Upgrade to PRO for Only $50/Year—Limited-Time Offer! 🔥
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
Audio Fundamentals - Basics
Search
Chinmay Pendharkar
May 10, 2013
Technology
0
120
Audio Fundamentals - Basics
Slides for a workshop on audio fundamentals.
Chinmay Pendharkar
May 10, 2013
Tweet
Share
More Decks by Chinmay Pendharkar
See All by Chinmay Pendharkar
Audio Fundamentals - Pd
notthetup
0
96
DNSSEC and Bind
notthetup
1
150
Garageband And Podcasting
notthetup
0
57
Audio Fundamentals - HTML5 Audio
notthetup
0
120
Audio Fundamentals - Oscillators
notthetup
0
59
Robots and Pi
notthetup
2
120
Auralization of road vehicles using spectral modeling synthesis
notthetup
0
200
What I’ve learnt about Environmental Sound Design
notthetup
0
240
Audio Editing with Audacity
notthetup
0
70
Other Decks in Technology
See All in Technology
re:Invent2025 3つの Frontier Agents を紹介 / introducing-3-frontier-agents
tomoki10
0
260
AWS re:Invent 2025で見たGrafana最新機能の紹介
hamadakoji
0
430
Strands Agents × インタリーブ思考 で変わるAIエージェント設計 / Strands Agents x Interleaved Thinking AI Agents
takanorig
3
620
Python 3.14 Overview
lycorptech_jp
PRO
1
120
障害対応訓練、その前に
coconala_engineer
0
110
たまに起きる外部サービスの障害に備えたり備えなかったりする話
egmc
0
300
Sansanが実践する Platform EngineeringとSREの協創
sansantech
PRO
2
940
RAG/Agent開発のアップデートまとめ
taka0709
0
190
JEDAI認定プログラム JEDAI Order 2026 エントリーのご案内 / JEDAI Order 2026 Entry
databricksjapan
0
140
Strands AgentsとNova 2 SonicでS2Sを実践してみた
yama3133
0
520
AWS運用を効率化する!AWS Organizationsを軸にした一元管理の実践/nikkei-tech-talk-202512
nikkei_engineer_recruiting
0
110
文字列の並び順 / Unicode Collation
tmtms
3
610
Featured
See All Featured
Why You Should Never Use an ORM
jnunemaker
PRO
61
9.6k
The World Runs on Bad Software
bkeepers
PRO
72
12k
How to Create Impact in a Changing Tech Landscape [PerfNow 2023]
tammyeverts
55
3.1k
How People are Using Generative and Agentic AI to Supercharge Their Products, Projects, Services and Value Streams Today
helenjbeal
1
75
The #1 spot is gone: here's how to win anyway
tamaranovitovic
1
860
Save Time (by Creating Custom Rails Generators)
garrettdimon
PRO
32
1.8k
KATA
mclloyd
PRO
33
15k
Evolving SEO for Evolving Search Engines
ryanjones
0
71
Data-driven link building: lessons from a $708K investment (BrightonSEO talk)
szymonslowik
0
840
Building Experiences: Design Systems, User Experience, and Full Site Editing
marktimemedia
0
310
End of SEO as We Know It (SMX Advanced Version)
ipullrank
2
3.8k
Tell your own story through comics
letsgokoyo
0
740
Transcript
Audio Fundamentals Chinmay Pendharkar, Sonoport, 2013
None
Sound Waves
Analog vs Digital Audio
Analog vs Digital Audio
Digitization
Digitization - Why? • Easier to manipulate digital audio •
Easier to store digital audio • Easier to transport digital audio • Get back perfect original analog audio
Digital Audio Analog Audio Analog - Digital Conversion Digital -
Analog Conversion Digital Audio
Sampling Frequency
Sampling Frequency
Sampling Theorem
Sampling Theorem
Sampling Theorem 2 x (Max Frequency of Content) ≤ Sampling
Frequency for perfect reconstruction of analog signal from digital
Sampling Frequency 2 x (Max Frequency of Content) ≤ Sampling
Frequency. 2 x ( 20000 Hz ) ≤ 44100 Hz . Upper Limit of Human Hearing
Sampling • Sampling Frequency > 44100 : Oversampling • Sampling
Frequency < 44100 : Undersampling • 44100Hz => ◦ 44100 samples per second ◦ 44100 data points per second • Less computation vs Audio Fidelity
Quantization / Bit Depth uint_16
Quantization 0x0000 (0) 0xFFFF (65535) 96dBFS ~ 120dB Human Hearing
Range 65535 65534 65533 65532 0
Digital Audio Discretization of Time - Sampling Discretization of Amplitude
- Quantization
Digital Audio Common Formats: Sampling Rate : 44100 Hz Bit
Depth : 16 bits Sampling Rate : 192000 Hz Bit Depth : 24 bits "CD Audio" "Mastering Quality"
Digital Audio Formats • Uncompressed ◦ AIFF ◦ WAV •
Compressed (Lossless) ◦ FLAC ◦ ALAC • Compressed (Lossy) ◦ MP3 ◦ AAC
Real Time Audio on PC/Mac
Audio Stacks Audio Hardware Drivers Operating System Audio API User
Program/Application
Audio Stack - Windows
Audio Stack - OSX/iOS
Audio Stack - Linux
Audio Stack - Android
Audio Stacks Audio Hardware Drivers Operating System Audio API User
Program/Application
Audio Stack Audio Hardware DAC Digital Analog Converter
Audio Stacks 44.1kHz / 16bits ~= 172 kB per second
DAC Digital Data Buffer "Magic" OS
DAC Schemes DAC Digital Data Buffer #1 OS Digital Data
Buffer #2 "Magic" 1s
Buffer Size - Latency • Time taken = Max time
to fill next buffer • Time taken = Min time to new sound output Stereo = 2 channels
Buffer Size - Latency Ideally we want.... • Fill up
next buffer well before current is fully output. (No clicks/silence) • Have no delay between audio being sent to the OS and output. (No buffering)
Buffer Size - Latency Typical Buffer Sizes • 256 *
2 * 2 = 1024 bytes = 5.8ms latency • 512 *2 * 2 = 2048 byes = 11.6ms latency • 1024 * 2 * 2 = 4096 byes = 23.2ms latency Assuming 2 channel stereo and 16bit depth
Callback vs R/W IO Two common schemes for audio drivers.
