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Digital Media

Digital Media. Dr. Jim Rowan ITEC 2110 Audio. What is audio?. First, some demos. Can you hear this? http://www.freemosquitoringtones.org/hearing_test/ “mosquito ring tone” Audio illusion “Creep” http://www.youtube.com/watch?v=ugriWSmRxcM. The nature of sound.

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Digital Media

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  1. Digital Media Dr. Jim Rowan ITEC 2110 Audio

  2. What is audio?

  3. First, some demos • Can you hear this? • http://www.freemosquitoringtones.org/hearing_test/ • “mosquito ring tone” • Audio illusion “Creep” • http://www.youtube.com/watch?v=ugriWSmRxcM

  4. The nature of sound First, a video from ted.com http://www.wimp.com/howsound/ • Three types we will discuss • 1) Environmental sound (sounds found in the environment) • There are two special classes of audio • 2) Music • 3) Speech

  5. The nature of sound • Environmental sounds • Provides information about the surroundings that the human is currently in • Music and Speech • Functionally and uniquely different than other sounds • Music • Carries a cultural status • Can be represented by non-sound: MIDI • Can be represented by a musical score • Speech • Linquistic content • Lends itself to special compression

  6. And it’s complicated… • Converting energy to vibrations and back • Transported through some medium • Either air or some other compressible medium • Consider speech • Starts as an electrical signal (brain & nerves) • Ends as an electrical signal (brain & nerves) • But…

  7. No… it’s REALLY complicated..http://en.wikipedia.org/wiki/Ear • Starts as an electrical signal (brain & nerves) ==> • Muscle movement (vocal chords) • Vibrates a column of air sending out a series of compression waves in the air • Compression waves cause ear membrane to vibrate ==> • Moves 3 tiny bones ==> • Causes waves in the liquid in the inner ear ==> • Bends tiny hair cells immersed in the liquid ==> • When bent they fire ==> • Sends electrical signals to the cerebral cortex • Processed by the temporal cortex

  8. Audio Illusions • Play a 200 Hz pure tone • Softly at first • Gradually increase the volume • Most listeners will report that the tone drops in pitch as the volume increases • Play a 2000 Hz pure tone • Softly at first • Gradually increase the volume • Most listeners will report that the tone rises in pitch as the volume increases

  9. Why do you think… • You can’t tell where some sounds come from (like some alarms for instance) • You only need one sub woofer when you need at least two for everything else • You can’t tell where sound is coming from underwater • Two things running at the same speed make a “beating” sound

  10. Why do you think… (cont) • With your eyes closed you can’t tell whether a sound is in front of you or behind you • You hear sound that isn’t there (tinnitis) • Phantom sounds • Heard… but not there • Masking sounds • Not simply drowning them out • Can mask a sound that occurs before the masking sound actually starts

  11. Why do you think… (cont) • You can hear your name in a noisy room • Cocktail party effect • http://en.wikipedia.org/wiki/Cocktail_party_effect • Still very much a subject of research

  12. Why? It’s complicated! • http://en.wikipedia.org/wiki/Psychoacoustics • Psychoacoustics • The study of human sound perception • The study of the psychological and physiological affects of sound

  13. Why?It’s complicated! • Sound is physical phenomenon that is interpreted through the human perceptual system • Wavelength affects stereo hearing • The distance between your ears related to the wavelength • Speed of sound affects stereo hearing • The faster the sound travels, the wider apart your ears need to be • You can tell where a sound comes from if • the wavelength is long enough and • the speed that sound travels is slow enough to allow the waves arrive at your ears at different times

  14. Processing Audio

  15. Processing audio • How can we look at sound? • What do you want to see? • Waveform displays • Summed amplitude of all frequencies & time • Amplitude & frequency components at one point in time • Amplitude & frequency & time

  16. Summed amplitude across all frequencies & time more examples of this form ==>

  17. now for some other forms of audio display ==>

  18. Amplitude & frequency components at one point in time pipe organ audio

  19. Amplitude & frequency & time pipe organ audio

  20. Summed amplitude & time joe took father’s shoe bench out

  21. Amplitude & frequency & time Here… the amplitude (volume) is shown as increasingly darkening areas

  22. Digitized audio • As we have seen earlier this semester • Sample rate & quantization level • Reduction in sample rate is less noticeable than reducing the quantization level • Jitter is a problem • Slight changes in timing causes problems • 20k+ frequencies? • Though they can’t be heard they manifest themselves as aliases when reconstructed

  23. Audio DitheringWeird… add noise… get better sounding result • Add random noise to the original signal • This noise causes rapid transitioning between the few quantized levels • Makes audio with few quantization levels seem more acceptable

  24. Audio processingterms to know • Clipping • …but you don’t know how high the amplitude will be before the performance is recorded • Noise gate • has an amplitude threshold • Notch filter • remove 60 cycle hum • Low pass filter • High pass filter • Time stretching (or shrinking… Limbaugh) • Pitch alteration • Envelope shaping (modifying attack)

  25. One thing about humans… • We can actively “filter out” what we don’t want to hear • remember the cocktail party effect? • Over time we don’t hear the pops and snaps of a vinyl record • Have you ever recorded something that you thought would be good only to play it back and hear the air conditioner or traffic roaring in the background? • A piece of software can’t do this… • …not yet anyway!

  26. Compressing sound files • Take the opposite approach from the one you took with images • With images you can toss out the high frequencies • With audio you can’t… high frequency changes are highly significant

  27. Compressing sound: Voice • Remove silence • Similar to RLE • Non-linear quantization • “companding” • Quiet sounds are represented in greater detail than loud ones • Mu-law (North America and Japan) • A-law (Europe) • Allows a dynamic range that would require 12 bits into 8 bits • 4096 (2**12) ==> 256 (2**8)

  28. Compressing sound: Voice • Differential Pulse Code Modulation (DPCM) • Related to temporal (inter-frame) video compression • It predicts what the next sample will be • It sends that difference rather than the absolute value • Not as effective for sound as it is for images • Adaptive DCPM • Dynamically varies the sample step size • Large differences were encoded using large steps • Small differences were encoded using small steps

  29. Sound compressionthat is based on perception • The idea is to remove what doesn’t matter • Based on the psycho-acoustic model • Threshold of hearing • Remove sounds too low to be heard • High and low frequencies not as important (for voice)

  30. Questions? • http://www.ted.com/talks/lang/eng/david_byrne_how_architecture_helped_music_evolve.html

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