Sound Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman

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Presentation transcript:

Sound Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Chapter 9 This presentation © 2004, MacAvon Media Productions Sound Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Chapter 9 This presentation © 2004, MacAvon Media Productions

275–276 The Nature of Sound Conversion of energy into vibrations in the air (or some other elastic medium) Most sound sources vibrate in complex ways leading to sounds with components at several different frequencies Frequency spectrum – relative amplitudes of the frequency components Range of human hearing: roughly 20Hz– 20kHz, falling off with age The Nature of Sound Conversion of energy into vibrations in the air (or some other elastic medium) Most sound sources vibrate in complex ways leading to sounds with components at several different frequencies Frequency spectrum – relative amplitudes of the frequency components Range of human hearing: roughly 20Hz–20kHz, falling off with age

Waveforms Sounds change over time 276–280 Waveforms Sounds change over time e.g. musical note has attack and decay, speech changes constantly Frequency spectrum alters as sound changes Waveform is a plot of amplitude against time Provides a graphical view of characteristics of a changing sound Can identify syllables of speech, rhythm of music, quiet and loud passages, etc Waveforms Sounds change over time e.g. musical note has attack and decay, speech changes constantly Frequency spectrum alters as sound changes Waveform is a plot of amplitude against time Provides a graphical view of characteristics of a changing sound Can identify syllables of speech, rhythm of music, quiet and loud passages, etc

Digitization – Sampling 281–282 Digitization – Sampling Sampling Theorem implies minimum rate of 40kHz to reproduce sound up to limit of hearing CD: 44.1kHz Sub-multiples often used for low bandwidth – e.g. 22.05kHz for Internet audio DAT: 48kHz (Hence mixing sounds from CD and DAT will require some resampling, best avoided) Digitization – Sampling Sampling Theorem implies minimum rate of 40kHz to reproduce sound up to limit of hearing CD: 44.1kHz Sub-multiples often used for low bandwidth – e.g. 22.05kHz for Internet audio DAT: 48kHz (Hence mixing sounds from CD and DAT will require some resampling, best avoided)

Digitization – Quantization 283–285 Digitization – Quantization 16 bits, 65536 quantization levels, CD quality 8 bits: audible quantization noise, can only use if some distortion is acceptable, e.g. voice communication Dithering – introduce small amount of random noise before sampling Noise causes samples to alternate rapidly between quantization levels, effectively smoothing sharp transitions Digitization – Quantization 16 bits, 65536 quantization levels, CD quality 8 bits: audible quantization noise, can only use if some distortion is acceptable, e.g. voice communication Dithering – introduce small amount of random noise before sampling Noise causes samples to alternate rapidly between quantization levels, effectively smoothing sharp transitions

Undersampling & Dithering 283–284 Undersampling & Dithering Undersampling & Dithering

Data Size Sampling rate r is the number of samples per second 287 Data Size Sampling rate r is the number of samples per second Sample size s bits Each second of digitized audio requires rs/8 bytes CD quality: r = 44100, s = 16, hence each second requires just over 86 kbytes (k=1024), each minute roughly 5Mbytes (mono) Data Size Sampling rate r is the number of samples per second Sample size s bits Each second of digitized audio requires rs/8 bytes CD quality: r = 44100, s = 16, hence each second requires just over 86 kbytes (k=1024), each minute roughly 5Mbytes (mono)

287–288 Clipping If recording level is set too high, signal amplitude will exceed maximum that can be recorded, leading to unpleasant distortion But if level is set too low, dynamic range will be restricted Clipping If recording level is set too high, signal amplitude will exceed maximum that can be recorded, leading to unpleasant distortion But if level is set too low, dynamic range will be restricted

Sound Editing Timeline divided into tracks 289 Sound Editing Timeline divided into tracks Sound on each track displayed as a waveform 'Scrub' over part of a track e.g. to find pauses Cut and paste, drag and drop May combine many tracks from different recordings (mix-down) Sound Editing Timeline divided into tracks Sound on each track displayed as a waveform 'Scrub' over part of a track e.g. to find pauses Cut and paste, drag and drop May combine many tracks from different recordings (mix-down)

Effects and Filters Noise gate Low pass and high pass filters 290–295 Effects and Filters Noise gate Low pass and high pass filters Notch filter De-esser Click repairer Reverb Graphic equalizer Envelope Shaping Pitch alteration and time stretching etc Effects and Filters Noise gate Low pass and high pass filters Notch filter De-esser Click repairer Reverb Graphic equalizer Envelope Shaping Pitch alteration and time stretching etc

295 Compression In general, lossy methods required because of complex and unpredictable nature of audio data CD quality, stereo, 3-minute song requires over 25 Mbytes Data rate exceeds bandwidth of dial-up Internet connection Difference in the way we perceive sound and image means different approach from image compression is needed Compression In general, lossy methods required because of complex and unpredictable nature of audio data CD quality, stereo, 3-minute song requires over 25 Mbytes Data rate exceeds bandwidth of dial-up Internet connection Difference in the way we perceive sound and image means different approach from image compression is needed

Companding Non-linear quantization 296–297 Companding Non-linear quantization Higher quantization levels spaced further apart than lower ones Quiet sounds represented in greater detail than loud ones mu-law, A-law Companding Non-linear quantization Higher quantization levels spaced further apart than lower ones Quiet sounds represented in greater detail than loud ones mu-law, A-law

ADPCM Differential Pulse Code Modulation 297 ADPCM Differential Pulse Code Modulation Similar to video inter-frame compression Compute a predicted value for next sample, store the difference between prediction and actual value Adaptive Differential Pulse Code Modulation Dynamically vary step size used to store quantized differences ADPCM Differential Pulse Code Modulation Similar to video inter-frame compression Compute a predicted value for next sample, store the difference between prediction and actual value Adaptive Differential Pulse Code Modulation Dynamically vary step size used to store quantized differences

