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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