Fundamentals of Multimedia, Chapter 6 Sound Intro Tamara Berg Advanced Multimedia 1.

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Fundamentals of Multimedia, Chapter 6 Sound Intro Tamara Berg Advanced Multimedia 1

Fundamentals of Multimedia, Chapter 6 What is sound? Sound is a wave phenomenon like light, but is macroscopic and involves molecules of air being compressed and expanded under the action of some physical device. (a) For example, a speaker in an audio system vibrates back and forth and produces a longitudinal pressure wave that we perceive as sound. (b) Since sound is a pressure wave, it takes on continuous values, as opposed to digitized ones. 2Li & Drew Physics of Sound

Fundamentals of Multimedia, Chapter 6 Sound Wave Li & Drew3

Fundamentals of Multimedia, Chapter 6 How does the ear work? Li & Drew4 As the sound waves enter the ear, the ear canal increases the loudness of those pitches that make it easier to understand speech and protects the eardrum - a flexible, circular membrane which vibrates when touched by sound waves.

Fundamentals of Multimedia, Chapter 6 How does the ear work? Li & Drew5 As the sound waves enter the ear, the ear canal increases the loudness of those pitches that make it easier to understand speech and protects the eardrum - a flexible, circular membrane which vibrates when touched by sound waves. The sound vibrations continue their journey into the middle ear, which contains three tiny bones called the ossicles, which are also known as the hammer, anvil and stirrup. These bones form the bridge from the eardrum into the inner ear. They increase and amplify the sound vibrations even more, before safely transmitting them on to the inner ear via the oval window.

Fundamentals of Multimedia, Chapter 6 How does the ear work? Li & Drew6 As the sound waves enter the ear, the ear canal increases the loudness of those pitches that make it easier to understand speech and protects the eardrum - a flexible, circular membrane which vibrates when touched by sound waves. The sound vibrations continue their journey into the middle ear, which contains three tiny bones called the ossicles, which are also known as the hammer, anvil and stirrup. These bones form the bridge from the eardrum into the inner ear. They increase and amplify the sound vibrations even more, before safely transmitting them on to the inner ear via the oval window. The Inner Ear (cochlea), houses a system of tubes filled with a watery fluid. As the sound waves pass through the oval window the fluid begins to move, setting tiny hair cells in motion. In turn, these hairs transform the vibrations into electrical impulses that travel along the auditory nerve to the brain itself. link

Fundamentals of Multimedia, Chapter 6 (c) These pressure waves display ordinary wave properties and behaviors, such as reflection (bouncing), refraction (change of angle when entering a medium with a different density) and diffraction (bending around an obstacle). (d) If we wish to use a digital version of sound waves we must form digitized representations of audio information.  Link to physical description of sound waves. 7Li & Drew

Fundamentals of Multimedia, Chapter 6 Digitization Digitization means conversion to a stream of numbers, and preferably these numbers should be integers for efficiency. 8Li & Drew

Fundamentals of Multimedia, Chapter 6 An analog signal: continuous measurement of pressure wave. 9Li & Drew Sound is 1-dimensional (amplitude values depend on a 1D variable, time) as opposed to images (which are how many dimensions)?

Fundamentals of Multimedia, Chapter 6 Sound has to be made digital in both time and amplitude. To digitize, the signal must be sampled in each dimension: in time, and in amplitude. (a) Sampling means measuring the quantity we are interested in, usually at evenly-spaced intervals in time. (b) The rate at which it is performed is called the sampling frequency. (c) For audio, typical sampling rates are from 8 kHz (8,000 samples per second) to 48 kHz. This range is determined by the Nyquist theorem, discussed later. (d) Sound is a continuous signal (measurement of pressure). Sampling in the amplitude dimension is called quantization. We quantize so that we can represent the signal as a discrete set of values. 10Li & Drew

Fundamentals of Multimedia, Chapter 6 Fig. 6.2: Sampling and Quantization. (a): Sampling the analog signal in the time dimension. (b): Quantization is sampling the analog signal in the amplitude dimension. 11Li & Drew (a)(b)

Fundamentals of Multimedia, Chapter 6 12Li & Drew Frequency of sound waves.

