Digitalising sound. Sound Design for Moving Images. Overview of the audio digital recording and playback chain

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Digitalising sound Overview of the audio digital recording and playback chain IAT-380 Sound Design 2 Sound Design for Moving Images Sound design for moving images can be divided into three domains: Speech: Naration: Direct, Indirect, Contrapunctual Dialogue Sound effects: Contextual Narrative Music: Production source music Source music Underscore music IAT-380 Sound Design 3

Techniques of Sound Spatialisation The various types of spatial sound reproduction techniques developed over the years can be classified as either: Perception simulation: Aim to reproduction of what the ears would hear in a natural situation Examples: Binaural sound, n-channel stereophony, Dolby surround, etc. Sound-field simulation: Aims to reproduce the actual sound field. Examples: Beam forming, wave field synthesis, Ambisonic surround, etc. IAT-380 Sound Design 4 Ontology of Media Art Meta-creation: Engineering machines endowed with a creative behavior: improvising automata AI-art, a-life art, The artist-engineer: MAX-MSP/Jitter, Pure Data/Gem, Performer, EyesWeb, Micro-controllers, sensors, The artist and the technician: Classical practices: music, painting, drawing, Influences/creates the content: FightPod, the future of DJing Machine Motor, the future of VJing Kino, YouTube, Current TV, The user interacts with the content: Interactive devices (HCI, Sensors) Video games, Karaoke, interactive installations, The user is a passive receptor: Television, Cinema Books, Journal, Music, IAT-380 Sound Design 5 Philippe Pasquier, July 2008 MAX/MSP Graphical programming environment Perfect for real-time digital signal processing A must in the artist/designer's tool box IAT-380 Sound Design 6

MSP MSP is the collection of audio signal processing objects associated with MAX (control objects) The basic objects are: DAC~ : digital to analog converter ADC~ : analog to digital converter +~ : audio sum (mixer) *~ : audio multiplication (amplifier) Cycle~ : use a a 512 sample table (a sine wave by default) and play it as a loop as a given frequency. Inputs are frequency and phase and buffer name is an optional parameter. All you need to know is covered in the MSP tutorials (31 short tutorials). IAT-380 Sound Design 7 We have seen various ways of getting sounds: Recordings: field recording, Foley, ADR,... Sound Library: at the library, on-line,... Sampling: from recorded music,... We have seen ways to represent and store sounds as sequences of numbers Sound synthesis is the process of generating new sounds from scratch (generating directly a sequence of numbers or an audio signal). It basically revolves around the use of mathematical functions and algorythms IAT-380 Sound Design 8 Several goals are possible: Mimicking existing instruments, electrical or physical Create something completely original Different families of approaches have been proposed Physical modeling: How to model a violin? What if the cords are 12 meters long and made of cristal? Approaches that rest on basic electronic components functions: Oscillators Filters Amplifiers IAT-380 Sound Design 9

Methods Sound synthesis methods (by decreasing order of popularity): Sampling based synthesis and wavetable lookup Subtractive Synthesis Additive Synthesis Frequency modulation (FM), phase modulation and phase distortion (Nonlinear) waveshaping Decomposing time granular synthesis, FOF and VOSIM Physical modelling waveguides and controlled nonlinearity Time domain and graphical synthesis Analysis resynthesis Hybrid methods IAT-380 Sound Design 10 Additive Synthesis The timbre of an instrument is composed of multiple harmonics or partials, in different quantities, that change over time. Additive synthesis emulates such timbres by combining numerous simple waveforms pitched to different harmonics, with a different amplitude envelope on each, along with inharmonic artifacts (noise,...). Additive synthesis has a direct link with Fourrier theorem (when the waveforms are sines) This involves a bank of oscillators (tuned to multiples of the base frequency in the case of harmonics sounds). Often, each oscillator has its own customizable volume envelope, creating a realistic, dynamic sound that changes over time. IAT-380 Sound Design 11 Additive Synthesis The generators or ocsillators provide the most common source signals: square waves, pulse waves, sawtooth waves and triangle waves. Modern digital and software synthesizers may include other, more complex waveforms or allow the user to upload arbitrary waveforms. Some synthesizers may use a form of pulse width modulation which dynamically alters the source for a richer, more interesting, more organic tone. IAT-380 Sound Design 12

