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AUDIO HOME THEATER SYSTEMS

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Digital Audio Signal Processing

Syracuse University, Fall 2007

Instructor: Jayant Datta









DIGITAL AUDIO

Basics and Overview

A day for BASICS

 Basics of Audio Interconnects



 Basics of Sampling

– Analog vs Digital + Aliasing + Quantization + Jitter + Dither



 Basics of Audio



 Basics of Digital Systems

– LTI + Convolution + Digital Filters



 Basics of Pointers + AGU

Audio Interconnects :: DVD

Audio Interconnects :: Receiver

Audio Interconnects



 Think about the audio interconnects between the

DVD Player and the Receiver.



 Please consider the analog and the digital

connectivity.



 Now, try to figure out how information is being

conveyed in each case (analog and digital).

Basics of Sampling

 Sampling

– Continuous Time/Amplitude {Analog}

– Discrete Time {Sampled}

 Sampling Theorem

– Aliasing -- spoked wheel, {Alias, NormAlias} spectra,

{CreatePlayAlias(fDuration, fGain, iFreqOrig, iFs)}

– Require an anti-aliasing filter before ADC stage

 Quantization

– Discrete Amplitude {Quant}

– Effect at different signal levels {Quantizer, NormQuantErr [2,5,8]}

– How good is 16-bits of resolution? 24-bits?

– Dither {DispDither}

Basics of Sampling

 Analog / Digital Conversion

– Multi-bit Systems

– Low level signals -- could benefit from dithering

– Oversampled Systems / Single Bit Systems

• Noise Shaping

• Faster Clock Speed

• Low tolerance to Jitter -- {Jitter} [no quantization]

• Better anti-aliasing

• More linear

Analog versus Digital

 Cost and Complexity versus Flexibility

– Analog

• inexpensive

• well understood technology

• natural intertia against change

– Digital

• almost by definition greater flexibility

• example of parametric EQ and reverb -- code change

• system design could be simpler and flexible

 Programming Expertise -- bundled software

 Just mimicking analog underutilizes digital

Analog versus Digital



 Nature of Errors

– SNR (small versus large signals)

• Jitter

• Masking

• Distortion

– Non-linearity of magnetic tape -- soft versus hard clipping

– Quantization / Aliasing / Jitter / Dither / Psychoacoustic Masking

– Humans are analog; digital artifacts are not intuitive

Outline

 Introduction



 Consumer Audio Home Theater Overview



 Guessing the Future

Introduction



 How Technology advances

– Taking things for granted

– Recorded Sound

– Pursuing perfection

– Law of diminishing returns

Early entertainment

 First ‘recording’ made in 1855  “Listening studios” where a

with a “Phonautograph” – dozen people could listen to the

mouthpiece horn, membrane, same recording, each through a

stylus, rotating cylinder with tube in the ear

smoke-blackened paper –  Already claims of “tell the

research and analysis difference”

 Wax cylinders

Phonograph

 Whole variety of media:

Vertical, horizontal bumps; wax

and metal, cylinders and

platters, hand cranked,

electrical, different sizes

 If in perfect condition, some

people prefer the “richer”

analog sound, also people find

noise “warmer”

 Incidentally, early recordings

were done from the center

outwards

Phonographs / Turntables

Open Reel / Reel to Reel

Open Reel Decks

 Open Reel Decks at one point

defined the state of the art in

audio recording

8 Track

 All 1966 Fords offered a factory

installed in-dash 8-track player. In

the 1967 model year, Chrysler and

GM offered the same. By the late

1960s, several companies were

making players for the other tape

loop systems, including 4-track, but

the only serious competition came

from cassette tapes (which

appeared at around the same time

as 8-tracks) and the almighty vinyl

records.

