Interactive Multimedia Sound Mikael Fernström
Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond ;-) –Many different forms of synthesis, e.g. additive, subtractive, FM, FOF, PM… Algorithms –e.g. auralisation/sonification
Primary processing Recording –Get clear recordings! –Signal-to-noise ratio –Acoustics Filtering –Supressing or emphasizing parts of the spectrum Mixing –Blending of several sounds sources, foreground, background, speech, music, f/x
Sampling “So called” CD quality –16 bit, 44.1 kHz –=> 90 dB dynamic range –Does not match normal human perception! Current professional standards –24 bit, 96 kHz –=> 138 dB dynamic range
Sampling… 8 bit sounds crackling, noisy Sample rates lower than 44.1 kHz, loss of treble Example: –Lowest standard encoding for human speech approx 6 bits 5 kHz (sounds like bad CB radio)
Quantisation
Simple sine wave
Spectrum of sine
Noise spectrum
Aliasing sound FFT
Aliasing Half of the FFT array gets reflected into the other half of the array
Hearing threshold
Masking
Formats Common formats: –WAV, AIFF, RAW… –Stores data “as is” Masking is used in perceptual compression, e.g. MP3, AAC, etc… MP3 is not MPEG! –It’s Layer 3 of MPEG-1 standard
Streaming Download complete file before playing Start playing file when length of file is sufficient to accommodate rest of download Start playing when length of buffer matches data rate
Streaming
MIDI Musical Instrument Digital Interface Only contains control info, no sound! –e.g. note-on, note-off, velocity/loudness
MIDI Sounds different depending on User synth, mapping, etc. General MIDI “standard”, GM Lack of expression, only 7 bit Sometimes problems with latency, 32.5 kb/s –Playing 10 notes simultaneously => 9.2 ms