Title: Audio Networking
1Audio Networking
- Bob Moses
- AES Vice President
- Western Region USA/Canada
Updated May 21, 2002
2Presentation Outline
- Why Network Audio?
- How?
- Ramifications
- Listening Tests
3Why Network Audio?
- Put an engineer, marketing exec., business
development mgr, and consumer in a room and ask
them why network your audio system? - Engineer Because we can
- Marketing To exploit new opportunities
- BizDev To make lots of money
- Consumer To access every recording ever made,
instantly
4Engineering Perspective
- Digital Audio systems benefit by being networked
- Share resources
- Lowers cost
- Increases performance
- Provide a modular upgrade path
- Partition the system so that only those things
that need to change must change - Enhanced user interface
- Graphical
- Single and multiple points of control
5Engineering Anatomy of a modern audio widget
6Evolution the PC meets Darwin
- Jim Reekes, Founder of Kebango
- A general-purpose computer is an instrument of
torture. They do many things, but nothing very
well. They paradoxically implement a continually
changing set of standards. Of the top 10 selling
software packages, 6 cure problems created by
other programs.
7Introducing the Home Network
- Carries all types of data
- Files (TCP/UDP, SCSI, etc.)
- Audio streams (MP3, Real, WMA, Dolby/DTS,
Redbook, 24/96, multichan, etc.) - Video streams (Real, MPEG4, uncompressed SD HD,
MPEG PS or TS, DV, etc.) - Control monitoring protocols (RC5, AVC, ASCII,
JAVA/Jini, UPnP, proprietary, etc.) - Transparent to the data
- Quality of service for streaming A/V exceeds
human perception (bounded latency, low jitter, no
drop outs) - Guaranteed delivery with handshaking, retries,
time outs, etc. - Consumer friendly
- Low cost
- Easy to set up and use
- Robust
- Secure, but not finicky
8Many Contenders for the Home Network
- IEEE 1394
- Ethernet
- IEEE 802.11a
- HomeRF
- HomePNA
- HomePlug
- Etc.
- More details later.
9Example Home Network
10Marketing New products!
- Information Appliances Personal computers
- Home Internet terminals
- Personal digital assistants
- Digital mobile telephones
- Boom boxes
- Digital Jukeboxes
- Internet Radios
- Set top boxes
- Wrist watches
- Etc., etc.
11Business Development More money!
- 41 of US households are now online (US Dept
Commerce, 2002) - 71 of U.S. households will be online by 2003
(Forrester) - 18,000,000 people have broadband at home now
grew 121 in 2000-2001 (Arbitron/Edison Media) - 34 of U.S. population regularly streams music
today (Arbitron/Edison Media) - 40 of U.S. population will be listening to
Internet radio by 2003 (Webnoize) - Digital downloads will grow from 3 of online
music sales in 2001 to 30 in 2006 (Jupiter Media
Metrix) - The market for smart handheld devices will grow
from 12.9 million units in 2000 to over 63.4
million by 2004 (IDC) - The worldwide market for information appliances
will exceed 89 million units, or 17.8 billion,
in 2004, up from a market of 11 million units and
2.4 billion in 1999 (IDC) - Napster enlisted more users in 1 year than AOL
did in 15 years.
12Broadband The Next Big Thing
- Broadband Internet access is booming
- 51 of the 2.3 billion hours spent online in the
month of January 2002 were via broadband,
outpacing dial-up Internet access for the first
time. - Forrester Research predicts that 38 million
European homes will have broadband Internet
access by 2006. - An estimated 13.4 million homes in North America
have high-speed connections now, and the US
Government is being heavily lobbied to raise that
to 80 by the end of 2003. - Many devices want access to Broadband services,
necessitating a home network - Multiple PCs for various members of the family
- Streaming and downloadable media (MP3, Real
Video, etc.) - Music metadata look up services (e.g. CDDB)
- Gaming
- Intelligent appliances
13Home Networking is on the Rise
- 12 million homes expected to have home networks
by 2004 (Parks Associates) - Most popular reasons for a home network (HomeRF)
- Sharing high speed internet 39.1
- Sharing dial up internet account 37.2
- Sharing printers 34.7
- Sharing audio 33.3
- Sharing files 31.8
- Sharing drives 26.4
14Where did this come form?
- The Internet found a killer app digital music
- immediate gratification!
