Transcript Audio
Audio
Sound
Audio synthesis
Nov 30, Fall 2006
IAT 410
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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
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hardware - Sound card
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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
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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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