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Digital Audio

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Digital Audio What do we mean by digital ? How do we produce, process, and playback? Why is physics important? What are the limitations and possibilities? – PowerPoint PPT presentation

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Title: Digital Audio


1
Digital Audio
  • What do we mean by digital?
  • How do we produce, process, and playback?
  • Why is physics important?
  • What are the limitations and possibilities?

2
Digital vs. Analog
  • Discrete data
  • Reproducible with 100 fidelity
  • Can be stored using any digital medium
  • Frequency and amplitude ranges limited by
    digitization
  • Continuous data
  • Reproduction introduces new noise
  • Storage limited by physical size
  • Virtually unlimited frequency and amplitude ranges

3
Physics of Digitization
  • Sound (pressure wave) is transduced into an
    electrical signal (usually voltage)
  • Signal read by A-D converter to discrete values
  • Time sequence of signal values encoded in a
    computer

4
Sampling Basics
  • Sample Rate Frequency interval of the time
    sequence of encoded values
  • Sample Depth (or Bit Depth) Number of bits used
    to encode each value
  • Bit Rate (Sample Rate) x (Bit Depth)
  • For example, CD Quality audio is 44.1kHz at 16
    bits 7.065E5 bps per channel, or 1411 kbps total

5
Sample Rate (Sample Frequency)
  • Sample Period 0.5s
  • Sample Rate 1/0.5s 2Hz

6
Sample Rate Matters!(Mathematica Demo 1)
7
What do the samples actually represent?
8
Nyquist-Shannon Sampling Theorem
  • If a function x(t) contains no frequencies
    higher than B, it is completely determined by
    giving its ordinates at a series of points spaced
    1/(2B) seconds apart.
  • A necessary condition for digitizing a signal so
    that it can be faithfully reconstructed is that
    the sample rate is at least twice as high as the
    highest frequency present in the signal.

9
What can go wrong?
  • Aliasing High frequencies contribute signal
    components that are perceived as lower
    frequencies (Mathematica Demo 2)

10
Bit Depth
  • Number of bits used to represent each sampled
    value
  • Available discrete values n2b
  • Here there are only 5 discrete values, so 3 bits
    per sample

11
Dynamic Range
  • Ability to represent small and large amplitude
    signals in the same scheme
  • Clipping Large signals are cut off, introducing
    high harmonics
  • Masking Small signals are drowned out

12
Signal-to-Noise Ratio (S/N)
  • Ratio of meaningful signal power to unwanted
    signal power
  • In sound, the audible power (decibels) is
    skewed from the actual power
  • Best case scenario noise is in the first bit
  • S/N (dB) 10 Log (2b) 3.01b (per channel)
  • Human ear sensitivity covers a range of more than
    120dB! (40 bits)

13
Digital Audio Compression
  • Analog signals are practically incompressible
  • Raw audio signals are similarly hard to reduce
    using standard (lossless) file compression
    (Shannon Information Theory)
  • Psycho-acoustic models may be helpful! (lossy)

14
MP3 Codec
  • Divide the file into packets and find the Fourier
    power spectrum via DFT
  • Throw out easily masked frequencies to reach
    desired bit rate
  • Dither regions with different dynamic ranges or
    where the bit depth must be lowered to match
    desired bit rate
  • Perform traditional redundancy compression
  • (ratatat samples)

15
Discrete Fourier Transform
  • Frequency Limit ½ Sample Frequency (Nyquist)
  • Frequency Resolution 1/Signal Period
    (Mathematica 3)
  • Usually frequency resolution is much sharper than
    the ear can detect

16
Dithering
17
Digital Signal Processing (DSP)
  • Non-linear (ie, atemporal)
  • Real-time effects subject to latency and
    buffering memory
  • Filters and envelopes extremely
    difficult/expensive to achieve with analog
    techniques
  • Easier non-destructive editing
  • Perfect fidelity in copying

18
Some Common DSP Effects
  • Vocoder vs Autotune (Daft Punk)
  • Delay/Echo (U2, David Gray)
  • Filter/Flange (Foster the People, Dizzy Gillespie)

19
Digital Synthesis (If you can write an equation,
you can hear it!)
  • Sound engineering for movies/TV
  • Arbitrary mathematical functions can be generated
    (Mathematica 4)
  • Sounds not identifiable by the ear/brain
  • (Chem Bros and Skrillex samples)
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