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Chapter 12 Sound

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Title: Chapter 12 Sound


1
Chapter 12Sound
  • Multimedia Systems

2
Key Points
  • Sound is a complex mixture of physical and
    psychological factors, which is difficult to
    model accurately.
  • Sounds can be characterized by their waveforms,
    which plot amplitude against time.
  • CD quality sound is sampled at 44.1 kHz, using a
    sample size of 16 bits. Multimedia productions
    may have to use lower sampling rates and smaller
    sample sizes.

3
Key Points
  • The quality of digitized sound can be improved by
    dithering adding a small quantity of noise to
    randomize the quantization error.
  • Software can provide the functions of a recording
    studio, including multi-track recording, mixing
    and effects, on a desktop computer.
  • The most vexatious aspect of recording is getting
    the levels right.
  • Audio filters are used to remove noise and
    unwanted frequency components.

4
Key Points
  • Digital versions of established effects, such as
    reverb and envelope shaping are used to alter the
    quality of sounds. Digital technology permits new
    kinds of alteration, including time stretching
    and pitch alteration.
  • Speech data can be compressed using established
    technology, including µ-law and A-law companding
    and ADPCM.
  • MPEG-1 Layer 3 audio (MP3) is a lossy method of
    audio compression that uses a psycho-acoustical
    model to determine which information to discard.

5
Key Points
  • Each of the three major platforms has its own
    sound file format AIFF for MacOS, WAV for
    Windows, and AU for Unix. RealAudio is used for
    streaming audio.
  • MIDI (The Musical Instruments Digital Interface)
    provides a standard for controlling digital
    instruments and communicating between them and
    computers running sequencer programs.
  • When sound is combined with video,
    synchronization must be established and
    maintained.

6
The Nature of Sound
  • All sounds are produced by the conversion of
    energy into vibrations in the air or some other
    elastic medium
  • ex tuning forks (??) and guitars
  • A good tuning fork produces the clean tines at a
    single frequency, most other sound sources
    vibrate in more complicated ways.
  • A single note is composed of several components
    at frequencies that are multiplies of fundamental
    pitch of the note.

7
Harmonic
  • The spectrum of a single note from a musical
    instrument usually has a set of peaks at
    (approximately) harmonic ratios.
  • That is, if the fundamental frequency is f, there
    are peaks at f, and also at (about) 2f, 3f, 4f,
    etc.
  • The pitch of a note refers to the fundamental
    frequency with which the source of the tone
    resonates.

8
Frequency Spectrum
  • Percussive sounds and most natural sounds do not
    even have a single identifiable fundamental
    frequency, but can still be decomposed into a
    collection of frequency components.
  • Frequency spectrum relative amplitudes of its
    frequency components

9
The Nature of Sound
  • The human ear is able to detect frequencies in
    the range between 20 Hz and 20 kHz
  • Upper limit decreases with increasing age
  • We can display the waveform of any sound by
    plotting its amplitude against time
  • Figs. 12.1-7some waveforms for a range of types
    of sound

10
Speech
  • Speaker repeats Feisty teenager twice, then a
    more distance responds.
  • The second time faster and with more emphasis
  • Record in open air and there is background noise.
  • Compress speech removing the silences

Feisty teenager
11
Instruments
  • Figs. 12.2-5

Didgeridoo
Boogie-woogie
12
Violin, cello and piano
Men grow cold...
13
Water sounds
A trickling stream
The sea
14
Stereophony
  • One of the most useful illusions in sound
    perception is stereophony.
  • Brain identifies the source of a sound on the
    basis of the differences in intensity and phrase
    between the signals received from the left and
    right ears.

15
Digitizing Sound
  • Sampling
  • The selection of the sampling rate
  • If limiting of hearing is 20 kHz, a minimum rate
    of 40 kHz is required by the Sampling Theorem.
  • The sampling rate of audio CDs is 44.1 kHz
  • 22.05 kHz is commonly used for Internet11.025
    kHz for speech
  • DAT (digital audio tape) 48 kHz

16
Sampling
  • How does sampling work in computer system
  • Sound card
  • Digital audio inputs are uncommon
  • Analog line output of DAT or CD is re-digitalized
    by sound card
  • Incompatible rate re-sampling
  • Its called jitter that the intervals between
    samples drift

17
Sampling
  • If sampling rate 40 kHz, the inaudible
    components will manifest as aliasing when signal
    is reconstructed.
  • A filter is used to remove any frequencies than
    half the sampling rate before the signal is
    sampled.