- transcends all cultures, ages, and personal
preferences - portable, cheap, low power, tremendous access
- Convenience vs quality
- Leverage advances in
- Larger/cheaper memory
- faster CPU speed
- broadband Internet access
- portability
- Convergence
- Computer industry trying to entice consumers
- Consumer industry trying to sell new products
- Music enthusiasts trying to access vast amounts
of music - Musicians trying to reach listeners (95 of the
music is owned by five large companies. Only
5-10 of the money you pay for a CD goes to the
artists. )
15New Business Models
- The CEO of the Consumer Electronics Association
recently stated, The content industry wants to
turn the Play button into a Pay button - Subscription services (AOL, MSN, Napster, etc.)
- Music lockers (my.mp3.com)
- Peer to peer networking
- Napster
- Fastrack / MusicCity/Grokster (1.5 billion
illegal downloads in Sept 2001!) - Gnutella
- Audio Galaxy
- Hardware is a loss leader
- What does that mean for audio quality?
- Brick and Mortar stores are they going away?
16Online Music Services
- Real Networks
- MSN Music
- mp3.com
- Live365
- Shoutcast
- Icecast
- Loudeye Radio
- Yahoo Music
- Napster
- etc.
17How do we network Audio?
- Two methods Streaming and File Delivery
- Streaming synchronous, uninterruptible flow of
audio - File Delivery asynchronous, interruptible
- Streaming is higher quality, but places higher
demands on the network - File transfer is easy and cheap, but requires
compression of the audio data for practical
systems (today)
18Networks that Stream
- IEEE 1394
- Simple, cheap, consumer-oriented
- Short distances (lt1km)
- Super high performance
- Cobranet (Ethernet)
- Proprietary
- Expensive
- Pro audio applications only
- ATM
- Expensive
- Lack of standards for applications
- Optimized for wide area
19Networks that transfer files
- Ethernet
- IEEE 802.11
- HomePlug
- HomePNA
- IEEE 1394
20Home Networking Technologies Ethernet
- Supports
- Ubiquitous - 300 million Ethernet nodes
worldwide! - Supports speeds up to 10 Gbps
- CSMA/CD protocol allows asynchronous transport,
breaks down during heavy networking loading - Like 1394, Ethernet supports
- Most physical media copper, fiber, wireless
- A peer to peer architecture that allows any node
to communicate with any other node, without PC
intervention - Low cost chipsets from many silicon vendors
21Home Networking Technologies Ethernet
22Home Networking Technologies IEEE 802.11
- Wireless Ethernet
- Collision sensing multiple access / carrier
avoidance protocol - Wired Equivalent Privacy (WEP) security via
authentication and encryption. There have been
recent reports that this security has been
compromised by hackers. - Several Flavors
23Home Networking Technologies HomeRF
- Competes with IEEE 802.11 for wireless Ethernet
applications - Uses Shared Wireless Access Protocol (SWAP)
- Operates in 2.4 GHz band, up to 100 meters, up to
10 Mbps. - Supports up to 8 simultaneous voice connections
with 10 ms bounded latency. - 128-bit encryption with tamper-resistant 32-bit
initialization vector
24Home Networking Technologies IEEE 1394
- Nearly ideal for home networking
- Up to 400Mbps (1394a), or 3.2Gbps (1394b)
- Up to 63 nodes per bus, and up to 1023 buses
connected via bridges (per 1394.1 standard) - Isochronous transport handles up to 64 isoch
streams per bus - Asynchronous transport addresses up to 256
terabytes on every node - Supports most physical media copper, fiber,
wireless - Peer to peer architecture allows any node to
communicate with any other node, without PC
intervention - Supports international standard protocols for all
relevant audio / video formats, TCP/IP, storage
devices, device control, and so on. - Adopted by hundreds of companies and most
industry consortiums for next-generation digital
appliances - Low cost chipsets available from many silicon
vendors
25Home Networking Technologies IEEE 1394
Against the rules, but it works
26Home Networking Technologies Wireless IEEE 1394
- IEEE 802.11a carries 1394 isoch and async traffic
- Or, HiperLAN2 can be used too
- 54Mbps, good enough for 1 or 2 MPEG streams and
lots of audio channels - Currently under development, demos have been made
for several years at various trade shows
27Home Networking Technologies HomePNA
- Home Phoneline Networking Alliance (HomePNA)
- 4MHz 10MHz band (well above POTS)
- 25 devices, up to 500 feet apart, in buildings up
to 10,000 square feet - HPNA 1.0 Data rate up to 1 Mbps
- HPNA 2.0 Data rate up to 10 Mbps
- Interoperable with Ethernet and IEEE 802.11 /
HomeRF
28Home Networking Technologies HomePlug
- Home Plug Alliance selected Intellon technology
for HomePlug specification - Operates over regular 2 phase power circuits
- OFDM in the 4.3MHz 20.9MHz band.
- Data rate up to 10 Mbps
- MAC protocol is a variant of the well-known
CSMA/CA protocol. - Up to 256 devices can be connected in homes up to
5,000 SQFT - Security is provided by encryption and signal
attenuation. However, powerline technologies are
often accessible to neighbors sharing the same
transformer.
29Which Network(s) Should I Use?
- Data Ethernet, 1394, 802.11, HomePNA, HomePlug
- Audio
- Compressed Ethernet, 1394, 802.11, HomePNA,
HomePlug - Streaming 1394
- Video
- Compressed Ethernet, 1394, 802.11, HomePNA,
HomePlug - Streaming 1394
30Heterogeneous Networks
- No network is perfect, and no single network will
win universal adoption - Heterogeneous networks are comprised of two or
more network technologies - Bridges and gateways are crucial devices for
connecting subnets - Bridges connect two or more networks running the
same protocol stack (e.g. HomePNA to Ethernet) - Gateways connect networks that use different
protocols (e.g. Ethernet to 1394) - Heterogeneous networks allow us to add
functionality to the home network incrementally - e.g. begin with an Ethernet PC LAN
- Add 802.11 or HomePNA to reach remote zones
- Add 1394 to distribute A/V
- Replace original Ethernet with 1394b to increase
speed and QoS
31Ramifications
- Systems evolve from autonomous devices to
communities of devices. - Control becomes decentralized and migrates to the
edge devices. - This is a revolutionary change (not evolutionary)
32Paradigm Shifts
- Once there is too much information to own, we
must evolve methods to access and organize it. - Todays systems are equipment-centric, and very
complex. - Tomorrows systems need to be content-centric,
and very simple. - The distinction between ownership, and renting,
and a service is already blurred in the video
industry. Thats likely to happen in the music
industry as well. - Duplicating and distributing plastic disks is
barbaric.
33The user interface gets really cool!
34Content-Based Searching
- Chris Weare Ted Tanner
- Breakthroughs in machine learning, pattern
recognition, and feature extraction can be
applied to audio to characterize the similarity
between two recordings. - A neural network was trained with data from over
115,000 songs to produce a commercial system that
provides over 90 success. - Humans no longer need to listen to music because
computers can be trained to listen for them!
35Content Protection
- Copy inhibit bits (SCMS)
- Watermarking
- Fingerprinting
- SDMI
- DTCP
- Do any of these technologies truly work?
- Should we create technical solutions to legal
problems, or legal solutions to technical
problems?
36Metadata
- Elizabeth Cohen
- We generate terabytes of new music data each day
- The machine and format I record on today wont be
around in 20 years. - Its important to preserve the music experience
itself, not just the bitstream - How do you record and regenerate an experience?
- Some of our audio treasures might be lost when
future devices are unable to play them back. - Elizabeth Cohen recommends that if a device
leaves a footprint on the audio, the content must
describe it via metadata.
37Dont forget about the Creative Team During
Encoding!
- Bob Clearmountain
- Producing content for the Internet is not merely
a file transfer process creative decisions must
be made in the mastering process that ultimately
affect the listening experience. - The process of compressing audio for the low
bandwidth of the Internet is very similar to the
old days of squeezing music into a plastic groove
of a vinyl LP during mastering, and that the
compromises involved should be a creative process
involving the creative team. - Internet mix should also be considered in
addition to the CD, radio, extended dance mix,
and other mixes.
38Most important ramification Audio Quality
- Better or worse?
- Streaming networks promise to carry data between
devices in their original format without A/D and
D/A conversion. - File delivery systems must compress the data.
This is a violent process that significantly
changes what we hear!
39Compression Formats
- Required for asynchronous networks
- MPEG-1 Layer 3 (MP3)
- MPEG 2, 4, MPEG 7
- AAC
- Windows Media
- Real Audio/Video
- Quicktime
- Ogg Vorbis
- VQF
- Beatnik
- etc.
40Listening Tests
- Edward II Wicked Men
- Track 7 Shes Gone to California
- Original (44.1kHz, 16-bit)
- Compressed Formats
- MP3
- WMA 7.0
- Real Audio 6.0
- (AAC can not be played back due to copy
protection glitch) - 160Kbps
- Random ordering
- 64Kbps
- Random ordering