Two properties of air that are important for sound are its temperature and density. Air temperature measures the average amount of this random motion due to collisions. These simulations demonstrate the effects of changing the air temperature on the motion of the particles.
Air density measures the average number of particles in a unit volume. These simulations demonstrate the effects of changing the air density on the motion of the particles.
Air pressure measures the average force of particle collisions on a unit surface area and depends on both the density and temperature of air. How do you expect the pressure to change if the temperature increases or if the density increases?
Compare these simulations of high-frequency (small period) and low-frequency (large period) sound travelling through air.
Higher-frequencies correspond to high pitched notes. Lower-frequencies sound like low bass notes.
How does the speed of sound vary with frequency? Measure it in these simulations of high-frequency and low-frequency sound.
Compare these simulations to see the effect of changing amplitude on the motion of the particles.
This simulation is an example of a vibrating solid producing sound waves. The solid in this case could almost anything: your vocal folds, the body of a violin, the surface of a drum, the cone of a speaker or even a mosquito's wings. Sound detectors also have something in common: they must be able to respond to repetitive disturbances in the air around them. Most detectors also do this with something solid that reacts to the changing force of many particle collisions to track the sound.
This simulation shows both a source and a detector. The solid of the detector could be your eardrum or the diaphram in a microphone.
Try experimenting with the controls available from the "Setup Particles" and "Setup Fields" tabs to explore these simulations further.