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: extFrequency(inHz)=rac1extPeriod(insec)ext{Frequency (in Hz)} = rac{1}{ ext{Period (in sec)}}

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: extSNRext(dB)=6Next{SNR} ext{ (dB)} = 6N 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