Audio Processes (Part)
Audio Processes (Part)
David Creasey
and by Routledge
2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN
The right of David Creasey to be identified as author of this work has been asserted by him in
accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988.
All rights reserved. No part of this book may be reprinted or reproduced or utilised in any
form or by any electronic, mechanical, or other means, now known or hereafter invented,
including photocopying and recording, or in any information storage or retrieval system,
without permission in writing from the publishers.
Abbreviations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xvii
Acknowledgements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxi
Chapter 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 The Nature of Audio Processes 2
1.1.1 Introducing Audio Processes 2
1.1.2 Constructing an Audio Process 2
1.1.3 Real-Time and Non-Real-Time Systems 4
1.1.4 Audio Process Themes 5
1.2 Example Audio Process Systems 8
1.2.1 Playing an Acoustic Instrument 8
1.2.2 Combining Two Paths 10
1.2.3 Automated Analysis 11
1.2.4 Two Humans Working Together 13
PART I — A NALYSIS
Chapter 2 Audio Data Fundamentals . . . . . . . . . . . . . . . . . . . . . . . . . . 17
2.1 The Nature of Sound 18
2.1.1 Sound in the Time Domain 18
2.1.2 Cycle Length, Frequency, and Amplitude 19
2.1.3 Construction and Deconstruction with Sinusoids 26
2.2 Sound as Numbers 27
2.2.1 Overview 27
2.2.2 Sampling Continuous Data 28
2.2.3 A Complete Digital Audio System 34
2.2.4 Choosing a Sample Rate 35
2.2.5 Amplitude 37
v
vi Contents
PART II — M ODIFICATION
PART IV — C ONTROL
A PPENDICES
Appendix A Mathematics for Audio Processes . . . . . . . . . . . . . . . . . 677
A.1 The Need for Mathematics 678
A.2 Variables, Simple Equations, Subscripts, Superscripts 679
A.3 Repeated Summation 684
A.4 Linear Mapping 685
A.5 Straight Lines 689
A.6 Logarithmic and Exponential Functions 691
A.7 Mapping and Shaping Functions 697
A.8 Units, Prefixes, and Symbols 698
A.9 Accuracy 699
A.10 Answers to Problems 703
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 721
K EY D ATA R ESOURCES
Cycle lengths and frequencies 20
Piano note names and fundamental frequencies (in hertz) 22
Common pitch change frequency multipliers 23
Example frequency ranges for filter controls 141
Important gain values 145
Note numbers, note names, and fundamental frequencies 400
Common intervals, chords, and scales 401
First ten harmonic amplitudes for common waveforms 488
Abbreviations
AD Attack-Decay
ADC Analogue-to-Digital Converter
ADR Attack-Decay-Release
ADSR Attack-Decay-Sustain-Release
AHDSR Attack-Hold-Decay-Sustain-Release
AM Amplitude Modulation
AR Attack-Release
ASR Attack-Sustain-Release
BPF Bandpass Filter
BPM Beats Per Minute
BRF Bandreject Filter
DAC Digital-to-Analogue Converter
DAW Digital Audio Workstation
DC Direct Current (0Hz)
DFT Discrete Fourier Transform
EG Envelope Generator
EQ Equaliser/Equalisation
FDN Feedback Delay Network
FFT Fast Fourier Transform
FIR Finite Impulse Response
FM Frequency Modulation
HPF Highpass Filter
xv
xvi Abbreviations
HF High Frequency
HMF High-Mid Frequency
IFFT Inverse Fast Fourier Transform
IIR Infinite Impulse Response
LF Low Frequency
LMF Low-Mid Frequency
LPF Lowpass Filter
MF Mid-range Frequency
MIDI Musical Instrument Digital Interface
PWM Pulse-Width Modulation
RMS Root Mean Square
SPL Sound Pressure Level
STFT Short Time Fourier Transform
Preface
The potential is vast, but the basic principles of audio processes are within the grasp of
novices and enthusiasts. This is aided by the fact that the quantity of key element types is
relatively modest. Figure 1 illustrates the most common process elements that appear in
this book. Audio processes are often based on simple forms that are gradually expanded
into larger structures. Where the expansion ends depends on the complexity that is
desired and how much computational power is available. But even simple forms can
have sufficient capacity to provide hours of pleasure. A simple monophonic synthesizer,
a distortion effect, and some imagination is sufficient for creating superb musical results.
Exploring the potential of audio processes can take a lifetime. Not only is there the
opportunity to build bigger and bigger structures, but also the depth to dig down to the
underlying construction of elements and their relationship to the way in which humans
perceive sound. This book covers a wide range of topics and provides many routes to
explore the world of audio analysis, modification, synthesis, and control. All of them
build from decades of work by dedicated individuals, and there are a huge number of
books, journal papers, and other sources of information for those who want to learn more.
