What is Sound? Compressions of air or other media (such as
water or metal) from something vibrating Sounds are made up of high
frequency and low frequency sounds Dont confuse pitch (frequency)
with volume! Volume is measured in decibels (dB) Frequency in Hertz
(Hz) = cycles per second Humans only hear from 20Hz to 20KHz
Frequency Strange Fact! Speed of sound (Air: 340m/s; Water:1,230
m/s; Gold: 3,240m/s):
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Spatial Sound 1 Channel mono. Can be split to several speakers;
still no direction 2 Channels stereo. Fades from left to right. Can
determine direction 5.1 Audio Common for home theaters 3D Sound?
Video games (PC). Still has time to develop
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The Human Side (20Hz-20KHz)
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The Equal Loudness Contour Killa Hurts Ouch!
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A Note about decibels A decibel is 1/10 th of a bel Abbreviated
dB This is the perceived loudness, which increases linearly as
power increases exponentially Something sounds twice as loud? 10log
10 (2) = 3.01dB In gaming, volume usually ranges 0.0f-1.0f
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Human Perception (InterAural Time Difference) Sound hits both
ears Difference in time Hits Right Ear First Hasnt gotten to left
yet
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How Computers Perceive Sound Digitization (DAC and ADC)
Computers listen to the amplitude a certain number of times per
second (sample rate) 44K is CD 22K is good 8K is lame Computers
have to approximate what they heard and assign it a number 4 bits =
16 level to approximate to 16 bits = 2 million levels to
approximate to
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Original Sound Amplitude (in dB)Frequency
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Low Sampling Rate TIME
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Low Sampling Rate What the computer hears TIME
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High Sampling Rate TIME
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High Sampling Rate TIME
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2 bits per sample 4 Approximations TIME
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StairStep Effect TIME Called quantization errors
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3 bits per sample 8 Approximations TIME
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Less StairStep TIME
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Signal to Noise Ratio (SNR) Represents the quanitization error
8-bits = 128 discrete values (upper-half only) Sample is rounded up
or down SNR is 256:1 256:1 translates to 48dB (difference in
average noise to max signal) 16-bit = 32K discrete values
(upper-half) SNR = 65,536:1, or 96dB
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In General Sampling rate affects range of frequencies you can
capture (Nyquist) Bits per sample affects noise level as well as
volume range What about recording: Rock? Mozart (or anything on NPR
for that matter)? Voice/dialog?
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Capturing Sounds Usually done with: a microphone (such as
voice) Line in CD Hollywood Edge Computer has sound card Input
types (RCA, MIDI, mini, , XLR) Card has quality (plays 16-bit
sound) Need some kind of software SoundForge/Audacity Windows
SoundRecorder (gag)
Sample Playback Playback Loaded entirely into memory (called
sample as well) Streamed (pre-buffer data using a circular buffer)
Channel properties Pan left/right Pitch frequency Volume
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Compressed Audio Requires a codec (compress/decompress)
Lossless (e.g..zip files) Lossy Bit-reduction (ADPCM, reduces bps
from 16 to 4) Simple Used on Sony PSP, Wii and Nintendo DS
Physcho-acoustics (.mp3,.ogg,.wma) Discard sound we dont normally
hear anyway Hard to implement CPU intensive PS3, Xbox 360, PCs
Note: mp3 format requires licensing fees to
Franhofer-Thompson!
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ADSR Envelopes Used for defining the volume of a sound Attack
Decay Sustain Release Time Volume
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3D Sound Dont have 5.1? Panning is one option Psycho-acoustic
options Head-Relative Transfer Function (HRTF) Tweak the
frequencies to match your ears Sounds have position and velocity
There is a listener component (like a camera) Relationship between
the two Attenuation (with distance) Occlusion (low-pass filter)
Doppler (relative velocities)
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3D Sound Environmental effects Reverb (depends on materials in
room) Echo (depends on size of room) Occlusion (a wall blocking
part of the sound) Obstruction (no direct path to the listener
Competing reverb technologies I3DL2 (Interactive 3D Audio Rendering
Level 2) EAX (Creative Labs) Almost identical
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MIDI (Musical Instrument Digital Interface) MIDI a method for
representing sounds electronically Became popular in the 80s Send
16 different channels (tracks) at one time Have a total of 128
possible instruments
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The Keyboard The MIDI Keyboard No audible sounds Generates a
series of 1s a 0s (on/off) Signals represent Note, loudness Length,
type of instrument Signals come out of the keyboard and usually go
into a sequencer
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The Sequencer Can be a PC Responsible for recording individual
tracks of music Responsible for playback Receives input from
keyboard Sends output to synthesizer
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The Synthesizer Receives 1s and 0s from the sequencer
Interprets the 1s and 0s to produce audible sounds Piano Drums
Saxophone Sounds are sent to speakers
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Speakers Like you havent seen these before
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MIDI 01101101000110 010010
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MIDI vs Digital Recording MIDI: Smaller file size (like 10-20K)
Change keys/tempo/looping on the fly! Song sounds different on
every sound card No singing allowed! Also a DLS format
(DownLoadable Sound) Digital Recording: Larger file size (like 5M)
Sound is close approximation to real thing
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Sampling There are two main approaches to synthesis: Sampling
FM Synthesis Sampling A sample is a recording of actual
instrument/sound Samples are taken at certain intervals Samples are
then shifted up or down depending on the note
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Sampling
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FM Synthesis Basic waves: Sine Square Saw Triangle Noise
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FM Synthesis Start with basic waveform, and have one wave
modulate the other Heres volume modulation 440 sine wave, control
2Hz: 440 sine wave, control 880Hz: 440 sine wave, control
3KHz:
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Interactive Music Music adapts based on current state of game
Music broken into chunks Called segments (or cues) Can be played
back to back Can be smoothly cross-faded Segments are combined into
themes fmods Sound Designer can do this
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Themes in fmod
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Sound Variations Sounds can be triggered by events Theres no
reason to play the same sound the same way Pick a random sample
Change pitch Change attenuation
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Other technology Lip-synch Use the amplitude of the wave to
control mouth Analyze phonemes of sample (language neutral)