Perceptually-Based Compression 298–299 Perceptually-Based Compression Identify and discard data that doesn't affect the perception of the signal Needs a psycho-acoustical model, since ear and brain do not respond to sound waves in a simple way Threshold of hearing – sounds too quiet to hear Masking – sound obscured by some other sound Perceptually-Based Compression Identify and discard data that doesn't affect the perception of the signal Needs a psycho-acoustical model, since ear and brain do not respond to sound waves in a simple way Threshold of hearing – sounds too quiet to hear Masking – sound obscured by some other sound

The Threshold of Hearing 299 The Threshold of Hearing The Threshold of Hearing

300 Masking Masking

Compression Algorithm 300 Compression Algorithm Split signal into bands of frequencies using filters Commonly use 32 bands Compute masking level for each band, based on its average value and a psycho-acoustical model i.e. approximate masking curve by a single value for each band Discard signal if it is below masking level Otherwise quantize using the minimum number of bits that will mask quantization noise Compression Algorithm Split signal into bands of frequencies using filters Commonly use 32 bands Compute masking level for each band, based on its average value and a psycho- acoustical model i.e. approximate masking curve by a single value for each band Discard signal if it is below masking level Otherwise quantize using the minimum number of bits that will mask quantization noise

300–301 MP3 MPEG Audio, Layer 3 Three layers of audio compression in MPEG-1 (MPEG-2 essentially identical) Layer 1...Layer 3, encoding proces increases in complexity, data rate for same quality decreases e.g. Same quality 192kbps at Layer 1, 128kbps at Layer 2, 64kbps at Layer 3 10:1 compression ratio at high quality Variable bit rate coding (VBR) MP3 MPEG Audio, Layer 3 Three layers of audio compression in MPEG-1 (MPEG-2 essentially identical) Layer 1...Layer 3, encoding proces increases in complexity, data rate for same quality decreases e.g. Same quality 192kbps at Layer 1, 128kbps at Layer 2, 64kbps at Layer 3 10:1 compression ratio at high quality Variable bit rate coding (VBR)

AAC Advanced Audio Coding 301 AAC Advanced Audio Coding Defined in MPEG-2 standard, extended and incorporated into MPEG-4 Not backward compatible with earlier standards Higher compression ratios and lower bit rates than MP3 Subjectively better quality than MP3 at the same bit rate AAC Advanced Audio Coding Defined in MPEG-2 standard, extended and incorporated into MPEG-4 Not backward compatible with earlier standards Higher compression ratios and lower bit rates than MP3 Subjectively better quality than MP3 at the same bit rate

Audio Formats Platform-specific file formats AIFF, WAV, AU 302 Audio Formats Platform-specific file formats AIFF, WAV, AU Multimedia formats used as 'container formats' for sound compressed with different codecs QuickTime, Windows Media, RealAudio MP3 has its own file format, but MP3 data can be included as audio tracks in QuickTime movies and SWFs Audio Formats Platform-specific file formats AIFF, WAV, AU Multimedia formats used as 'container formats' for sound compressed with different codecs QuickTime, Windows Media, RealAudio MP3 has its own file format, but MP3 data can be included as audio tracks in QuickTime movies and SWFs

MIDI Musical Instruments Digital Interface 303–304 MIDI Musical Instruments Digital Interface Instructions about how to produce music, which can be interpreted by suitable hardware and/or software cf. vector graphics as drawing instructions Standard protocol for communicating between electronic instruments (synthesizers, samplers, drum machines) Allows instruments to be controlled by hardware or software sequencers MIDI Musical Instruments Digital Interface Instructions about how to produce music, which can be interpreted by suitable hardware and/or software cf. vector graphics as drawing instructions Standard protocol for communicating between electronic instruments (synthesizers, samplers, drum machines) Allows instruments to be controlled by hardware or software sequencers

304 MIDI and Computers MIDI interface allows computer to send MIDI data to instruments Store MIDI sequences in files, exchange them between computers, incorporate into multimedia Computer can synthesize sounds on a sound card, or play back samples from disk in response to MIDI instructions Computer becomes primitive musical instrument (quality of sound inferior to dedicated instruments) MIDI and Computers MIDI interface allows computer to send MIDI data to instruments Store MIDI sequences in files, exchange them between computers, incorporate into multimedia Computer can synthesize sounds on a sound card, or play back samples from disk in response to MIDI instructions Computer becomes primitive musical instrument (quality of sound inferior to dedicated instruments)

305 MIDI Messages Instructions that control some aspect of the performance of an instrument Status byte – indicates type of message 2 data bytes – values of parameters e.g. Note On + note number (0..127) + key velocity Running status – omit status byte if it is the same as preceding one MIDI Messages Instructions that control some aspect of the performance of an instrument Status byte – indicates type of message 2 data bytes – values of parameters e.g. Note On + note number (0..127) + key velocity Running status – omit status byte if it is the same as preceding one

General MIDI Synths and samplers provide a variety of voices 306 General MIDI Synths and samplers provide a variety of voices MIDI Program Change message selects a new voice, but mapping from values to voices is not defined in the MIDI standard General MIDI (addendum to standard) specifies 128 standard voices for Program Change values Actually GM specifies voice names, no guarantee that identical sounds will be produced on different instruments General MIDI Synths and samplers provide a variety of voices MIDI Program Change message selects a new voice, but mapping from values to voices is not defined in the MIDI standard General MIDI (addendum to standard) specifies 128 standard voices for Program Change values Actually GM specifies voice names, no guarantee that identical sounds will be produced on different instruments