• Read-Write • Callback
Read-Write • Direct R/W access to "digital data buffer". •
Blocking • PaError Pa_WriteStream ( PaStream * stream, void * buffer, long frames ) • PaError Pa_ReadStream ( PaStream * stream, void * buffer, long frames )
Callback • Callback when more data is needed. • Non-Blocking
• PaError Pa_OpenStream (PaStream ** stream, ... , double sampleRate, long framesPerBuffer, ... ,PaStreamCallback * streamCallback, void * userData) • typedef int PaStreamCallback(const void *input, void *output, unsigned long frameCount, ... , void *userData)
Read-Write Example - C // From http://portaudio.com/docs/v19-doxydocs/blocking_read_write.html err = Pa_Initialize();
if( err != paNoError ) goto error; /* --SKIPPED-- -- Initalize Variables -- --SKIPPED-- */ /* -- setup stream -- */ err = Pa_OpenStream( &stream, &inputParameters,&outputParameters, SAMPLE_RATE,FRAMES_PER_BUFFER, paClipOff, NULL, /* no callback, use blocking API */ NULL ); /* no callback, so no callback userData */ /* -- start stream -- */ err = Pa_StartStream( stream ); printf("Wire on. Will run one minute.\n"); fflush(stdout);
Read-Write Example - C /* -- Here's the loop where
we pass data from input to output -- */ for( i=0; i<(60*SAMPLE_RATE)/FRAMES_PER_BUFFER; ++i ) { err = Pa_WriteStream( stream, sampleBlock, FRAMES_PER_BUFFER ); err = Pa_ReadStream( stream, sampleBlock, FRAMES_PER_BUFFER ); } /* -- Now we stop the stream -- */ err = Pa_StopStream( stream ); /* -- don't forget to cleanup! -- */ err = Pa_CloseStream( stream ); Pa_Terminate(); return 0; }
Callback Example - C // http://portaudio.com/docs/v19-doxydocs/paex__sine_8c_source.html err = Pa_Initialize(); if(
err != paNoError ) goto error; err = Pa_OpenStream( &stream,NULL,&outputParameters, SAMPLE_RATE, FRAMES_PER_BUFFER, paClipOff, patestCallback, &data ); if( err != paNoError ) goto error; printf("Setup Done\n"); err = Pa_SetStreamFinishedCallback( stream, &StreamFinished ); err = Pa_StartStream( stream ); printf("Play for %d seconds.\n", NUM_SECONDS ); Pa_Sleep( NUM_SECONDS * 1000 ); err = Pa_StopStream( stream ); err = Pa_CloseStream( stream ); Pa_Terminate(); return err;
Callback Example - C static int patestCallback( const void *inputBuffer,
void *outputBuffer, unsigned long framesPerBuffer, const PaStreamCallbackTimeInfo* timeInfo, PaStreamCallbackFlags statusFlags, void *userData ) { for( i=0; i<framesPerBuffer; i++ ){ *out++ = data->sine[data->left_phase]; /* left */ *out++ = data->sine[data->right_phase]; /* right */ data->left_phase += 1; if( data->left_phase >= TABLE_SIZE ) data->left_phase -= TABLE_SIZE; data->right_phase += 3; if( data->right_phase >= TABLE_SIZE ) data->right_phase -= TABLE_SIZE; } return paContinue; }
Callback Example - AS3 var mySound:Sound = new Sound(); function
sineWaveGenerator(event:SampleDataEvent):void { for ( var c:int=0; c<8192; c++ ) { event.data.writeFloat(Math.sin((Number(c+event. position)/Math.PI/2))*0.25); event.data.writeFloat(Math.sin((Number(c+event. position)/Math.PI/2))*0.25); } } mySound.addEventListener(SampleDataEvent.SAMPLE_DATA, sineWaveGenerator); mySound.play();
Hands On