The journey starts here.
xvii
xviii Preface
∆i
f
f
0 1
1 1
t
amp
y G 1Cx delay
-1 0
-1 1 time
This book can be read in different ways depending on prior understanding and the topics
of interest. For someone who is new to audio processes and needs a comprehensive
grounding in the subject, such as an undergraduate university student, the expectation
is that it will be read from the start to the end. The chapters of this book are ordered to aid
in the progressive accumulation of understanding. The early chapters introduce funda-
mental ideas and processes, which later chapters build into more complex arrangements.
Care has been taken in sequencing the topics to reduce the need to understand everything
at once.
Those with prior experience might choose to read individual chapters, as efforts have
been made to contain related methods together, rather than spreading them across the
book. Inevitably there are many overlaps between techniques, however, and it is often
Preface xix
The aim of the book is to explain the key techniques for each topic. From the fundamen-
tals it is usually possible to achieve sophistication by expanding and combining ideas.
Although it is not always the case, a simple process with a small number of elements will
tend to produce an unsophisticated result. Professional systems build on basic ideas to
create more naturalistic, tonally-interesting or target-specific results.
Digital audio processes are implemented as computer software within different types of
environment:
• Conventional text-based general purpose programming languages. For conven-
tional languages libraries of functions exist to provide audio and control input and
output, and often complete objects such as filters, oscillators, and envelope genera-
tors. The power of conventional languages can be in the access to low-level data and
associated structures, which allow more compact and effective coding by moving
beyond simple linking of standard process elements. The issue for many people is
the time taken to learn the programming language, in order to then apply it to audio
process development.
• Graphical/visual dataflow programming environments. In these environments
audio process objects are provided to the user in their finished form, ready to be
configured and linked together as required. This can make it easy to rapidly develop
a prototype, as well as construct larger processes. The visual environment can often
make the nature of signal flows clearer than in text-based programming languages.
However, organising the process for greatest clarity and efficiency can be a challenge.
There are usually ways of extending the functionality with custom objects, which
might be programmed by third parties or users themselves, in order to overcome
limitations with the standard elements.
• Text-based audio-specific programming languages. These have rapid prototyping
characteristics that are similar to graphical dataflow environments, but a visual form
more similar to text-based general purpose languages.
Many people find it helpful to learn through practice, and methods are presented in this
book to encourage this. However, this book does not assume that a particular program-
ming language or environment is being used. There is no perfect choice that can be
recommended, so personal preference will affect the selection. It is often the case that
there is a balance to be chosen between initial learning curve and ultimate flexibility.
Different environments, toolkits, and libraries have different strengths, and so sometimes
the choice can affect the ease with which certain processes can be created. However,
xx Preface
common elements sufficient for the majority of process types tend to be available in all
standard audio programming environments.
The audio processes in this book are applicable to a wide range of software implementa-
tions. There are three major representations that are used:
• Block diagrams are the main tool for explaining how process elements are linked
together to achieve particular results. It is normally easy to translate from a block
diagram to the on-screen representations in a graphical programming environment.
In text-based programming languages, the data flow through a complex process
element is typically implemented as a function call, and the links between elements
are variables.
• Text-based algorithmic forms are used where a block diagram is unable to express
a process elegantly or clearly. They are designed for readability and to allow easy
translation into conventional programming languages. Conventions are as follows:
◦ Assignment is with “G” but equality is tested with “GG”. For example:
if x GG 1 then
out G in D 2
◦ Inequality is tested with “!G” (meaning “not equal to”). For example:
if x !G 2 then
yGxB6
◦ Comments are from a double-slash to the end of the line. For example:
position G position B 1 // move to next position
◦ Arrays are accessed with an index in square brackets and the first element is
index 0. For example, to store the value 7 in the first element of an array called
buffer:
buffer[0] G 7
• Mathematical equations are used for compactness and clarity when the alternative
would be a long algorithm or a messy block diagram. Angles are expressed in
radians (and therefore trigonometric function arguments as well). See Appendix
A for further help in understanding the mathematical forms in this book.
b
Additional supporting materials for this book can be found on the companion website
(www.routledge.com/cw/creasey).
Acknowledgements
This book is dedicated to my Dad, John Creasey, and the memory of my Mum, Gwenn.
Many thanks to all those who have supported the production of this book, directly or
indirectly, including:
⋆ The Music Technology staff at the University of the West of England, Bristol (Stephen
Allan, Zak Baracskai, Rich Brown, Lukas Greiwe, Martyn Harries, Adrian Hull,
Gethin John, Liz Lane, Marcus Lynch, Tom Mitchell, Chris Nash, Phill Phelps, Alan
Price, Martin Robinson, Matt Welch), and all my other colleagues past and present.