 Eight-track tapes were with us for

quite a long time. 8-track was the

preeminent portable and car audio

format of the 1970s

8 Track

 Head had to be perfectly calibrated; bulky; no recordable ones

Cassette Tape

 Was originally intended as a

dictating format

 Very convenient format, fits in

a shirt pocket

 On introduction, had three main

problems: speed stability,

frequency response, and

background hiss

 The first two were

surmountable, through better

tape drive mechanisms, heads,

and tape formulations

Dolby Alphabet Soup

 Dolby A [1965]

 Dolby B [1968]

 Dolby C

 Dolby HX

 Dolby HX Pro

 Dolby SR [1986]

 Dolby S

 Dolby AC-1 [1985]

 Dolby AC-2 [1989]

 Dolby AC-3 [1992]

 Dolby E

Dolby Stereo / Surround

 1975: 35 mm stereo optical release print format Dolby Stereo.

 Conventional mono optical soundtrack replaced by two soundtracks

carrying not only left and right, but also a third center-screen and a

fourth surround channel for ambient sound and special effects --

compatible with mono.

 1982: Consumer version of Dolby stereo called Dolby Surround

Compact Disc

 In 1978 Sony teamed up with Philips to develop a standard, universal

compact disc to hold audio. Two years later a Philips/Sony Compact

Disc Digital Audio standard disc was officially announced.

 The disc was 120 millimeters, made from a polycarbonate substrate,

and molded with a groove that provides timing and tracking

information for the compact disc player. It was released formally in

Europe and Japan in 1982 and in the United States the following year.

 Sampling rate: 44.1 kHz

 Maximum duration: 74 ~ 80 minutes

 Quantization: 16-bit linear

 Rotational speed: 1.2–1.4 m/sec. (constant linear velocity)

 Error correction code: Cross Interleave Reed-Solomon Code (with

25% redundancy)

Compact Disc

Compact Disc

 A CD is a fairly simple piece of plastic, about four one-hundredths (4/100) of an inch

(1.2 mm) thick. Most of a CD consists of an injection-molded piece of clear

polycarbonate plastic. During manufacturing, this plastic is impressed with

microscopic bumps arranged as a single, continuous, extremely long spiral track of data.

Once the clear piece of polycarbonate is formed, a thin, reflective aluminum layer is

sputtered onto the disc, covering the bumps. Then a thin acrylic layer is sprayed over the

aluminum to protect it. The label is then printed onto the acrylic. A cross section of a

complete CD (not to scale) looks like this:

Dolby Surround / Pro Logic

 Dolby Surround only decoded left, right and surround

 1987: Birth of Home theater -- now enjoyed by millions of consumers

worldwide -- was made possible by the inclusion of four-channel

Dolby Surround Pro Logic decoding in products such as A/V receivers

Digital Audio Tape (DAT)

 Developed in the 1980's as a

successor to the analog cassette

tape.

 Information is recorded using the

"helical scan" recording technique

which is the same method used in

VHS, Beta, and 8mm videocassette

recorders.

 Compared to these other formats,

DAT tapes are much smaller and

the information is encoded

digitally.

 Used for studio recording …

expensive…consumer versions

were less expensive

 Old favorite of bootleg trading

Digital Audio Tape (DAT)

ADAT

 ADAT = Alesis DAT

 ADATs use S-VHS tapes. A 120

minute tape provides 40 minutes

of recording on the ADAT.

• Storage of up to 999 address

locations – automation

• A greatly expanded dynamic

range

• Elimination of tape hiss and

frequency loss – generation loss

• Backups of master tapes sound

like the first generation master.

• Perfect track separation (no track

"bleed" on multi-channel mixes).

• Lower cost of recording tape.

• Less archiving space required.

Dolby Digital 5.1

 1992: Dolby Digital (AC-3) is a multichannel digital audio

coding technology first used for cinema sound. Today it is

also used to bring multichannel sound into the home via a

wide variety of digital formats, including DVD, DTV, and

digital cable.

DCC: Digital Compact Cassette

 DCC players are backward

compatible with analog tapes

 Track and time codes are on the

tape. DCC decks can locate a

chosen track on either side of the

tape.

