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Published byEric Washington Modified over 9 years ago
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Interactive Multimedia Sound Mikael Fernström
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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
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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
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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
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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)
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Quantisation
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Simple sine wave
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Spectrum of sine
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Noise spectrum
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Aliasing sound FFT
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Aliasing Half of the FFT array gets reflected into the other half of the array
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Hearing threshold
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Masking
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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
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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
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Streaming
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MIDI Musical Instrument Digital Interface Only contains control info, no sound! –e.g. note-on, note-off, velocity/loudness
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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
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