‑defined range. For example, a 100 Hz setting modulates the original frequency from 50 Hz below to 50 Hz above.
Specifies how many times per second the frequency modulates, producing a warbling, vibrato effect.
Choose one of the following:
Adds up to five overtones to the fundamental frequency (Base Frequency). Below the sliders, enter either a specific frequency for each overtone, or specify a multiplier of the fundamental. Then, use the Amplitude sliders to mix overtones in proportion to one another.
Specifies the overall output of the effect.
Specifies the length of the generated tone in the format currently specified for the time ruler. Right-click the numbers to choose a separate time format for Generate Tones.
To access the following options, click Advanced:
Start Phase At
Specifies the starting location in the waveform cycle. If set to 0°, waves will start at the zero-crossing point. If set to 90°, the wave will start at full amplitude (generating a noticeable click).
2nd Channel Phase Difference
Adjusts the relative phase of stereo channels. A value of zero places the channels completely in phase and 180 places them completely out of phase.
Dynamically changes the relative phase between the two channels of a stereo audio file over time. For example, if you enter 1 Hz, the phase difference will cycle through 360° each second.
Adds a Direct Current offset, shifting the center of the waveform up or down by the specified percentage. Use this adjustment to calibrate audio hardware or simulate hardware-induced offset.
With Selected Audio
Choose from the following: