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Audio Networking

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... reach listeners (95% of the music is owned by five large ... Yahoo Music. Napster. etc. How do we network Audio? Two methods: Streaming and File Delivery ... – PowerPoint PPT presentation

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Title: Audio Networking


1
Audio Networking
  • Bob Moses
  • AES Vice President
  • Western Region USA/Canada

Updated May 21, 2002
2
Presentation Outline
  • Why Network Audio?
  • How?
  • Ramifications
  • Listening Tests

3
Why 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

4
Engineering 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

5
Engineering Anatomy of a modern audio widget
6
Evolution 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.

7
Introducing 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

8
Many Contenders for the Home Network
  • IEEE 1394
  • Ethernet
  • IEEE 802.11a
  • HomeRF
  • HomePNA
  • HomePlug
  • Etc.
  • More details later.

9
Example Home Network
10
Marketing 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.

11
Business 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.

12
Broadband 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

13
Home 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

14
Where 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. )

15
New 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?

16
Online Music Services
  • Real Networks
  • MSN Music
  • mp3.com
  • Live365
  • Shoutcast
  • Icecast
  • Loudeye Radio
  • Yahoo Music
  • Napster
  • etc.

17
How 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)

18
Networks 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

19
Networks that transfer files
  • Ethernet
  • IEEE 802.11
  • HomePlug
  • HomePNA
  • IEEE 1394

20
Home 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

21
Home Networking Technologies Ethernet
22
Home 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

23
Home 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

24
Home 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

25
Home Networking Technologies IEEE 1394
  • Physical Constraints

Against the rules, but it works
26
Home 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

27
Home 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

28
Home 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.

29
Which 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

30
Heterogeneous 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

31
Ramifications
  • 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)

32
Paradigm 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.

33
The user interface gets really cool!
34
Content-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!

35
Content 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?

36
Metadata
  • 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.

37
Dont 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.

38
Most 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!

39
Compression 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.

40
Listening 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
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