I feel like sharing some more of my insights about this topic, with regards to waveforms you may find in music. There are various saturation tools for adding distortion and manipulating it, making complex waveforms and balancing them so that they don't sound bad even when summed to mono. For this there are tools for measuring correlation in between channels as to avoid phasing issues during summation. Finally, tools that make transient attacks stand out by listening to frequencies that are sharing the same bandwidth and turn down sustained ones during transients.
Here's an interesting video about ways to use saturation products in the mix:
At the end of the video there's a link to another one titled "You don't understand saturation", which I highly recommend as well.
So, in a nutshell, music is rarely pure tones, because people like distortion.
I would like to share an example of a track where you may observe the utilization of such tools to get wide, stereo and powerful bass. It is titled quite conveniently "Realm Shift" (I suppose
@gnarly could shift the entire neighborhood with his setup)
:
This is some serious bass. I would like to focus on a 10 seconds part of the track starting at about 1:07. If we look into it, you may see that this is anything but pure sinewaves, also stereo bass:
It is also pulsating within some low frequency sidebands, so I suspect complex phase relations as well. For this part of the track, bass does not go lower than 40Hz.
Reproduced on my system, this gives complex gradient experienced at my MLP. In trying to remotely describe this, I've set the device next to me, so it is slanted and positioned this way:
It is placed horizontally, with the upper edge of the screen (straight up arrow) pointed towards the system. It is also placed on my left, so the right arrow is pointing at me. This is 2D if you look at it, but in fact it is 3D as the upward movement is displayed as a complex product of the both Y(red) and X(blue) axis, although in reality it is not displaced from left to right. Screenshot actually shows neutral position.
In attachment you may find another real time recording, but this time I did my best not to drop any frames if possible (it's about 57fps), and I also mixed in some of my room sound together with the original track, for a better audio-visual clue and higher sound quality. The original track is dry, so I thought a bit of reverberation field from my room helps in sharing my experience. And vice versa, my in room recording wouldn't contain low frequencies so I had to mix them in from the original track. I did my best to achieve at least some balance.
I also made it in .mov format, so if you are using Quicktime player, you may drag and observe individual frames, also manipulate speed.
What you may observe is that frequencies are having a life of their own with regards to positions along the axis, also that they are rather abruptly stopped and repositioned during transients, no matter the amplitude they were in. My setup is such that this gives me cues such as that anything that is transient in nature, it is perceived in front, close to the system. But gradient is such that it well correlates with what you see on the video, so the lower the sustained frequency it is localized behind me, with higher frequencies localized at my position or in front. This track is stereo bass, so there's also perceived width and pulses of more or less width, which sadly I cannot explain. Far too complex and beyond my paygrade.
I hope you people find this interesting. Or perhaps not. Comments are welcome.