Title: Digital media I: Audio
1Digital media I Audio
- Glenn Bresnahan Robert Putnam
- glenn_at_bu.edu putnam_at_bu.edu
2Outline
- Part I (Glenn)
- What is sound?
- How do we hear?
- Part II (Robert)
- Qualities of sound
- Sound reproduction
- analog v. digital
- Sound in VR
3Waves revisited
4Waves (non)artistic rendering
5Wave properties
- How might we describe waves?
6Wave properties
- How might we describe waves?
- Height
- Time between waves
- Speed of the wave
7Shoals and tides
8Tide tables
9Cause of tides
- Gravity from moon and sun
1 day
New moon
27.3 days (29.5 days)
Full moon
365 days
10Phases of the moon
Moon phases New moon Waxing crescent First
quarter Waxing gibbous Full moon Waning
gibbous Last quarter New moon
11Moon phases
12Sunrise and sunset
13Sunrise and sunset
solstice
solstice
14Waves sine waves
- Sine wave is the fundamental wave
15Waves properties
Wavelength (distance)
Amplitude
16Waves in motion properties
Period (time for one cycle)
2
Frequency cycles per time interval
1
Time
17What is sound?
18What is sound vibration
- Striking an object will cause it to vibrate
- The vibration is a sine wave
- Objects have a natural vibration frequency
- Resonance frequency
- Frequency depends on type of material, thickness,
length/size, tension - May have multiple vibrating frequencies
- The pitch depends on the frequency
- Loudness (amplitude) depends on size of the
object
19What is sound vibrations moves air
Wave
Energy (pluck)
Air pressure level
vibration
string
20Properties of sound
- Pitch is perception of frequency
- Frequency is measured in cycles per second (cps)
- Hertz (Hz) cycles per second
- The A above middle C is 440 Hz.
- Humans hear appox. 20-20,000 Hz
- Sound travels at approx. 1100 feet/second
- Speed depends on pressure and temperature
- Approx. 750 miles/hour
- Approx. 1 mile every 4.8 seconds
- Perceived loudness depends on pressure level
- Sound pressure is measured in (micro)pascals
(20uPa) - Loudness is usually expressed in decibels (dB)
21Real Waves
22Properties of sound
- Real sounds are far more complex than simple sine
waves - Objects produce vibrations at multiple
frequencies - Sound waves interact with other objects
- Waves bounce (reflect) off surface
- Reverberation/echo
- Wave are absorbed by materials
- Sound waves interact with each other
23Combinations of waves
24Properties of sound real sounds
25Electrification of sound
- Microphones
- Convert pressure levels into electrical signals
(voltages) - Guitar pickups
- Converts string vibration to voltages
- The pickup contains a magnet and a coil
- The vibrating metal strings alter the magnetic
field and induce a voltage in the coil - Loud speakers convert an electrical signal back
into air pressure
26How do we hear?
- Sound waves move through the air from the sound
source to the ear
27Anatomy of the ear
28Anatomy of the ear - outer
- Divided into three principal sections
- Outer ear
- Middle ear
- Inner ear
- Outer ear
- External ear, aka pinna
- Ear canal
- Outer ear funnels the ear have to the eardrum
29Anatomy of the ear - middle
- Middle ear
- Eardrum
- Set of 3 ear bones
- the 3 bones are rigid
- Act as a mechanical amplifier
- The 3rd bone, stapes, induces a vibration into
the inner ear, i.e. the cochlea
30Anatomy of the ear - inner
- Inner ear / cochlea
- Where the real work is done
- Cochlea is a spiral tube and filled with fluid
- Stapes causes a wave to pass through the fluid
31Anatomy of the ear - inner
- Cochlea is a spiral tube lined with hair cells on
a membrane (15K HCs) - Hairs vary in length and thickness along the tube
- Hairs resonate at different frequencies
- High freq on near end, low at far end
32Anatomy of the ear - inner
33Anatomy of the ear - inner
- Hair cells are connected to the auditory nerve
cells - The vibrations excite the nerve cells and cause
them to fire (electrical signal) - A series of nerve cells pass the signal to brain
34Binaural hearing - why two ears?
- Two ears, so we can identify locations of sounds
- Time difference
- Intensity difference
- Sound color difference (caused by movement of
sound around head and shoulders)
35Sound localization pinna
back
- Sound waves interact with the asymmetric Pinna
- The effect on the sound varies with the direction
- Up/down, back/front waves result in different
sounds entering ear canal
front
36Digital media I part II
- Other qualities of sound pitch, timbre, noise,
envelope - Sound reproduction analog v. digital
- Sound in VR
37What is pitch?
