Transcript Audio

Audio
Sound
Audio synthesis
Nov 30, Fall 2006
IAT 410
1
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
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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
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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 < 5ms
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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
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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
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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
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Head-Related Transfer
Function
 HRTF
is the general term
 Transformation of “real” sound to
spatialized sound
 Best delivered by earphones
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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
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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)
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Audio - Digital Implications
 44,100
Hz
– 44,100 Samples/sec
– 16-bit samples
– Stereo
– 172KBytes/sec
 Specialized
Nov 30, Fall 2006
hardware - Sound card
IAT 410
11
Reproduction
 Sampling
– Record sounds by whatever means
 Synthesis
– Analog Synthesis
– FM Synthesis
– Wavetable Synthesis
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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
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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
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Analog Synthesis
 Fourier’s
observation
– Any signal can be created as the sum of sine
waves
– Square wave: Infinite sum
– f + 2f + 4f…
 Synthesizer:
– Collection of
oscillators
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Frequency Domain
A
perfectly periodic signal plotted in the
frequency domain
(Time domain plot)
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Spectrum
 Spectrum
represents the set of
frequencies present in the signal
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Filters
 Eliminate
part of the signal by removing
certain frequencies
 Analog filters don’t have these “square”
response shapes
 Band pass
– Bandwidth
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FM Synthesis
 Modulate
the frequency of a wave
 Carrier
frequency is modulated by
Modulator signal
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FM Synthesis for
Synthesizers
 The
greater the Modulator amplitude, the
greater the Carrier frequency variation
– Higher Carrier bandwidth
 DX:
Carrier and Modulator are “musicallytuned frequency”
– Depends on the note you are playing
– Controls the harmonic content of a note
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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
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Audio Path
MIDI
Note Sequence
Envelope
Loudness Control
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Raw Sound
(Sample, FM, etc)
Tuned
Mixing/
Combination
IAT 410
Resampling
Reverb,
Environment.
Spatialization
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Wavetable Synthesis
Example
 Leyanda
(Guitar)
 Leyanda (CDShaw)
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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
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Interactive Sound
 Music
 Sound
effects
– Noises
– Commentary - Sports
 Narrative
 Conversations
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Interactive Problems
 Regular
music composition has
– Beginning
– Middle
– End
 Interactive
user control makes this difficult
– Some genres have this structure
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Interactive Music
 Game
genres with order
– Sports
– Racing
– Fighting
 Semi-Ordered
– Puzzle
– Adventure
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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
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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
– Don’t repeat musical phrases
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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
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Modules
 Modular
chunks
– Each segment of the game plays
independently of others
– Some thematic relation
– Disjointed
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Music Strategies
 Compose
many themes in parallel
 Switch between themes
 Connect modular components together
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Analogy: Parallel Trains
N
trains of music running in parallel
 Each train serves an emotional purpose
– Train
– Train
– Train
– Train
A: Calm
B: Rising Excitement
C: Climactic moments
D: Falling Excitement
 Generally,
Train A would be most
commonly played
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Within Each Musical Train
 Each
“Car” contains a few bars of music
 Switch between trains when a “Car” is
complete
– Don’t 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
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Parallel Trains
Bars 1-8
Bars 9-16
Bars 17-24
Bars 25-32
Bars 1-8
Bars 9-16
Bars 17-24
Bars 25-32
Bars 1-8
Bars 9-16
Bars 17-24
Bars 25-32
Bars 1-8
Bars 9-16
Bars 17-24
Bars 25-32
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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
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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
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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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