Stop 6 of 8
Sound and gear
Pickups, amps, effects and the signal chain.
Stop 6 of 8
Pickups, amps, effects and the signal chain.
Every stop on this tour sounds through something: pickups, a cable, pedals, an amp, a speaker, sometimes a microphone and a computer. In this stop you open those black boxes. You will understand how a steel string becomes electricity, what each amp knob really does, why pedals go in the order they do and how to set a delay that breathes with the song. And, at the end, the most inconvenient truth about gear: half of your tone is in your hands.
An unplugged electric guitar barely makes a sound: a solid body does not amplify like an acoustic's hollow box. What makes it "speak" is the pickup, and its principle is one of the great discoveries of the 19th century: Faraday's electromagnetic induction.
Listen to the open sixth string: the pickup would produce a signal rising and falling about 82 times a second, exactly the rhythm of the vibration.
There are two big families of magnetic pickups. The difference starts with a problem: the coil does not only pick up the string, it also picks up hum from mains electricity (50 or 60 Hz), screens and transformers.
Single-coil
Humbucker
We call them and (literally, "the one that bucks the hum"). Neither is better: they are different colours on the palette.
The pickup selector does not just change the volume: it changes which harmonics you hear.
An acoustic already makes its own sound; to amplify it there are two routes, often combined:
A guitar has three parts, and each leaves its fingerprint:
| Part | What it does | What you control |
|---|---|---|
| Boosts the weak guitar signal and saturates it more or less | Gain, EQ (bass, middle, treble) | |
| Provides the watts needed to move the speaker | Master (overall volume) | |
| Speaker and cabinet | Turn electricity into air; guitar speakers barely reproduce anything above about 5 kHz | Speaker type, open or closed back |
and volume are not the same thing. Gain decides how much the signal saturates (character); the master decides how loud it is (level). Low gain and a high master give you a loud clean tone; high gain and a low master, a distortion for late-night playing.
When the gain pushes the signal beyond what the circuit can reproduce, the peaks of the wave flatten: that is . As the wave changes shape, new harmonics appear, which is why the sound becomes richer, longer-sustaining and more aggressive.
Hear it: the same riff clean, with overdrive and with distortion. You can switch effects while it plays.
Distortion does not only add harmonics to each note: it also creates intermodulation products, new frequencies born from the sums and differences of the notes you play together. With a perfect fifth (a ratio of about 3:2) those new frequencies line up with harmonics of the root and the chord sounds tight. With thirds (5:4) the new frequencies clash and the chord turns muddy. That is why, with lots of gain, the two-note sounds bigger than a full chord.
Hear the difference with distortion: the fifth stays tight and the third turns muddy.
| Technology | What it is | Pros | Cons |
|---|---|---|---|
| Tubes (valves) | Amplifies with vacuum tubes | Soft, dynamic saturation that responds to your attack | Weight, heat, maintenance, sounds best loud |
| Solid-state | Amplifies with transistors | Reliable, light, very stable cleans | Its own saturation tends to be harsher |
| Digital modelling | A processor simulates amps, cabinets and effects | Many sounds, low volume, records direct | You must learn to program it; can overwhelm |
The raises or lowers frequency regions. To use it well, it helps to know where the guitar's notes are: fundamentals run from about 82 Hz (open sixth string) to just over 1,300 Hz (24th fret of the first string), and their harmonics reach much higher.
| Region | Roughly | Boost it | Overdo it |
|---|---|---|---|
| Bass | 80–250 Hz | Body, weight | Mud, fights the bass player |
| Mids | 250 Hz–2 kHz | Presence: the guitar is "heard" in the band | Telephone sound, nasal |
| Treble / presence | 2–6 kHz | Sparkle, attack, definition | Harshness, ear fatigue |
An changes the signal between the guitar and the amp. There are hundreds, but nearly all belong to six families:
| Family | What it does | Examples |
|---|---|---|
| Dynamics | Controls the gap between loud and soft | , noise gate |
| Filters | Emphasise a frequency region that moves | Wah, envelope filter, EQ |
| Gain | Saturate the signal | Boost, overdrive, distortion, fuzz |
| Move something periodically | Chorus, phaser, flanger, tremolo, vibrato | |
| Pitch | Change the note | Octaver, harmoniser, pitch shifter |
| Time | Repeat or prolong the signal | , |
The is the order in which the signal passes through all of that. There is a usual order, and it works because each effect processes everything it receives:
Hear the gain and time families on the same phrase, already in that order: delay and reverb repeat the sound after the saturation.
A delay whose repeats land on the rhythmic grid melts into the groove; one that lands at random smears it. The maths is simple, because a minute has 60,000 milliseconds:
The fraction is 1 for a , 0.5 for an , 0.75 for a dotted eighth and for an eighth-note .
| Tempo | Quarter | Eighth | Dotted eighth |
|---|---|---|---|
| 90 BPM | 667 ms | 333 ms | 500 ms |
| 100 BPM | 600 ms | 300 ms | 450 ms |
| 120 BPM | 500 ms | 250 ms | 375 ms |
| 140 BPM | 429 ms | 214 ms | 321 ms |
Play quarter notes into a dotted-eighth delay and every echo lands three sixteenths after the note. The combined result is a sixteenth-note rhythm that sounds much busier than what you are playing. This is what you hear (note, echo, note, echo…):
And this is how it sounds with a real delay: quarter notes at 120 BPM with echoes at 375 ms, the dotted eighth at that tempo. Compare it with the dry sound.
Reverb simulates thousands of reflections so close together that you cannot tell them apart. Its types (room, hall, church, plate, spring) change the size and colour of the space. Pre-delay is the time before the tail starts: about 20–40 ms separates the note from its reverb and keeps the attack clear even in a big space. In general, the faster and denser the part, the less reverb and delay it needs.
Goal: Work out the quarter, eighth and dotted-eighth times at 90, 100 and 120 BPM without a calculator, and play quarter notes for one minute while counting the echo's counter-rhythm.
You do not need a studio to record yourself well. You need to understand four things.
Listen back with the guitar silent and a critical ear: do the notes start on time? Do they end when they should? Are strings ringing that should not? In the Lifelong practice stop you will turn that listening into a habit.
Two guitarists with the same gear sound different. The pick, its angle, where you strike the string and how firmly your fretting hand presses change the harmonics as much as a pedal does.
| Gesture | Brighter | Warmer |
|---|---|---|
| Where you pick | Near the bridge | Over the end of the neck |
| Pick | Thin, struck with the edge | Thick, struck flat, or your fingers |
| Strength | Firm attack | Gentle attack |
| Guitar volume knob | Full up | At 6–7: with saturation, it "cleans up" |
Try this original phrase three times without touching the amp: picking by the bridge, in the middle and over the 12th fret.
Goal: Record the phrase three times (bridge, middle, 12th fret) and have someone, or yourself blind, tell each version apart by ear.
No names or brands, just the order in which money goes furthest:
The second-hand market is your friend, and trying gear with your own guitar before buying is worth more than any review.
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