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This article provides a detailed overview of digital audio, covering topics such as bit rate, sample rate, compression types, room acoustics, microphones, and digital effects. Learn about the nuts and bolts of digital audio and how it differs from analog audio.
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Digital Audio —The Nuts and Bolts A digital audio overview ranging from bit rate, sample rate, and compression types to room acoustics, microphones, and digital effects
Sound Waves/Analog Audio • Sound waves are continuous • Infinite number of amplitude points can be identified between any two points in time
Digital Audio • Computers don’t deal with continuous concepts (infinity) • Digital technology converts analog audio to computer values
Digital Conversion • Digitizing a continuous wave = sampling • Amplitude measurements of a sound signal are regularly sampled
ADC and DAC • ADC – Analog to Digital Converter Converts analog signal to digital samples • DAC – Digital to Analog Converter Converts digital samples to analog signal
Characteristics ofDigital Audio • Sampling Rate • How often signal is sampled • Number of samples per second • Bit Depth • Size of number used to store samples • larger number gives more degrees of value
Sampling Rate • Harry Nyquist (Bell Labs – 1925) • Nyquist Theorem: To represent digitally a signal containing frequency components up to X Hz, it is necessary to use a sampling rate of at least 2X. • Humans hear to 20 kHz, requiring sample rate of at least 40k
Aliasing • In movies, car wheels appear to move backwards if between ½ and 1 revolution per frame • In sound, this is not acceptable • Filters are used to remove any frequencies above Nyquist frequency
Lowpass Filter • Reduces or eliminates higher frequencies • Used to remove any frequencies above Nyquist frequency
Bit Depth (Quantization) • Amplitude values are stored as binary numbers • Accuracy depends on how many bits are available to represent these values • For CD Audio we use 16 bits
Quantization • No matter how many bits are used, there is always a margin of error • Low-level signals do not use all available bits, so signal-to-error ratio is greater
Quantization • Quantization error creates a kind of distortion • Dither adds low-level noise to audio signal before sampling • Dither turns distortion (bad) into noise (less bad) – still less noise than analog
Digital Recording Process • Dither – Low-level noise added (prior to sampling) to reduce quantization error distortion
Digital Recording Process • Lowpass Filter – Removes frequencies above Nyquist Frequency; cutoff starts a few thousand hertz lower
Digital Recording Process • Sample and Hold – Analog voltages are measured and held long enough to be read by ADC
Digital Recording Process • Analog-to-Digital Converter – Converts analog voltages into binary numbers
Digital Recording Process • Multiplexer – Combines the parallel data streams (stereo) into a single serial bit stream
Digital Recording Process • Error Correction – Variety of measures to eliminate, reduce, or compensate for errors
Digital Recording Process • Encoding – Encoded for playback
Digital Recording Process • Storage
Digital Playback Process • Buffer – To ensure that samples are processed at a constant rate
Digital Playback Process • Error Correction – Attempt to eliminate, reduce, or conceal data errors
Digital Playback Process • Demultiplexer – Splits the serial bitstream into parallel data streams (stereo)
Digital Playback Process • DAC – Digital-to-Analog converter translates binary numbers to voltage values
Digital Playback Process • Sample and Hold – Reads the value from the DAC and holds it until the DAC’s next stable state
Digital Playback Process • Lowpass Filter – Smooths the output from the sample and hold circuit
Digital Playback Process • Audio – The finished product
Room Acoustics • Characteristic room sound is determined by the relationship between direct and reflected sound • Virtually all sound reaching listeners is a combination of direct & reflected • At greater distances, most sound is reflected sound
Room Acoustics • Direct Sound • Directly from the source to the listener • Direct sound arrives before reflected sound; even if reflected sound is louder, we hear direct sound first and determine direction of the source
Room Acoustics • Early Reflections • First-order reflections that reach the listener after reflecting once from the floor, ceiling, or walls • If arriving in the first 35ms after the direct sound, reinforces with clarity & intelligibility • “Intimate” halls have first-order reflections of less than 20ms
Room Acoustics • Diffuse Reverberations • Second- (and higher) order reflections • Reverberation time is the time required for the SPL to drop 60dB • Larger room is likely to have longer reverberation time than a smaller room • Reverberation time is frequency dependent; lower frequencies reverberate longer
Types of Reflections • Specular • Reflections off smooth and regular surfaces • reflection in one direction • Diffuse • Reflections off irregular surfaces • Reflections scattered in many directions • Contribute to sound of older concert halls
Small Room • Space has potential to act as closed tube, producing standing wave • Result is amplification of certain frequencies based on room’s dimensions • Not a factor in large rooms because air temperature varies more
Microphones • Receptor type • Diaphragm acts as receptor • Diaphragm vibrates • Transducer type • Transducer converts vibrations to electricity • Directionality • Determines strength of signal produced by sounds arriving from different directions
Receptor Types • Pressure • Diaphragm responds to sound pressure changes on only one side of diaphragm • Pressure Gradient • Diaphragm responds to sound pressure changes from the front or rear • Signal is determined by difference (gradient) of pressures from either side
Transducer Types • Dynamic (Electrodynamic, Electromagnetic, Ribbon, Moving Coil) • Principle of magnetic induction – wire moves within a magnetic field, producing a current • Inexpensive and sturdy • Condenser (Capacitor) • Two oppositely-charged metal plates • Current moves from one to the other • Sharper transients • Expensive
Directionality • Determines the strength of signal produced by sounds arriving from different directions • Directionality varies with frequency • Specs often include polar plot with patterns for different frequencies
Omnidirectional • Responds equally to sound from all directions • Pressure mics are omnidirectional
Bidirectional • Figure-eight response • Responds equally to sounds from front & back; none from sides • Pressure gradient mics are bidirectional
First-Order Cardioid • Most common directional microphones • Cardioid refers to heart-shaped pattern • Directional patterns are obtained by combining pressure and pressure gradient elements in varying proportions
Cardioid Variations 50% Pressure/50% Pres. Gradient 75% Pressure/25% Pres. Gradient 37% Pressure/63% Pres. Gradient 25% Pressure/75% Pres. Gradient
Effects • All music that is recorded or amplified relies on effects to enhance the sound. • Effects are necessary to make electronic audio signals sound like natural sound.
Effects = Filters • Effects are created by filter combinations • Filtering involves combining original signal with delayed version • Higher internal processing bit rate means more accurate arithmetic
Simple Delay • Signal combined with delayed version of itself.
Multitap Delay • Series of Simple Delays; output is combines with a succession of delays.
Feedback Delay • Combines delayed output with input, then sends through delay again.