Fundamentals of Multimedia, Chapter 6 13 Article Hearing by Age Group Mosquito Ringtones

Fundamentals of Multimedia, Chapter 6 Whereas frequency is an absolute measure, pitch is generally relative — a perceptual subjective quality of sound. (a) Pitch and frequency are linked by setting the note A above middle C to exactly 440 Hz. (b) An octave above that note takes us to another A note. An octave corresponds to doubling the frequency. Thus with the middle “A” on a piano (“A4” or “A440”) set to 440 Hz, the next “A” up is at 880 Hz, or one octave above. (c) Harmonics: any series of musical tones whose frequencies are integral multiples of the frequency of a fundamental tone. (d) If we allow non-integer multiples of the base frequency, we allow non-“A” notes and have a more complex resulting sound. 14Li & Drew

Fundamentals of Multimedia, Chapter 6 Whereas frequency is an absolute measure, pitch is generally relative — a perceptual subjective quality of sound. (a) Pitch and frequency are linked by setting the note A above middle C to exactly 440 Hz. (b) An octave above that note takes us to another A note. An octave corresponds to doubling the frequency. Thus with the middle “A” on a piano (“A4” or “A440”) set to 440 Hz, the next “A” up is at 880 Hz, or one octave above. (c) Harmonics: any series of musical tones whose frequencies are integral multiples of the frequency of a fundamental tone. (d) If we allow non-integer multiples of the base frequency, we allow non-“A” notes and have a more complex resulting sound. 15Li & Drew

Fundamentals of Multimedia, Chapter 6 Whereas frequency is an absolute measure, pitch is generally relative — a perceptual subjective quality of sound. (a) Pitch and frequency are linked by setting the note A above middle C to exactly 440 Hz. (b) An octave above that note takes us to another A note. An octave corresponds to doubling the frequency. Thus with the middle “A” on a piano (“A4” or “A440”) set to 440 Hz, the next “A” up is at 880 Hz, or one octave above. (c) Harmonics: any series of musical tones whose frequencies are integer multiples of the frequency of a fundamental tone. (d) If we allow non-integer multiples of the base frequency, we allow non-“A” notes and have a more complex resulting sound. 16Li & Drew

Fundamentals of Multimedia, Chapter 6 17Li & Drew Frequency of sound waves.

Fundamentals of Multimedia, Chapter 6 Whereas frequency is an absolute measure, pitch is generally relative — a perceptual subjective quality of sound. (a) Pitch and frequency are linked by setting the note A above middle C to exactly 440 Hz. (b) An octave above that note takes us to another A note. An octave corresponds to doubling the frequency. Thus with the middle “A” on a piano (“A4” or “A440”) set to 440 Hz, the next “A” up is at 880 Hz, or one octave above. (c) Harmonics: any series of musical tones whose frequencies are integral multiples of the frequency of a fundamental tone. (d) If we allow non-integer multiples of the base frequency, we produce a more complex resulting sound. 18Li & Drew

Fundamentals of Multimedia, Chapter 6 19Li & Drew

Fundamentals of Multimedia, Chapter 6 Building up a complex signal by superposing sinusoids 20Li & Drew Signals can be decomposed into a weighted sum of sinusoids:

Fundamentals of Multimedia, Chapter 6 Building up a complex signal by superposing sinusoids 21Li & Drew Signals can be decomposed into a weighted sum of sinusoids:

Fundamentals of Multimedia, Chapter 6 Building up a complex signal by superposing sinusoids 22Li & Drew Signals can be decomposed into a weighted sum of sinusoids:

Fundamentals of Multimedia, Chapter 6 Building up a complex signal by superposing sinusoids 23Li & Drew Signals can be decomposed into a weighted sum of sinusoids:

Fundamentals of Multimedia, Chapter 6 Building up a complex signal by superposing sinusoids 24Li & Drew Signals can be decomposed into a weighted sum of sinusoids:

Fundamentals of Multimedia, Chapter 6 Building up a complex signal by superposing sinusoids 25Li & Drew Signals can be decomposed into a weighted sum of sinusoids:

Fundamentals of Multimedia, Chapter 6 To decide how to digitize audio data we need to answer the following questions: 1.What is the sampling rate? 2. How finely is the data to be quantized, and is quantization uniform? 3. How is audio data formatted? (file format) 26Li & Drew

Fundamentals of Multimedia, Chapter 6 27Li & Drew Fig. 6.4: Aliasing. (a): A single frequency. (b): Sampling at exactly the frequency produces a constant. (c): Sampling at 1.5 times per cycle produces an alias perceived frequency.