- Our perception of the highness or lowness of a
tone. - Closely related to frequency
- When frequency doubles, pitch rises by an
octave - Examples
- But, what happens when theres more than one
frequency in a sound?
38Review modes of vibration of a string
- Fundamental
- e.g., 110 Hz
- 2nd harmonic
- e.g., 220 Hz
- 3rd harmonic
- e.g., 330 Hz
Examples
39Timbre
- Sound color, or timbre is a quality of sound
that derives from the particular combination of
frequencies (a.k.a., harmonics or partials)
in a tone. - Two sounds can contain the same harmonics but
sound very different because their individual
harmonics are of different amplitudes. - Examples
40Timbre, continued
- Easy to demonstrate timbre with human voice
- Hum.
- Slowly open mouth.
- Hear how the sound color changes from dark to
bright - Example
41Timbre, continued.
- Timbre changes as a wind instrument is played
louder or softer. - Example
42Unpitched sounds
- Can use human voice to demonstrate another
distinction pitched versus unpitched sounds - Make s sound
- No identifiable pitch
- Related to concept of noise
- Examples
43Examples
- Pitched sounds
- Birdsong
- Flutes
- Stringed instruments
- Etc.
- Examples of unpitched sounds
- Certain percussion instruments (cymbals,
ratchets, etc.) - Wind, rain, footsteps in snow
- Listen now. What do you hear? Frequencies,
amplitudes. Pitched, unpitched. External versus
internal sources.
44Time variation of sounds
- Most naturally occurring sounds are not static
i.e., they vary over time - Amplitude
- Pitch
- Timbre
- Examples
45Sound recording technologies
46Analog recording
- Analog device or system that represents
changing values as continuously variable physical
quantities. - Example clock with hour, minute and second hands
- Question what values are changing when we hear
sound?
47Analog recording technologies
48Analog recording technologies
- Mechanical Gramophone, LP record, etc.
49Analog recording technologies
- Magnetic Wire, tape recorder.
50Analog recording technologies
- Optical movie soundtrack.
51Analog sound reproduction
- Amplification
- Loudspeaker demo
52Digital recording
- Digital device or system that represents
changing values as discontinuous, or discrete,
values. - Example clock with number readout.
53Digital recording
- With digital recording, we do not store a
continuous record of the rise and fall of air
pressure. We make measurements of the air
pressure (or the voltage produced by a
microphone) thousands of times per second and
store these measurements as numbers.
54Digital recording
- Analog continuous waveform
- Digital discrete values
55Some buzzwords
- ADC analog-to-digital converter
- DAC digital-to-analog converter
- Sampling rate samples/second
- Word size how much storage for each sample
- Quantization see next slide
56Quantization
- Selecting sample value from finite set of
numbers. - 16 bits 65,536 choices
- 20 bits 1,048,576 choices
Source http//advisor.matrasi-tls.fr/digital_samp
ling_index.html
57CD audio
- 44,100 samples per second.
- 16-bit samples (65536 different possible values)
- Frequency range 0-22KHz.
58Some benefits of digital audio
- Easy to edit (visual interface)
- No noise with additional generations
- Flexible signal processing (no special hardware)
- Examples (reverb, pitch shift, noise reduction,
etc.)
59An aside MP3 audio
- CD takes up a lot of space 3 minute song
4410022360 31752000 B. - MP3 compression results in a factor of 5-10
savings in storage, but lower fidelity (e.g.,
noisier).
60Another aside MIDI
- Musical Instrument Digital Interface
- A communications scheme for computers,
synthesizers, sequencers, etc. - Suited for popular music
- Stores Note-On, Note-Off, Velocity, etc. (i.e.,
not waveforms) - Example
61DAFFIE audio
- Soundserver
- Plays sound files associated with objects
- Mixes many simultaneous sounds
- Internet telephony support
62DAFFIE localization
- All sounds are assigned a location in virtual
space. - Typically, sounds are associated with visible
objects, but ambient sound (e.g., wind, nature)
is supported too. - Direction and distance are indicated by
variations in loudness among the loudspeakers
done automatically by soundserver.
63Uses of sound in VR
- Communication (via telephony)
- Sound effects
- Music selections
- Ambient audio
- Live audio (via telephony)
- Previous projects have involved controlling
synthesizers or musical instruments remotely.
64Recording sounds for DAFFIE
- Field recording versus studio recording
- Record, record, record
- Remember that sounds are combined in real time
by the soundserver (so no need to put everything
in a single file). - Stereo is good.
65Recording sounds for DAFFIE, part II.
- Remember that you can change sounds in various
ways - Change pitch/tempo
- Use filters to change spectrum
- Cut and paste
66DAFFIE demo
- Demonstrate
- Proximity triggering
- (Variable) Distance attenuation
- Sound localization