interactive multimedia sound mikael fernström. data sources microphones and transducers –sample...

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Interactive Multimedia Sound Mikael Fernström

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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

TRANSCRIPT

Page 1: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

Interactive MultimediaSound

Mikael Fernström

Page 2: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

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

Page 3: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

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

Page 4: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

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

Page 5: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

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)

Page 6: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

Quantisation

Page 7: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

Simple sine wave

Page 8: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

Spectrum of sine

Page 9: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

Noise spectrum

Page 10: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

Aliasing

sound

FFT

Page 11: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

Aliasing

Half of the FFT array gets reflected into the other half of the array

Page 12: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

Hearing threshold

Page 13: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

Masking

Page 14: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

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

Page 15: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

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

Page 16: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

Streaming

Page 17: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

MIDI

• Musical Instrument Digital Interface• Only contains control info, no sound!

– e.g. note-on, note-off, velocity/loudness

Page 18: Interactive Multimedia Sound Mikael Fernström. Data sources Microphones and transducers –Sample acoustic reality Synthesis –Simulate reality (and beyond

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