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Audio

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Childhood learning trains brain to associate filtering effects with direction. Unique per person ... Piano, Organ, Woodwinds. No Trumpets, Drums or Screaming guitar! ... – PowerPoint PPT presentation

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Title: Audio


1
Audio
  • Sound
  • Audio synthesis

2
Audio Perception
  • Sound Pressure waves in frequencies between
    50Herz - 22,000Herz
  • Lower frequencies more felt by the whole body
    than heard
  • Sounds can be perceived as coming from a location
  • Not terribly accurate
  • Cone of confusion

3
3D Audio Perception
  • Cone of confusion
  • Cone-shaped zones in front of and behind head
  • 3D Audio cues
  • Interaural Time Difference
  • Interaural Intensity Difference
  • Pinnae filtering
  • Body filtering

4
3D Audio Perception
  • Goal for 3D sound is Spatialization
  • The sense that the
  • Sound originates outside your head
  • Sound has a direction
  • Interaural Time Difference
  • The more extremely left or right, the greater the
    difference
  • Time difference lt 5ms

5
3D Audio Perception
  • Interaural Intensity Difference
  • Head absorbs and reflects sound energy
  • The first ear to get sound gets loudest sound
  • Head Shadow
  • Cone of confusion
  • Time difference too small to detect
  • Intensity is similar in both ears

6
Pinnae Filtering
  • Outer ear (Pinna) shape filters sound based on
    its direction
  • Childhood learning trains brain to associate
    filtering effects with direction
  • Unique per person
  • Record directional white noise
  • Microphone in ear canal
  • Sounds from speakers located about head

7
Pinnae Filtering
  • A Generic Pinna can be simulated
  • Record directional white noise received by dummy
    head
  • Body filtering
  • Reflection and absorption
  • Included in Pinna model

8
Head-Related Transfer Function
  • HRTF is the general term
  • Transformation of real sound to spatialized
    sound
  • Best delivered by earphones

9
Environmental Effects
  • Sound exists in an environment
  • Bounces off objects
  • Is absorbed by objects
  • Simple effects
  • Reverb Simulate the environmental echo
  • Echo is the attenuated signal
  • Gives a richer room-like feeling
  • Larger room has longer time delay

10
Audio signals
  • Nyquist limit
  • Must sample signal at least twice as frequently
    as highest reproducible frequency
  • Audio 44.1KHz (CD)
  • 22KHz
  • 11KHz (Analog AM Radio)
  • 8KHz (Telephone)

11
Audio - Digital Implications
  • 44,100 Hz
  • 44,100 Samples/sec
  • 16-bit samples
  • Stereo
  • 172KBytes/sec
  • Specialized hardware - Sound card

12
Reproduction
  • Sampling
  • Record sounds by whatever means
  • Synthesis
  • Analog Synthesis
  • FM Synthesis
  • Wavetable Synthesis

13
Control
  • MIDI - Musical Instrument Digital Interface
  • Developed to control music synthesizers
  • Details of synthesis are controlled by
    synthesizer
  • MIDI data
  • Sets synthesis parameters
  • Sets music sequence

14
Synthesis
  • Analog Synthesis
  • Simple sum of frequencies
  • Select from a palette of source frequencies
  • Sum of frequencies is filtered
  • FM
  • One frequency is controlled by another
  • Wavetable
  • Digitize audio signals

15
Analog Synthesis
  • Fouriers observation
  • Any signal can be created as the sum of sine
    waves
  • Square wave Infinite sum
  • f 2f 4f
  • Synthesizer
  • Collection of oscillators

16
Frequency Domain
  • A perfectly periodic signal plotted in the
    frequency domain

(Time domain plot)
17
Spectrum
  • Spectrum represents the set of frequencies
    present in the signal

18
Filters
  • Eliminate part of the signal by removing certain
    frequencies
  • Analog filters dont have these square response
    shapes
  • Band pass
  • Bandwidth

19
FM Synthesis
  • Modulate the frequency of a wave
  • Carrier frequency is modulated by Modulator
    signal

20
FM Synthesis for Synthesizers
  • The greater the Modulator amplitude, the greater
    the Carrier frequency variation
  • Higher Carrier bandwidth
  • DX Carrier and Modulator are musically-tuned
    frequency
  • Depends on the note you are playing
  • Controls the harmonic content of a note

21
Wavetable Synthesis
  • Collect a sample of the real sound
  • Issues
  • Reduce memory load by looping sample
  • Shift pitch instead of sampling each individual
    note
  • Apply interpolation techniques to make pitch
    shifting work right

22
Audio Path
Reverb, Environment. Spatialization
Envelope Loudness Control
Mixing/ Combination
23
Wavetable Synthesis Example
  • Leyanda (Guitar)
  • Leyanda (CDShaw)

24
Interactive Sound
  • Goal
  • Want to enhance the interactive experience
  • Give the user a sense of presence
  • Add to the emotional content of the game
  • Make it more fun

25
Interactive Sound
  • Music
  • Sound effects
  • Noises
  • Commentary - Sports
  • Narrative
  • Conversations

26
Interactive Problems
  • Regular music composition has
  • Beginning
  • Middle
  • End
  • Interactive user control makes this difficult
  • Some genres have this structure

27
Interactive Music
  • Game genres with order
  • Sports
  • Racing
  • Fighting
  • Semi-Ordered
  • Puzzle
  • Adventure

28
Music Genres
  • The Infinite Loop
  • Theme and variation plays forever
  • Pomp Circumstance
  • Diablo
  • Problems
  • 30 second piece repeated over 6 hours!
  • 720 repetitions!
  • Diablo example 12 Repetitions/hour

29
Repetition Solutions
  • Make the Dominant theme hard to find
  • No catchy theme!
  • Create a variety of textures
  • Make only transitions stand out
  • Where repetition is small
  • Dont repeat musical phrases

30
Music Strategies
  • Play Win or Lose music
  • Music must be long enough to be meaningful
  • Music may be so long that the game situation
    changes before completion
  • Very short music makes little sense
  • Interrupt current music
  • Sounds jarring

31
Modules
  • Modular chunks
  • Each segment of the game plays independently of
    others
  • Some thematic relation
  • Disjointed

32
Music Strategies
  • Compose many themes in parallel
  • Switch between themes
  • Connect modular components together

33
Analogy Parallel Trains
  • N trains of music running in parallel
  • Each train serves an emotional purpose
  • Train A Calm
  • Train B Rising Excitement
  • Train C Climactic moments
  • Train D Falling Excitement
  • Generally, Train A would be most commonly played

34
Within Each Musical Train
  • Each Car contains a few bars of music
  • Switch between trains when a Car is complete
  • Dont switch in the middle of a Car
  • Simple version
  • Each musical phrase ends on last bar of Car
  • Complex
  • Notes at end are carried over to next

35
Parallel Trains
36
Parallel Trains Shuffle Cars
  • Shuffle cars
  • Instead of playing cars in order
  • Problem Random cars sound like random radio
    tuning
  • Must determine
  • Appropriate car pairings
  • Reasonable paths

37
Repetition In Trains
  • Use repeated phrases carefully
  • Maybe use a statistical tool to analyze paths
  • Bayesian nets
  • Endings
  • Use transitions as an opportunity to End
  • Use next Car to Begin new series

38
Composing a Train
  • Create a piece with all layers
  • Piece can probably survive a layer or two removed
  • Variation piece with layer removed
  • Be careful with prominent instruments
  • Fallback Use instruments with similar acoustical
    properties
  • Piano, Organ, Woodwinds
  • No Trumpets, Drums or Screaming guitar!
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