 The DCC 900 can digitally record

music in 16-bit resolution and

supports sampling frequencies of

32, 44.1, and 48 kHz

 Precision Adaptive Sub-band

Coding (PASC) compression to

code the digital information onto

tape. (4:1 ratio)

MD: Mini Disc

 MiniDisc is like a floppy disk –

you can record and erase files

on a MiniDisc just as easily as

you can on a floppy disk. The

big difference between the a

MiniDisc and a floppy disk is

that a MiniDisc can hold about

100 times more data

 Durable because in

diskette…no scratching

 ATRAC encoding (Adaptive

Transform Acoustic Coding),

lossy, compression 5:1

DTS (Digital Theater System)



 1993, Steven Spielberg's Jurassic Park introduced the

crisp, clear sound of DTS

 Simple future-proof decoder

 Intelligence is in encoding stage

 Decoder follows instructions within coded bit stream

 Encoding algorithm may be updated and modified, automatically

benefiting every consumer decoder

 Syntax of data stream specification designed to provide room for

additional audio data – improvements in audio quality or changes

in audio format

 DTS – CD

DVD: Digital Versatile Disc

 Emerging technology that is extremely powerful.

 Looks like a CD – but is a lot more.

 Can store up to eight hours of CD quality sound.

 Can store up to 133 minutes of high resolution video data.

 Soundtrack is presented in up to eight different languages, and uses 5.1

channel Dolby Digital surround sound/DTS.

 A single sided, single layer DVD can store 4.38GB of data. A double

sided, double layer DVD can store 15.9GB of data. Most CDs can only

store 700MB of data.

 Definitely revolutionizing home theater.

 Bonus footage; director’s/actor’s commentary; different camera angles.

Multichannel “Enhancements”

 5.1 / 6.1 / 7.1 /10.2

 1999: Dolby Digital Surround EX in Star Wars: Episode I:

The Phantom Menace – pseudo 6.1

 DTS-ES (Extended Surround), ES 6.1 discrete, Neo:6,

96k/24-bit, 7.1

 THX is a technology developed by Lucasfilm to allow the

home viewer to experience the sound of a movie theater at

home

mp3

 Invented in 1989 in Erlangen, Germany, mp3 has quickly come to

symbolize a paradigm shift in the way many people access their music.

 The home computer revolution, along with the Internet, has allowed

millions of Net-connected music fans to take advantage of the latest

audio medium.

 Short for Moving Picture Experts Group, Audio Layer III, MP3 is a

compression format that shrinks digital audio files with negligible

sound-quality degradation.

 In 1997, the format truly realized its potential, thanks to a man named

Tomislav Uzelac, who created the AMP MP3 playback engine.

 The first mp3 player was invented just in time for the Napster

revolution in the form of 1998's Winamp – widely regarded as the first

free, consumer-ready mp3 player.

DVD Audio

 Sampling rates: 96 / 192 kHz  Not compatible

 24-bit resolution  Difference is fairly subtle

 Up to 6-channels of audio  Competing against SACD

 Uses MLP (Meridian Lossless  Audio only format

Packing) technology

SACD: Super Audio CD

 1-bit Direct Stream Digital

(DSD)

 Sampling rate: 2.822 MHz

 SACD player can play CD

 4 times CD capacity

 With this extra capacity, a

standard Super Audio CD will

provide space for 2-channel

stereo data, as well as an area

for up to 6-track multi-channel

data, storage capacity for text

and images, disc variations,

copyright protection and much

more.

AAC : Advanced Audio Coding

 AAC is an audio compression technology.

 This standard, developed by Dolby, the Fraunhofer

Institute, and others, may become the major ingredient in

21st century digital music distribution.

 The AAC codec was formally introduced to the world at

the CES 2001, along with dozens of new digital audio

players able to play AAC files.

 Currently, companies such as Liquid Audio distribute

audio using AAC.

mp3 versus AAC

 Lower complexity of mp3, makes it the system of choice

for current CD-quality applications.