⋆ The students I have taught at UWE, whose demands for greater clarity have helped
me to develop new explanations and examples whenever I thought that things were
obvious.
⋆ Martyn Harries for playing the trumpet, and Linda Allan for helping with vocal
recordings.
⋆ Ian Holmes and the UWE Centre for Performing Arts for providing a number of
instruments for recording.
⋆ Everyone at Routledge/Focal Press for dealing with my many questions and complex
requirements.
⋆ Anne Collie, John Collie, and Jude Sullivan for their encouragement and interest in
the project.
⋆ Saskia, Lily, and Poppy for help and company in the office.
⋆ My brother, Steve.
Finally I want to thank my wife, Emma, for her musical talents, emotional support, English
language skills, and endless patience in coping with what seemed like a never-ending
project.
xxi
Page Intentionally Left Blank
1
Introduction
1
2 Introduction
Audio processes are at the heart of common musical software such as effects and syn-
thesizers. Fundamentally they are algorithmic forms that generate, modify, and analyse
audio data. Their design is not driven by simple rules, but rather through the requirements
of musical practice and their relationship to the human auditory system. In one musical
context a particular effect might be regarded as enhancing the result, in another it might
be regarded as completely inappropriate. The configuration of that effect can depend on
the combination of notes being played, and the role of a particular instrument within the
overall mix.
There is endless scope for developing novel versions of audio processes to match the
variety and context-specific requirements of the target applications. The subject would
not be as interesting if there were a single method that was always applied in the same
way for a particular problem. There are, however, common principles and techniques
that enable the novice to start from the fundamentals and work gradually towards more
complex forms. This is one of the key roles of this book.
These are some of the significant features that influence audio process design, implemen-
tation, and configuration:
• There is substantial scope for varying the designs of audio processes to fit the context
and the artistic desires of the user. The wide range of commercial implementations
of audio processes demonstrates the range of possibilities for tonal variation and
control style, and the many possible situations to which the processes could be
applied.
• Available computation and storage has always had a strong influence on the devel-
opment of digital audio process implementations. The extensibility of audio pro-
cesses means that gains in computational capabilities always appear to be matched
by increases in algorithmic complexity to take advantage of the additional processing
power. If there are restrictions within which an audio process must work, there will
be influences on the tonal character produced.
• Fashion and novelty can cause certain ideas to receive more attention than others,
such as a fashion for vocoding and pitch correction, or a desire for warm or dirty-
sounding compression, or sample-based synthesis. As research progresses, new
methods and new associated sound characters add to the available palette.
1.1 The Nature of Audio Processes 3
• Control characteristics, accessibility, and learning time are all important. A process
is more than just the underlying computation and audio output, as its usefulness
depends on the nature of the mapping from the user to the system. The idea is
to optimise the relationship, such that the quantity of control parameters is not
excessive, that a synthesizer can be played in an expressive manner, that the reaction
of a modifier to change of control values is progressive and natural, and so on.
A wide variety of audio processes exist:
• Some processes are so common that they are regarded as standard technology. These
can be found in such places as on mixing consoles and effects racks in the studio.
Many are based on requirements that have not changed fundamentally in many
years.
• Some processes are well known, but often seen as less mainstream, or suitable for
more experimental composers or producers, or only the domain of specialists such as
synthesizer programmers. Some have been around for many years, but the average
home studio musician is less likely to have any direct experience of them.
• Some processes are created as custom one-off solutions to particular problems. This
might be a tool that is needed in a particular studio for a particular session, or an art
installation with very particular requirements.
Although the capability exists to produce any possible sound, there is the issue of how
to get from an idea to an implementation. One way of starting is to recognise that many
people want to produce systems that relate in some way to the world around us, such
as a realistic cathedral-like reverberation, or synthesis of a percussive instrument, or a
performance interface that utilises arm gestures.
It is often harder to achieve audio processes that fit naturally into the sound world than
it is to create “unnatural” sounds. For example, creating a sound that has never been
heard before might be achieved by sketching and synthesising an arbitrary waveform.
Synthesising a sound that convincingly could have come from an acoustic source (an
animal, an instrument), yet actually does not exist outside the computer, is a rather more
complex task. It is necessary to understand the nature of sounds from acoustic sources;
how they start, how they develop over time, how the sound character can be altered by
physical interaction, and so on. In that way, an audio process can convince the listener
that the result should fit in the soundscape being created.
Although it can appear daunting to have many possibilities, there is a fairly logical pro-
gression in how a fundamental method can be enhanced or extended. For example, a
parallel set of bandpass filters can be added to many modification and synthesis processes
to add tonal shaping. A distortion method can be applied to synthesis outputs in the same
way that it is applied to a guitar signal. A varying blend of multiple oscillators can be
used in place of a single oscillator in a synthesis scheme. This book explains not only the
4 Introduction
fundamental toolkit of audio process structures, but also suggests ways in which the parts
can be used to build more sophisticated forms.
