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31 Terms
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Transducer:
- converting audio (sound waves) into an electrical signal; sometimes immediately digitising it
- Microphone: converts sound to electrical energy
- Speakers: convert electrical energy into sound
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Ways of creating Digital Audio
1. Sampling 2. Synthesizing
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Sampling
Analog sound from real world (like a voice) into an electronic device that will store it as a digital signal
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Synthesizing
Electronic circuits synthesising (creating) digital audio
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Sine Wave as function of time
F(t)= a sin (2 π f (t-0)) *zero has a line through it
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F(t)= a sin (2 pi f (t-0))
A = amplitude F = frequency - Number of cycles per second → affects pitch of sound T = time - Independent variable → measured in unit of time 0 = phase: time shift
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Amplitude
related to intensity of sound Example: raising T.V volume raises amplitude
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Frequency
elated to perceived pitch;
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Phase
can depend on relative location of the sound
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Can periodic functions be expressed as sum of sine waves?; Non-periodic?
Yes!; Make the period as long as the signal
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Hearing Intensity Limits
- threshold of hearing: RMS sound pressure of 20 upa - DB-SPL (sound pressure level) is a relative logarithmic unit relative to the 20 uPa value above DB-SPL = 20log(sound/threshold)
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Hearing Frequency Limits
“16 Hz - 20 kHz”
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Sampling Rate and Bit Rate *Testable
Digitising sound involves taking samples (measurements) at a fixed rate (sampling rate) and recording them
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what happens when an audio sample its too fast? Too slow?
Too fast —> large file Quickly uses up storage space Too slow -> inaccurate If a fast moving signal is sampled slowly→ it will not accurately represent the signal
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Sampling Period / Interval
time between one sample and the next
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Sampling Frequency / Rate
Are specified in hertz (Hz)
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Nyquist-Shannon (*Testable): Sample interval ≤ half period
Has a maximum (no min) Example: highest frequency is 400 Hz, the required sample interval should be 1/400 seconds
Has a minimum (no max) Example: highest frequency is 400 Hz, so the required sampling frequency should be 800 Hz
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Recall:
- Quantization: is representing a quantity with the number of bits available - We want to represent as many levels of the signal as possible & we want the resolution - Resolution: smallest interval between levels
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Bit Depth
- sample recorded using a fixed number of bits
- Higher bit depth means a more accurate sample
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Can be used to record physical processes like blood pressure, heartbeat, motion due to walking or running
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8 bits
Common in telephony
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16 bits
Most high-quality sound (usually used for Music Audio)
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24+ bits
- Higher quality/dynamic range - Often used before or during sound processing /editing (mastering)
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Bit rate
- Sample Frequency x Bit Depth - Bit rate is the number of bits per second - Higher bit rate = better quality = larger file size Example: CD-quality audio -16 bits bit depth (per channel, stereo has 2 channels) - 44.1 kHz sampling rate - 16 x 44.1k x 2 = 1.4Mbits/sec
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lossless audio compression
Similar to text compression techniques
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Lossy audio compression
1. Remove imperceptible sounds (using psychoacoustics models) e.g., too close to a louder sound either in frequency or in time 2. Reduce bit rate (less accurate reproduction of the original) - Codecs - Compression and decompression algorithms or audio (and video)
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FLAC (on test)
- Lossless - Using a combination of run-length and Huffman coding - Compression ratio around 62% (just know low compression ratio)
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MP3 (on test)
(moving Pictures Experts Group, Audio Layer 3) - Lossy, with a compression ratio around 13% (just know - low compression ratio) -Uses psychoacoustics, Huffman encoding, lower bit rates
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ACC (on test)
- Lossy, - Compression ratio around 14% (just know low compression ratio) - Uses psychoacoustics, Huffman encoding, and lower bit rates
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Level of Compression:
Low compression ratio means heavily compressed High compression ratio means light compression