04 Audio
04 Audio
04 Audio
Content Sound
Ambient Sound
Audio in Multimedia
Use of Audio in Multimedia
Some examples of content sound used in multimedia
are:
Frequency
The difference in time between the formation of two crests is termed as the period.
Wavelength
Wavelength is the distance from the midpoint of one crest to the midpoint of the
next crest. It is represented by the symbol lambda .
Audio in Multimedia
Properties of Sound
Doppler effect
When the object making the sound is moving toward you, the frequency goes up
due to the waves getting pushed more tightly together. The opposite happens when
the object moves away from you and the pitch goes down. This is called the
Doppler effect.
Audio in Multimedia
Properties of Sound
Bandwidth
Bandwidth is defined as the difference between the highest and the lowest
frequency contained in a signal.
Audio in Multimedia
Properties of Sound
Harmonics
Sampling
Sampling Rate
Sampling rate is an important factor in determining how
accurately the digitized sound represents the original
analog sound.
Digitization
Digitization is the process of assigning a discrete value to
each of the sampled values. It is performed by an
Integrated Chip (IC) called an A to D Converter.
Audio in Multimedia
Digital Audio
Fidelity
Fidelity is defined as the closeness of the recorded
version to the original sound. In the case of digital speech,
it depends upon the number of bits per sample and the
sampling rate.
Nyquist Theorem
According to Nyquist theorem, a minimum of two samples
(per cycle) is necessary to represent a given sound wave.
Mono Recording:
File size =
Sampling rate x duration of recording in seconds x
(bits per sample/8) x 1
Stereo Recording:
File size =
Sampling rate x duration of recording in seconds x
(bits per sample/8) x 2
Audio in Multimedia
Sound Formats And Settings
ADPCM
Audio in Multimedia
Audio Compression
ADPCM
Audio in Multimedia
Audio Compression
MPEG
After the audio has been recorded and stored, it has to be modified to
improve the level of quality.
When saved, any cut material is lost unless a backup copy of the original
has been kept.
Non-Linear editors
Non-linear editors do not change the audio files being edited in any way, but
instead create ‘Edit Decision Lists’ (EDLs).
They don’t play an audio file linearly from beginning to end; instead the files
are played out of sequence – non-linearly – with edits performed by skipping
instantly to the next section.
Audio in Multimedia
Audio Editing
Multitrack
Normalization. This standardizes the sound level of each item, although not
necessarily the loudness.
Reverberation. Sometimes known as ‘artificial echo’, this will add a room (or
hall) acoustic to your recording. This is most often used with music recording.
Compression. This reduces the range of volume between the quietest and
loudest sound.
Special Effects