Fundamentals of Multimedia, Chapter 6 28Li & Drew Fig. 6.4: Aliasing. (a): A single frequency. (b): Sampling at exactly the frequency produces a constant. (c): Sampling at 1.5 times per cycle produces an alias perceived frequency.

Fundamentals of Multimedia, Chapter 6 29Li & Drew Fig. 6.4: Aliasing. (a): A single frequency. (b): Sampling at exactly the frequency produces a constant. (c): Sampling at 1.5 times per cycle produces an alias perceived frequency.

Fundamentals of Multimedia, Chapter 6 30Li & Drew Fig. 6.4: Aliasing. (a): A single frequency. (b): Sampling at exactly the frequency produces a constant. (c): Sampling at 1.5 times per cycle produces an alias perceived frequency.

Fundamentals of Multimedia, Chapter 6 31Li & Drew Fig. 6.4: Aliasing. (a): A single frequency. (b): Sampling at exactly the frequency produces a constant. (c): Sampling at 1.5 times per cycle produces an alias perceived frequency.

Fundamentals of Multimedia, Chapter 6 Aliasing The relationship among the Sampling Frequency, True Frequency, and the Alias Frequency is as follows: f alias = f sampling − f true, for f true < f sampling < 2 × f true If true freq is 5.5 kHz and sampling freq is 8 kHz. Then what is the alias freq? Li & Drew32

Fundamentals of Multimedia, Chapter 6 33Li & Drew Fig. 6.4: Aliasing. (a): A single frequency. (b): Sampling at exactly the frequency produces a constant. (c): Sampling at 1.5 times per cycle produces an alias perceived frequency.

Fundamentals of Multimedia, Chapter 6 Building up a complex signal by superposing sinusoids 34Li & Drew Signals can be decomposed into a weighted sum of sinusoids:

Fundamentals of Multimedia, Chapter 6 Nyquist Theorem: If a signal is band-limited, i.e., there is a lower limit f 1 and an upper limit f 2 of frequency components in the signal, then the sampling rate should be at least 2( f 2 − f 1 ). Nyquist frequency: half of the Nyquist rate. – Most systems have an antialiasing filter that restricts the frequency content in the input to the range at or below Nyquist frequency. 35Li & Drew

Fundamentals of Multimedia, Chapter 6 Signal to Noise Ratio (SNR) The ratio of the power of the correct signal and the noise is called the signal to noise ratio (SNR) — a measure of the quality of the signal. The SNR is usually measured in decibels (dB), where 1 dB is a tenth of a bel. The SNR value, in units of dB, is defined in terms of base- 10 logarithms of squared amplitudes, as follows: (6.2) Li & Drew36

Fundamentals of Multimedia, Chapter 6 a)For example, if the signal amplitude A signal is 10 times the noise, then the SNR is 20 ∗ log 10 (10) = 20dB. b) dB always defined in terms of a ratio. 37Li & Drew

Fundamentals of Multimedia, Chapter 6 a)For example, if the signal amplitude A signal is 10 times the noise, then the SNR is 20 ∗ log 10 (10) = 20dB. b) dB always defined in terms of a ratio. 38Li & Drew

Fundamentals of Multimedia, Chapter 6 The usual levels of sound we hear around us are described in terms of decibels, as a ratio to the quietest sound we are capable of hearing. Table 6.1 shows approximate levels for these sounds. Table 6.1: Magnitude levels of common sounds, in decibels 39Li & Drew Threshold of hearing1 Rustle of leaves10 Very quiet room20 Average room40 Conversation60 Busy street70 Loud radio80 Train through station90 Riveter100 Threshold of discomfort120 Threshold of pain140 Damage to ear drum160

Fundamentals of Multimedia, Chapter 6 Merits of dB * The decibel's logarithmic nature means that a very large range of ratios can be represented by a convenient number. This allows one to clearly visualize huge changes of some quantity. * The mathematical properties of logarithms mean that the overall decibel gain of a multi-component system (such as consecutive amplifiers) can be calculated simply by summing the decibel gains of the individual components, rather than needing to multiply amplification factors. Essentially this is because log(A × B × C ×...) = log(A) + log(B) + log(C) + … * The human perception of sound is such that a doubling of actual intensity causes perceived intensity to always increase by the same amount, irrespective of the original level. The decibel's logarithmic scale, in which a doubling of power or intensity always causes an increase of approximately 3 dB, corresponds to this perception. Li & Drew40

