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

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Presentation transcript:

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

© 2004, MacAvon Media Productions 9 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 275–276

© 2004, MacAvon Media Productions 9 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 276–280

© 2004, MacAvon Media Productions 9 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 kHz for Internet audio DAT: 48kHz (Hence mixing sounds from CD and DAT will require some resampling, best avoided) Digitization – Sampling 281–282

© 2004, MacAvon Media Productions 9 16 bits, 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 283–285

© 2004, MacAvon Media Productions 9 Undersampling & Dithering 283–284

© 2004, MacAvon Media Productions 9 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 287

© 2004, MacAvon Media Productions 9 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 287–288

© 2004, MacAvon Media Productions 9 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 289

© 2004, MacAvon Media Productions 9 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 290–295

© 2004, MacAvon Media Productions 9 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 295

© 2004, MacAvon Media Productions 9 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 296–297

© 2004, MacAvon Media Productions 9 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 297

© 2004, MacAvon Media Productions 9 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 298–299

© 2004, MacAvon Media Productions 9 The Threshold of Hearing 299

© 2004, MacAvon Media Productions 9 Masking 300

© 2004, MacAvon Media Productions 9 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 300

© 2004, MacAvon Media Productions 9 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 300–301

© 2004, MacAvon Media Productions 9 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 301

© 2004, MacAvon Media Productions 9 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 302

© 2004, MacAvon Media Productions 9 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 303–304

© 2004, MacAvon Media Productions 9 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 304

© 2004, MacAvon Media Productions 9 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 305

© 2004, MacAvon Media Productions 9 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 306