18
Digitizing Sound
  • Quantization
  • Its usually 65536 quantization levels for CD
    audio
  • 16 bits
  • Undersampling a pure sine wave
  • An analogue signal will be coarsely approximated
    by samples that jump between just a few quantized
    values
  • Dithering
  • When a small amount of random noise is added to
    the analogue signal before sampling

19
Quantization
Undersampling a pure sine wave
20
Dithering
Dithering
21
Dithering
  • Sampling and dithering on frequency spectrum

22
Processing Sound
  • Modern multi-track recording studio
  • There is presently no single sound application
    that has the de facto status.
  • MIDI sequencing
  • Multi-track recording
  • Video editing packages include some integrated
    sound editing and processing facilities.

23
Recording and Importing Sound
  • Sampling rate and sampling size
  • If level of signal is too low, then resulting
    recording will be quiet.
  • If level is too high, clipping will occur.
  • Fig. 12.10
  • Gain control can be used to alter level.
  • Automatic gain control

24
Sound Editing and Effects
  • Interface timeline
  • Tracks
  • Creation of loops
  • Very short loops are needed to create voices for
    the electric musical instruments known as
    samplers.
  • Longer loops are used in certain styles of dance
    music
  • Post-production
  • Correct defects, enhance quality, modify their
    character.
  • Premieres effects plug-in format is widely used.
  • Professional level Cubase VST, DigiDesign
    ProTools

25
  • Removal of unwanted noise
  • Noise gate
  • Eliminates all samples whose value falls below a
    specified threshold
  • Specify a minimum time that must elapse before a
    sequence of low amplitude samples counts as a
    silence and a similar limit before a sequence
    whose values exceed the threshold counts as
    sound.
  • This prevents the gate being turned on or off by
    transient glitches (????????).

26
Noise Gate
  • Since noise gate has no effect on speakers
    words, the background noise will cut in and out
    as he speaks.
  • Noise combined with signal
  • Noise gate all-or-nothing filtering
  • Low-pass, high-pass, notch filters
  • Specialized filters
  • de-esser remove the sibilance (???) that results
    from speaking or singing into microphone placed
    too close to performer
  • Click repairer
  • Remove clicks from recording taken from damaged
    or dirty vinyl records.

27
  • Single effect may be used in different ways
    depending on values of parameters
  • Reverb effect
  • Small delay and low reflectivity inside a small
    room
  • Longer reverb times concert hall or stadium

28
Graphic Equalization
  • Transforms spectrum of a sound using a bank of
    filters, each controlled by its own slider and
    each affecting a fairly narrow band of
    frequencies.

29
Envelope Shaping
  • Changing outline of a waveform
  • Allow user to draw a new envelope around the
    waveform, altering its attack and decay and
    introducing arbitrary fluctuations of amplitude.
  • Fader a specialized versions of envelope shaping
  • Volume to be gradually increased and decreased
  • Tremolo (??)
  • Cause the amplitude to oscillate periodically
    from zero to its maximum value

30
  • Time stretching and pitch alteration are two
    closely related effects
  • Analogue recordings can only be achieved by
    altering speed at which it is played back, and
    this alters the pitch.
  • With digital sound, the duration can be changed
    without altering the pitch by inserting or
    removing samples.
  • The pitch can be altered without affecting
    duration
  • Time stretching required when sound is being
    synchronized to video or another sound.

31
Compression
  • 3 minutes, stereo 25 MBytes
  • Huffman coding
  • Run-length coding silence

32
Speech Compression
  • Telephone companies, 1960s
  • Companding compressing/expanding
  • non-linear quantization Fig. 12.11
  • G.711 ?-law, North America and Japan, SUN
  • A-law
  • ADPCM, adaptive differential pulse code
    modulation
  • Differential pulse code modulation
  • Linear Predictive Coding
  • Mathematical model of state of vocal tract as its
    representation of speech
  • 2.4 kbps, machine-like quality

33
Perceptually Based Compression
  • Threshold of hearingminimum level at which a
    sound can be heard
  • Fig. 12.12, the threshold of hearing
  • Very low or high frequency sound must be much
    louder than a mid-range tone to be heard.
  • Phycho-acoustical model
  • Mathematical description of aspects of the way
    the ear and brain perceive sounds
  • Loud tones can obscure softer tones that occur at
    the same time
  • Depends on the relative frequencies of the two
    tones

34
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35
Masking
  • A modification of threshold of hearing curve in
    region of a loud tone
  • Fig.12.13, the threshold is raised in
    neighborhood of masking tone
  • The raised portion, or masking curve is
    non-linear, and asymmetrical, raising faster than
    it falls
  • Any sound that lies within the masking curve will
    be inaudible, even though it raises above the
    unmodified threshold of hearing.
  • Because masking hides noise as well as some
    components of the signal, quantization noise can
    be masked.
  • Where a masking sound is present, the signal can
    be quantized relatively coarsely, using fewer
    bits than would otherwise be needed, because the
    resulting quantization noise can be hidden under
    the masking curve.