Object 1 Object 2 Object 3 Additive Synthesis Sine 100Hz + Ramp 102Hz = IAT-380 Sound Design 13 Additive Synthesis Remember that loudness is not only determined by amplitude: Demonstration of additive synthesis (Tutorial 7) IAT-380 Sound Design 14 Subtractive Synthesis Subtractive synthesis is a method of subtracting harmonic content from a sound via the application of audio filters to the audio signal. For example, taking the output of a sawtooth generator and using a low-pass filter to dampen its higher partials generates a more natural approximation of a bowed string instrument than using a sawtooth generator alone. Typically, the complexity of the source signal and the cut-off frequency and resonance of the filter are controlled in order to simulate the natural timbre of a given instrument. IAT-380 Sound Design 15

Subtractive Synthesis Example: the human voice The vocal folds are acting as the generator of: Basic waveshapes with rich harmonic content, White noise The mouth and throat act as filters The air colone acts as the enveloppe generator When saying or singing oooh and aaah at the same pitch: The vocal folds roughtly generate the same waveforms The mouth and throat is acting as a low pass filter and filters more harmonics in the case of the oooh IAT-380 Sound Design 16 Amplitude modulation Amplitude modulation is when a signal is modulating the volume of another signal While additive synthesis rest on addition, amplitude modulation ring modulation rests on multiplication (*~) The modulation can be at: Non-audio frequency: Tremolo is an example of amplitude modulation using a sine wave. Audio frequency (25Hz+): It is then called ring-modulation This changes the nature of the sound and creates new partials, Any audio signal can be modulated by any other signal Demonstration of AM (Tutorial 8) IAT-380 Sound Design 17 Frequency modulation The same way that one can modulate the amplitude of the audio signal, one can modulate the frequency (left input of the cycle~) Here again the modulation can occur at: Non audio frequency level: When is is reasonable amplitude (in terms of frequency) it is called a vibrato Audio frequency level: It is then called FM synthesis IAT-380 Sound Design 18

Object 4 Object 5 Object 7 Object 6 Object 8 Frequency Modulation FM synthesis was very popular in the 80s IAT-380 Sound Design 19 Pulse Width Modulation There are numerrous variants of the two preceding families: Instead of modulating the frequency of the whole waveform, one can modulate the relative durations of its various parts (possibilities are infinite) Pulse Width Modulation is a well known (and quite common) example of such modulation IAT-380 Sound Design 20 : Example In most of the case a combination of techniques are sued First, two oscillators produce relatively complex and harmonic-rich waveforms: Waveform #1 Waveform #2 In this case we will use pulse-width modulation for a dynamically changing tone: PWM waveform #1 PWM waveform #2 The two sounds are mixed. In this case they are combined at equal volume, but any ratio could be used. Combined waveforms IAT-380 Sound Design 21

Object 11 Object 9 Object 10 : Example The combined wave is passed through a voltage controlled amplifier connected to an ADSR envelope. In this case, we attempt to emulate the envelope of a plucked string: Enveloped sound We then pass the sound through a shallow lowpass filter: Low-passed sound In this case, to better emulate the sound of a plucked string, we want the filter cutoff frequency to start in the mid-range and move low. The effect is similar to an electric guitar's wah pedal. Some arpeggios Filtered with a LFO IAT-380 Sound Design 22 All these technics are the basics of sound synthesis: They are inherited from a long history of analog synthetisers In particular, modular synthetizers were offering all these functions separately: Ocsillators Filters Envelop generator (ADR, ADSR) Amplitude modulator Envelop follower LFO (Low frequency oscillator) for non audio frequency modulations A lot of this can be applied to any audio signal (samples and sound files). IAT-380 Sound Design 23 IAT-380 Sound Design 24

IAT-380 Sound Design 25 IAT-380 Sound Design 26 IAT-380 Sound Design 27

IAT-380 Sound Design 28? Since light travels faster than sound, people appear bright until you hear them speak. IAT-380 Sound Design 29