Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Sign up for free
Menu
Search
Features
All features
Private URLs
Password Protection
Custom URLS
Scheduled publishing
Remove Branding
Restrict embedding
Deck Collections
Notes
Features
All features
Private URLs
Password Protection
Custom URLS
Scheduled publishing
Remove Branding
Restrict embedding
Deck Collections
Notes
Explore
Featured decks
Featured speakers
Programming
Technology
Storyboards
Explore
Featured decks
Featured speakers
Programming
Technology
Storyboards
Pricing
Search
Sign in
Sign up for free
Audio Fundamentals - Basics
Search
Chinmay Pendharkar
May 10, 2013
Technology
160
0
Share
Embed
Copy iframe code
Copy JS code
Copy link
Start on current slide
Audio Fundamentals - Basics
Slides for a workshop on audio fundamentals.
Chinmay Pendharkar
May 10, 2013
More Decks by Chinmay Pendharkar
See All by Chinmay Pendharkar
Audio Fundamentals - Pd
notthetup
0
120
DNSSEC and Bind
notthetup
1
200
Garageband And Podcasting
notthetup
0
81
Audio Fundamentals - HTML5 Audio
notthetup
0
140
Audio Fundamentals - Oscillators
notthetup
0
88
Robots and Pi
notthetup
2
140
Auralization of road vehicles using spectral modeling synthesis
notthetup
0
250
What I’ve learnt about Environmental Sound Design
notthetup
0
290
Audio Editing with Audacity
notthetup
0
110
Other Decks in Technology
See All in Technology
Local CI × GitHub Actions
gogutan
2
200
分析AIエージェントを育てる、動く環境を育てる
codatum
1
1.1k
NDIでApple Vision Proにリアルタイム映像送信
jyouryuusui
0
120
OptunaHub: ブラックボックス最適化のためのプラットフォーム
pfn
PRO
0
140
ブラウザとサーバーから考えるAI時代のフロントエンド監視
shogo4131
3
940
TinyGoでオブザーバビリティ?OpenTelemetryはTinyGoで使えるのか / Is OpenTelemetry available in TinyGo environment?
ymotongpoo
2
140
「事実」を「計測」して、「解釈」する 〜AWS Lambdaのメモリ最適解の見つけ方〜
maimyyym
0
170
AI × アーキテクト 第1・2章|生成AIの課題とアーキテクトの素養
daidaidai
0
170
遠藤な_めぐろLT #38 「社内のAI活用推進」@麻布台_20261009
endonanana
0
130
ストレスなくAIと付き合いたい!こんなときどうしてる?
namiki64
3
540
DGX Spark でどこまでハッキングができるのか?
kash1064
3
1.3k
QA4AI 2026-Oct 生成AI時代の品質保証
tokuty
1
860
Featured
See All Featured
The Curse of the Amulet
leimatthew05
3
16k
SEOcharity - Dark patterns in SEO and UX: How to avoid them and build a more ethical web
sarafernandez
0
300
We Are The Robots
honzajavorek
0
400
Embracing the Ebb and Flow
colly
88
5.2k
Leadership Guide Workshop - DevTernity 2021
reverentgeek
1
400
Unsuck your backbone
ammeep
672
58k
SEO for Brand Visibility & Recognition
aleyda
0
4.8k
Joys of Absence: A Defence of Solitary Play
codingconduct
1
550
Jess Joyce - The Pitfalls of Following Frameworks
techseoconnect
PRO
1
450
The Spectacular Lies of Maps
axbom
PRO
1
1.1k
RailsConf & Balkan Ruby 2019: The Past, Present, and Future of Rails at GitHub
eileencodes
141
35k
Navigating Weather and Climate Data
rabernat
0
560
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