Fundamentals of Multimedia, Chapter 6 Merits of dB * The decibel's logarithmic nature means that a very large range of ratios can be represented by a convenient number. This allows one to clearly visualize huge changes of some quantity. * The mathematical properties of logarithms mean that the overall decibel gain of a multi-component system (such as consecutive amplifiers) can be calculated simply by summing the decibel gains of the individual components, rather than needing to multiply amplification factors. Essentially this is because log(A × B × C ×...) = log(A) + log(B) + log(C) + … * The human perception of sound is such that a doubling of actual intensity causes perceived intensity to always increase by the same amount, irrespective of the original level. The decibel's logarithmic scale, in which a doubling of power or intensity always causes an increase of approximately 3 dB, corresponds to this perception. Li & Drew41

Fundamentals of Multimedia, Chapter 6 Merits of dB * The decibel's logarithmic nature means that a very large range of ratios can be represented by a convenient number. This allows one to clearly visualize huge changes of some quantity. * The mathematical properties of logarithms mean that the overall decibel gain of a multi-component system (such as consecutive amplifiers) can be calculated simply by summing the decibel gains of the individual components, rather than needing to multiply amplification factors. Essentially this is because log(A × B × C ×...) = log(A) + log(B) + log(C) + … * The human perception of sound is such that a doubling of actual intensity causes perceived intensity to always increase by the same amount, irrespective of the original level. The decibel's logarithmic scale, in which a doubling of power or intensity always causes an increase of approximately 3 dB, corresponds to this perception. Li & Drew42

Fundamentals of Multimedia, Chapter 6 Signal to Quantization Noise Ratio (SQNR) Aside from any noise that may have been present in the original analog signal, there is also an additional error that results from quantization. (a) If voltages are actually in 0 to 1 but we have only 8 bits in which to store values, then effectively we force all continuous values of voltage into only 256 different values. (b) This introduces a roundoff error. It is not really “noise”. Nevertheless it is called quantization noise (or quantization error). Li & Drew43

Fundamentals of Multimedia, Chapter 6 The quality of the quantization is characterized by the Signal to Quantization Noise Ratio (SQNR). (a)Quantization noise: the difference between the actual value of the analog signal, for the particular sampling time, and the nearest quantization interval value. (b) At most, this error can be as much as half of the interval. 44Li & Drew

Fundamentals of Multimedia, Chapter 6 Fig. 6.2: Sampling and Quantization. (a): Sampling the analog signal in the time dimension. (b): Quantization is sampling the analog signal in the amplitude dimension. 45Li & Drew (a)(b)

Fundamentals of Multimedia, Chapter 6 (c) For a quantization accuracy of N bits per sample, the SQNR can be simply expressed: (6.3) Notes: (a)We map the maximum signal to 2 N−1 − 1 ( ≃ 2 N−1 ) and the most negative signal to −2 N−1. (b) Eq. (6.3) is the Peak signal-to-noise ratio, PSQNR: peak signal and peak noise. 46Li & Drew

Fundamentals of Multimedia, Chapter 6 (c) For a quantization accuracy of N bits per sample, the SQNR can be simply expressed: (6.3) Notes: (a)We map the maximum signal to 2 N−1 − 1 ( ≃ 2 N−1 ) and the most negative signal to −2 N−1. (b) Eq. (6.3) is the Peak signal-to-noise ratio, PSQNR: peak signal and peak noise. 47Li & Drew In the worst case

Fundamentals of Multimedia, Chapter 6 Linear and Non-linear Quantization Linear format: samples are typically stored as uniformly quantized values. Non-uniform quantization: set up more finely-spaced levels where humans hear with the most acuity. Nonlinear quantization works by first transforming an analog signal from the raw s space into the theoretical r space, and then uniformly quantizing the resulting values. Such a law for audio is called μ-law encoding. A very similar rule, called A -law, is used in telephony in Europe. Li & Drew48