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Sampled Audio. We store digitised audio samples. This is the main audio data. In a file (e.g..wav format) we also need some header information. We will.

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Presentation on theme: "Sampled Audio. We store digitised audio samples. This is the main audio data. In a file (e.g..wav format) we also need some header information. We will."— Presentation transcript:

1 Sampled Audio

2 We store digitised audio samples. This is the main audio data. In a file (e.g..wav format) we also need some header information. We will look at the headers and data. Then we will modify the audio data.

3 Sampled Audio As described before, the audio signal is sampled at some sampling rate f s. If we sample at f s samples per second how many samples will we need to represent 2 seconds of audio? What if it is stereo?

4 Sampled Audio Also, we must decide on some level of quantisation or bits per sample nbits. Total bit rate is therefore –nbits x f s bits per second. After deciding on some coding scheme (audio signal is biplolar) we store the numeric representation of the samples sequentially.

5 The “wav” format Found in Microsoft environments. Consists of a “RIFF“ header. Broken into chunks and subchunks. Chunks (and subchunks) have: – label of chunk –Size of chunk –Then the chunk itself (body) “wav” file always has – RIFF chunk –Fmt subchunk –Data subchunk

6 The “RIFF” header Byte 1 - 4 “ RIFF ” –Type of file in ASCII Byte 5 - 8 00 01 7A F0 97008 10 –Size of file from byte 9 onwards Byte 9 – 12 “ WAVE ” –Form of data in ASCII Byte 13 - 16 “ fmt “ –Format in ASCII (note the space after fmt) Byte 17 - 2000 00 00 10 16 10 –Size in bytes of the format information Byte 21 - 22 00 01 1 10 –Code (1 represents Microsoft PCM)

7 The “RIFF” header Byte 23 – 24 00 02 2 10 –Number of channels Byte 25 – 28 00 00 56 22 22050 10 –Samples per second Byte 29 – 32 00 01 58 88 88200 10 – Average bytes per second Byte 33 – 34 00 04 4 10 –Block alignment Byte 35 – 35 00 10 16 10 –Bits per sample Byte 36 - 39 “ data ” –Indicates the start of the data block in ASCII Byte 40 – 43 00 01 7A 9C 96924 10 –Size in bytes of the data

8 Block Alignment in this example Sample 1 Byte 1Byte 2Byte 3Byte 4 Channel 0 Low byte Channel 0 High byte Channel 1 Low byte Channel 1 High byte

9 Format codes for audio data 0x0001 –Microsoft pulse-code-modulation (PCM) format 0x0101 –IBM  -law format 0x0102 –IBM a-law format 0x0103 –IBM AVC adaptive differential PCM format

10 Other possible “subchunks” Fact chunk –This gives information about the file which is particularly useful for other formats, for example where the data is compressed. In PCM this is not required. Cue chunk –The cue chunk identifies points in the data stream. Playlist chunk –Gives the order in which the data is to be played using the cue points. Associated data chunks –Other information that you might want stored such as text.

11 Examination in Winhex Look at “chord.wav” in Winhex. Find the start and end of the: –Riff chunk –Fmt subchunk –Data subchunk Why does the end of the Riff chunk not correspond to the end of the data subchunk? More subchunks?

12 Examination in Winhex Determine the sampling frequency. Change it. Estimate how long the sound will play for. Double that time using Winhex. How many bits are used per sample? (nbits)

13 Sound file handling using Matlab Use wavread to retrieve audio data. –snd=wavread(‘chord.wav’) –[sound, fs, bits]=wavread(‘chord.wav’) Are the number of bytes returned as expected? What is the sampling rate and the number of bits per sample.

14 Sound file handling using Matlab Use wavwrite to save audio data. –wavwrite(snd, ‘chord.wav’) (simplest) –See Matlab help for more options Use sound(snd) to play sound.

15 Matlab Exercises Change the sampling frequency. Listen to the effect and examine in Winhex. Remove part of the sound using the Matlab : operator. Play one channel of the stereo sound using array indexing. Join two sounds together –Newsound=[A(start:end),B(start:end)]

16 Matlab Exercises Change the volume by multiplication/division. Mix two sounds together. (Must be of the same length) Add echo to the sound, by starting a lower level version a bit later. Invent your own effects.


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