IAT 340 note 1
IAT 340: Sound Design Notes
Fundamentals of Audio Processing
Instructor: Philippe Pasquier
Email: pasquier@sfu.ca
Today's Lecture Outline
Fundamentals of Acoustics:
Sound and Waveforms
Frequency
Amplitude
Phase and Envelope
Digitalisation of Sound:
Sampling Rate and Bit Depth
Aliasing and Quantisation Noise
Digital Audio Recording and Playback Chain
What is Sound?
Perception of Sound:
For normally constituted humans, true silence does not exist.
Surrounding sounds (e.g., monitor buzz at 15 kHz, birds, motors, people) are always present.
In utter silence, one may begin to hear bodily sounds (e.g., breath, heartbeat, blood circulation).
Acoustics:
Acoustics is a branch of classical physics that studies and analyzes the properties of sound.
It serves as a logical starting point for effective sound design in new media.
Definition of Sound:
Sound is the aural perception of pressure vibrations within a given medium.
Production/Generation: An object vibrates transferring mechanical energy into acoustic energy (e.g., a speaker).
Propagation: Sound travels from its source to a receptor; the medium in this context is air.
Perception: Sound is received and interpreted by a receptor (e.g., human ear).
Sound can be defined as variations in atmospheric pressure in the sonic range.
Propagation of Sonic Waves
Molecular Displacement:
Compression and rarefaction involve slight displacement of molecules while the wave propagates.
Representations:
Common representation of sound waves is a waveform, depicted as Time vs. Amplitude.
Waveform Characteristics
Waveform Definition:
A waveform is a visual representation that helps analyze sound characteristics, including wavelength, frequency, amplitude, envelope, and harmonics.
The purest waveform is a sine wave, according to the Fourier Theorem—all waveforms can be synthesized from sine waves.
Types of Waveforms:
Periodic Waveform: Regularly repeating.
Complex Periodic Waveform: Comprised of multiple frequencies.
Random Waveform: Non-repeating, lacks regular rhythm.
Sonic Waves Frequency
Frequency Definition:
Frequency is the rate of cycles of compression and rarefaction occurring in waves, measured in Hertz (Hz), which indicates cycles per second.
Corresponds directly to perceived pitch: Higher frequency results in higher pitch.
Human Hearing Range:
Approximately 20 Hz to 20,000 Hz (20 kHz).
Frequencies below this range are termed subsonic or infrasonic; above this range are ultrasonic.
Object Frequency Production:
Various objects can produce sonic waves at different frequency ranges.
Amplitude of Sonic Waves
Amplitude Definition:
Amplitude measures deviation from normal atmospheric conditions, indicating the extent of compression or rarefaction relative to sound energy.
Perceived Loudness:
Loudness (as perceived amplitude) is averaged across peak-to-peak values.
RMS (Root Mean Square): Calculated as the root of the mean of the squares of sample values, used as a standard measure.
Intensity Measurement:
Intensity is presented in Watts/m², while sound level is measured in decibels (dB).
The dB scale is logarithmic to represent load intensity, addressing human sound perception.
Logarithmic Relationships:
3 dB corresponds to a 2:1 ratio, 6 dB to 4:1, 10 dB to 10:1, etc.
Sound Propagation and Amplitude
Speed of Sound: Sound travels at approximately 344 m/s in air (at 20 °C and 70% humidity).
Intensity Relation to Distance:
Sound intensity decreases with distance; for every doubling of distance, sound intensity loses 6 dB.
Example:
At 5 m from a speaker, intensity is a reference point. At 10 m, intensity is 6 dB softer (4x less), and at 20 m it's 12 dB softer (16x less).
This effect is known as the Inverse Square Law.
Sound Wavelength
Definition:
The wavelength is the physical distance of one complete cycle of a sound wave.
Longer wavelengths correspond to lower frequencies (e.g., 20 kHz has a wavelength of 2 cm, whereas 20 Hz has a wavelength of 17 m).
Period Definition:
The period is the time required to complete one cycle.
Frequency (in Hz) is calculated using:
Envelope of Sound
Envelope Definition:
The envelope represents the intensity variation of sound over time as perceived by humans.
A common model for sound envelope is the ADSR (Attack, Decay, Sustain, Release).
Phase of Sound Waves
Phase Definition:
The phase represents the starting angle within a 360-degree cycle of wave motion.
Acoustic phenomena are linear, indicating that sounds from multiple sources combine through addition.
Constructive and Destructive Interference:
Waveforms can interfere constructively (in phase) or destructively (out of phase), affecting sound intensity and perception.
Phase Reference Points:
Displacement of a waveform can be described as:
Quarter wave = 90°
Half wave = 180°
Full cycle = 360°
Psychoacoustics
Definition:
Psychoacoustics investigates human sound perception, addressing psychological aspects such as:
Pitch: how high or low a sound is perceived in relation to frequency.
Loudness: perceived volume as related to amplitude.
Timbre: quality or texture of sound distinguishing it from others.
Digitalisation of Sound
Analog vs Digital:
Sound is an analog phenomenon; its pressure variations are continuous without breaks.
Computers require a digital representation, necessitating the conversion of sound into binary values through methods like ADC (Analog to Digital Converter) and DAC (Digital to Analog Converter).
Sampling:
Sampling captures sound amplitude at given intervals to create a series of numerical values.
Sampling Rate: frequency of sampling in Hz, affecting sound resolution.
Bit Depth: defines sample formats and the number of bits for amplitude representation, common depths include 8, 16, 24, and 32 bits.
Quantisation Error
Definition:
Quantisation error arises from approximating analog values into digital format, leading to potential loss of information.
This error presents as quantisation noise in the reconstructed signal.
The signal-to-noise ratio (SNR) quantifies this error, approximated by: where N is the number of bits.
Jitter
Definition:
Jitter is a digital error caused by instability in the clock signal during the ADC or DAC processes, affecting the timing accuracy of samples.
Digital Audio Recording and Playback Chain
Overview of digital processes in creating, manipulating, and reproducing sound.
Summary of Key Concepts
Fundamental understanding of acoustics and their application in digital audio processing:
Production, propagation, and perception of sound
Representing sonic waves: waveforms, frequency, amplitude, phase, envelope
Digitalisation details: ADC, DAC, sampling rate, bit depth, and the implications of aliasing and quantisation noise.
Practical Applications and Forward-Looking Statements
Continued evolution of technology influences sound design techniques and applications in media.
Active Listening Exercise
Hearing vs Listening:
Hearing is passive, while listening involves actively processing sound information.
It requires practice to develop effective listening skills.
Resources for Sound Acquisition
Freesound.org
Pro Sound Effects library available at SFU library.
Notable Quotes
"Since light travels faster than sound, people appear bright until you hear them speak." – Chinese Proverb
"We have two ears and one mouth so that we can listen twice as much as we speak." – Epictetus