 AAC is the designated successor – providing up to 50%

more playing time, while maintaining the same quality and

allowing encoding of higher quality audio (96 kHz)

 AAC also features built-in copyright protection – making it

the system of choice for Electronic Music Distribution

(EMD)

Key Recent Consumer Audio

Developments

 Audio Completes the Home Theater Experience

 Digital Surround Formats become Popular

 Home Audio and Computer Technologies Converge

 Music Companies Authorize Paid Downloads

 Sales of Internet Audio Portables Increase

The Future

 Future of listening to music -- expect the unexpected

 What do we want?

– More channels

– Fewer channels

– Instant access

– Flexibility

 How do we get it?

– HRTF

– Psychoacoustics

– DSP

– Metadata

Want: More channels => Realism

 For home theater applications, the 5.1 format's two discrete digital

surround tracks are a major improvement over the original Dolby

Surround's single mono surround track.

 But more discrete digital surrounds would be much better yet. The

ability to truly envelope the listener in a soundfield is a function of the

number of available channels.

 Virtual reality, according to a German study, requires at least 18

channels to correctly reproduce the directionality of the diffuse field.

Of course, that amounts to an impractical data stream during encoding

and decoding and also a horrendous mess of speakers and amplifiers

for playback.

 A more practical solution is a 10.2 system – in existence today

Want: Fewer channels => Ease

 More than anything else, we seek ease of use and

convenience.

– We would want to have the experience of being surrounded by

sound

– We would want to experience this at any time

– Even when we are moving around

– We would like this to be inexpensive (not too many speakers)

– Portable application using headphones

 Challenge is to squeeze in multiple channels into a stereo

pair without losing the directionality of the original 360

degree soundfield

 Lake Technology, Sensaura, WaveSurround, MIT Media

Labs

Want: Instant Access => Demand

 Digital Jukebox

 We could all be "pierced" with microchips instead of earrings.

 Those chips may enable you to walk into a music "station" and call out

the name of the song you want to hear, only to have it start to play

right into your inner ear.

 The future of music no doubt involves convenience, and some form of

an “always on” jukebox

 Access to every song ever recorded will be at your fingertips – or more

likely your vocal chords, as voice-recognition technology will likely

become seamlessly integrated into your music-selection process –

better yet, we may just want to think about a particular song, and it will

start playing in our ear!

Want: Flexibility => Control

 Consider recording raw audio with control information relating to its

processing contained as part of the ‘audio packet’

 This has no analogy in the analog world

 Example 1: raw audio file accompanied by EQ information

 Example 2: a multi-channel recording of a choir maybe heard from the

vantage of the audience or from that of a performer

 Requires more real time processing capability

 Allows ‘Final audio’ to be determined at a very late stage -- depending

on user preference or the visual scene the audio is accompanying – for

example, use a raw audio file with or without ‘telephone’ filter

 This is done by embedding metadata into the audio

 MPEG streams; parameters in DCinema, THX Blackbird

Enabling Technologies

 HRTF: To find the sound pressure that an arbitrary source

produces at the ear drum, we need the impulse response from the

source to the ear drum. This is called the Head-Related Impulse

Response (HRIR), and its Fourier transform is called the Head Related

Transfer Function (HRTF). The HRTF captures all of the physical cues

to source localization. Once you know the HRTF for the left ear and

the right ear, you can synthesize a direction for a monaural source.

 Psychoacoustics: Goal is to understand how the human brain

processes sound. Mathematical models of the perception process are

tested in experiments on human listeners.

 DSP: Efficient Digital Signal Processing / Faster Digital Signal

Processors

Flexibility of Digital Systems

 Digital Filters

– General Equation

– Hardware Elements

– Software Implementation

 Coefficients

 {FreqResp}

 Hardware -- more dedicated HW available

 Software -- always striving to do more; more

parallel processing, harnessing the power of PCs



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