36
Compression
  • Use a bank of filters to split signal into bands
    of frequencies 32 bands are commonly used.
  • The average signal level in each band is
    calculated, and using these values and a
    psycho-acoustical model, a masking level for each
    band is computed.

37
MPEG Audio
  • 3 layers
  • Layer 1 192 kbps for each channelLayer 2 128
    kbps for each channelLayer 3 64 kbps for each
    channel
  • MP3 MPEG-1 Layer 3compression rate 101

38
Formats
  • AIFF for MacOSWAV for WindowsAU for Unix
  • Each can store audio data at a variety of
    commonly used sampling rates and sample sizes.
  • Each supports uncompressed or compressed data
    with a range of compressors.

39
Streaming Audio
  • Sound is delivered over a network and played as
    it arrives without having to be stored on users
    machine first.
  • Because of lower bandwidth required by audio,
    streaming is more successful for sound than it is
    for video.
  • Real Networks RealAudio
  • Streaming QuickTime
  • Play on demand

40
MIDI
  • The Musical Instruments Digital Interface
  • Standard protocol for communicating between
    electronic instruments, such as synthesizers,
    sampler, and drum machines.
  • MIDI allowed instruments to be controlled
    automatically by devices that could be programmed
    to send out sequences of MIDI instructions.

41
MIDI Messages
  • An instruction that controls some aspect of the
    performance of an instrument
  • Status byte type of messageone or two bytes
    giving the values of parameters
  • Note On, Note Off, Key Pressure
  • Running status

MIDI data is transmitted using a 10-bit packet
that includes a start and stop bit
The MIDI message Note On is followed by two data
bytes, as is the Note Off message.
42
General MIDI and QuickTime
  • General MIDI specifies 128 standard voices, Table
    12.1
  • Drum machine and percussion samplers
  • Drum kits, Table 12.2
  • There is no guarantee that identical sounds will
    be generated for each name by different
    instruments.
  • A good sampler may use high quality samples of
    the corresponding real instruments.
  • QuickTime MIDI-like functionality

43
MIDI Software
  • MIDI sequencing programs
  • Capture and editing functions equivalent to those
    of video editing software.
  • Multiple tracks
  • Composition
  • Music can be captured as it is palyed from MIDI
    controllers attached to a computer via a MIDI
    interface.
  • Punch in
  • The start and end point of a defective passage
    are marked, the sequencer starts playing before
    the beginning, and then switches to record mode,
    allowing a new version of the passage to be
    recorded to replace the original.

44
Sequencers
  • Quantize tempo during recording, fitting the
    length of notes to exact sixteenth notes, or
    eighth note triplets, or whatever duration is
    specified.
  • Most programs allow music to be entered using
    classical music notation.
  • Printed sheet music to be scanned and will
    perform optical character recognition to
    transform the music into MIDI.
  • The opposite transformation, from MIDI to a
    printed score, is also often provided, enabling
    transcriptions of performed music to be made
    automatically.

45
  • Piano-roll interface, Fig. 12.14
  • Major limitations of MIDI
  • Impossibility of representing vocals
  • MIDI can be transformed into audio.
  • Reverse transformation is sometimes supported,
    although it is more difficult to implement.

46
Computer Sequencing Software
47
Music Notation Software
48
Combing Sound and Picture
  • Voice-overs should match the picture they
    describe, music will often be related to edits,
    and natural sounds will be associated with events
    on screen.
  • Synchronization, timecode
  • If sound and video are physically independently,
    synchronization will sometimes be lost.
  • Audio and video data streams must carry the
    equivalent of timecode, so that their
    synchronization can be checked.
  • Audio and video play from local hard disk
  • For short clips, it is possible to load the
    entire sound track into memory before playback
    begins.
  • This is impractical for movies. Fore these, it is
    normal to interleave the audio and video.
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