Audio Fundamentals September 24, 1998 Lawrence A. Rowe University of California, Berkeley URL: L.A.

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Presentation transcript:

Audio Fundamentals September 24, 1998 Lawrence A. Rowe University of California, Berkeley URL: L.A. Rowe

Multimedia Systems and Applications2 Outline Analog Audio Sound Phenomena Digital Audio Audio Representations Using Audio

Multimedia Systems and Applications3 Audio Fundamentals Acoustics is the study of sound Generation, transmission, and reception of sound waves Sound wave - energy causes disturbance in a medium Example is striking a drum Head of drum vibrates => disturbs air molecules close to head Regions of molecules with pressure above and below equilibrium Sound transmitted by molecules bumping into each other

Multimedia Systems and Applications4 Sound Waves compression rarefaction time amplitude sin wave

Multimedia Systems and Applications5 Sending/Receiving Receiver A microphone placed in sound field moves according to pressures exerted on it Transducer transforms energy to a different form (e.g., electrical energy) Sending A speaker transforms electrical energy to sound waves

Multimedia Systems and Applications6 Signal Fundamentals Pressure changes can be periodic or aperiodic Periodic vibrations cycle - time for compression/rarefaction cycles/second - frequency measured in hertz (Hz) period - time for cycle to occur (1/frequency) Frequency ranges barametric pression is Hz cosmic rays are Hz human perception [0, 20kHz]

Multimedia Systems and Applications7 Wave Lengths Wave length is distance sound travels in one cycle 20 Hz is 56 feet 20 kHz is 0.7 inch Bandwidth is frequency range Transducers cannot linearly produce human perceived bandwidth Frequency range is limited to [20 Hz, 20 kHz] Frequency response is not flat

Multimedia Systems and Applications8 Measures of Sound Sound volume related to pressure amplitude sndpres = instantaneous sndpres - equilibrium sndpres usually very small (e.g., normal conversation in) Sound level is a logarithmic scale SPL = 10 log (pressure/reference) decibels (dB) where reference is 2*10 -4 dyne/cm 2 0 dB SPL - essentially no sound heard 35 dB SPL - quiet home 70 dB SPL - noisy street 120 dB SPL - discomfort

Multimedia Systems and Applications9 Sound Phenomena Sound is typically a combination of waves Sin wave is fundamental frequency Other waves added to it to create richer sounds Musical instruments typically have fundamental frequency plus overtones at integer multiples of the fundamental frequency Waveforms out of phase cause interference Other phenomena Sound reflects off walls if small wave length Sound bends around walls if large wave lengths Sound changes direction due to temperature shifts

Multimedia Systems and Applications10 Human Perception Speech is a complex waveform Vowels and bass sounds are low frequencies Consonants are high frequencies Humans most sensitive to low frequencies Most important region is 2 kHz to 4 kHz Hearing dependent on room and environment Sounds masked by overlapping sounds

Multimedia Systems and Applications11 Critical Bands E L E C TRO A C O U S TICS E L E C TRO A C O U S TICS time specific loudness ms

Multimedia Systems and Applications12 Sound Fields time amplitude early reflections (50-80 msec) directed sound reverberation

Multimedia Systems and Applications13 Impulse Response amplitude Concert Hall amplitude Home time

Multimedia Systems and Applications14 Audio Noise Masking amplitude time Strong Tonal Signal Masked Region

Multimedia Systems and Applications15 Audio Sampling Quantization Time

Multimedia Systems and Applications16 Audio Representations Optimal sampling frequency is twice the highest frequency to be sampled (Nyquist Theorem)

Multimedia Systems and Applications17 Jargons/Standards Emerging standard formats 8 kHz 8-bit U-LAW mono 22 kHz 8-bit unsigned linear mono and stereo 44 kHz 16-bit signed mono and stereo 48 kHz 16-bit signed mono and stereo Actual standards G A-LAW/U-LAW encodings (8 bits/sample) G ADPCM (32 kbs, 4 bits/sample) G ADPCM (24 kbs and 40 kbs, 8 bits/sample) G CELP (16 kbs) GSM kHz, 13 kbs (used in Europe) LPC (FIPS-1015) - Linear Predictive Coding (2.4kbs) CELP (FIPS-1016) - Code excitied LPC (4.8kbs, 4bits/sample) G CS-ACELP (8kbs) MPEG1/MPEG2, AC3 - (16-384kbs) mono, stereo, and 5+1 channels

Multimedia Systems and Applications18 Audio Packets and Data Rates Telephone uses 8 kHz sampling ATM uses 48 byte packets  6 msecs per packet RTP uses 160 byte packets  20 msecs per packet Need many other data rates  30 kbs  audio over 28.8 kbs modems 32 kbs  good stereo audio is possible 56 kbs or 64 kbs  conventional telephones 128 kbs  MPEG1 audio kbs  higher quality MPEG/AC3 audio

Multimedia Systems and Applications19 Discussion Higher quality Filter input More bits per sample (i.e. 10, 12, 16, etc.) More channels (e.g. stereo, quadraphonic, etc.) Digital processing Reshape impulse response to simulate a different room Move perceived location from which sound comes Locate speaker in 3D space using microphone arrays Cover missing samples Mix multiple signals (i.e. conference) Echo cancellation

Multimedia Systems and Applications20 Interactive Time Constraints + + Maximum time to hear own voice: 100 msec Maximum round-trip time: 300 msec

Multimedia Systems and Applications21 Importance of Sound Passive viewing (e.g. film, video, etc.) Very sensitive to sound breaks Visual channel more important (ask film makers!) Tolerate occasional frame drops Video conferencing Sound channel is more important Visual channel still conveys information Some people report that video teleconference users turn off video Need to create 3D space and locate remote participants in it

Multimedia Systems and Applications22 Producing High Quality Audio Eliminate background noise Directional microphone gives more control Deaden the room in which you are recording Some audio systems will cancel wind noise One microphone per speaker Keep the sound levels balanced Sweeten sound track with interesting sound effects

Multimedia Systems and Applications23 Audio -vs- Video Some people argue that sound is easy and video is hard because data rates are lower Not true  audio is every bit as hard as video, just different! Computer Scientists will learn about audio and video just as we learned about printing with the introduction of desktop publishing