The conditions for real-time operation in digital audio systems can be viewed from two
key perspectives:
• A digital audio system must operate at the sample rate. For example, at a sample rate
of 96kHz there are 96000 audio output samples per second, so it must produce a new
output every 1E96000th of a second. If it cannot achieve that because the processing
task is too complex for the available computing power, then gaps will occur in the
output.
• Another constraint is the acceptable delay (or latency) between an event occurring
and the system output demonstrating a response to that event. For example, if a
key is pressed on a musical keyboard, what is the longest acceptable delay before
a synthesizer produces an output? Similarly if a guitar signal is passing through a
computer to add a flanging effect, how quickly must the output reflect a change in in-
put to be acceptable? In general such latency need only be a few milliseconds before
the delay is perceptible. Delays are often due to the operation of hardware interfaces,
operating systems, communication mechanisms, and block-based processing.
It is possible for an audio system to be able to operate consistently at the sample rate,
yet have a latency in response to events that makes it impractical to use the system in
performance.
While real-time performance operation is often associated with placing high load on a
computing system, that is not always the case. A digital room thermostat is a real-time
electronic device, but uses very limited processing power. Similarly, many processing
tasks can be completed faster than required for real-time performance. For example,
creating a data compressed audio file, or bouncing audio tracks from a Digital Audio
Workstation (DAW) can typically be completed faster than the time taken to play the
whole audio file through from beginning to end.
Analysis
Humans analyse sound constantly, looking for patterns in the stream of information reach-
ing the ears, in order to gain understanding of what is going on in the environment. In
musical terms, certain patterns are important, such as those that identify a particular type
of instrument, or characteristics like pitch. When playing an instrument, analysis helps
the performer to adjust their physical inputs to achieve the desired pitch, loudness, and
tonal character. When mixing a recorded track, analysis helps the engineer to vary process
controls to achieve different sound modifications.
6 Introduction
Turning the concept around, the information that is important to the human auditory
system is also important to the audio process designer. For example, to synthesize a
percussive sound means generating the sonic cues that a human recognises as reflecting
acoustic percussive sound sources. Similarly, a noise gate must analyse its input in order
to recognise the difference between noise and non-noise in a similar way to a human.
As part of the audio process control loop, the human brain is often used to analyse
information (such as audio signals, visual displays, and tactile and kinaesthetic feedback)
and then produce a control output (such as moving the fingers) to alter the behaviour of
the system. Therefore, the brain can be represented in block diagram terms as follows:
(ANALYSIS)
information control
human brain
input output
Software or electronic process elements that perform an analysis role have a similar form
to the brain in a block diagram, where they take an input (such as an audio or control
signal) and produce a control output.
Modification
Many of the most common audio processes are concerned with modification of existing
sounds. This can be as simple as changing the amplitude of a signal or attenuating high
frequencies, all the way through to complex effects processes such as chorus and rever-
beration. Most sounds encounter some modification from source to ear, either in software,
electronically, or acoustically. The recording studio contains many sound modifiers that
can take a source sound and change it such that it has the desired character. Even listening
to a recording in a living room causes modification of sound, as the characteristics of the
room are superimposed on the aural result.
Modifiers are not necessarily specific to a particular instrument, and usually work in-
dependently. For example, a tremolo effect might be used with an electric guitar, a
synthesizer, or the sound of a clarinet recorded using a microphone. In a block diagram
a typical modifier will take an audio input and produce an audio output. Consider a
distortion effect, for example:
(MODIFICATION)
audio audio
distortion
input output
1.1 The Nature of Audio Processes 7
Synthesis
Audio synthesis can be defined as the generation of sound from scratch. Synthesis is often
derived, at least in part, from understanding the characteristics of existing sounds and
replicating them in some way. The important feature is that synthesis is the source of
sound, without needing a continual audio input from elsewhere (as modifiers must have).
A simple example of a synthesizer is an instrument such as an electronic piano. It does
not have an audio input like the modifier, but instead has a control input (the hands and
feet determining the sound that is produced):
(SYNTHESIS)
control audio
electronic piano
input output
Control
The nature of the control system has a significant effect on the results produced. It might
be assumed that certain tasks are always controlled in the same way, such as a musical
keyboard being the input to a synthesizer. However, synthesizers can be controlled by a
wide variety of sources, from a simple computer mouse to a guitar. A different technique
will produce a different sonic result, as the ergonomics of interfaces provide different
styles of control. For example, a guitar provides the opportunity for rapid and precise
positioning of many fingers in different positions, whereas a computer mouse provides
two linked dimensions of control and a small number of switch inputs.
Parameter control is an important feature of both modifiers and synthesizers. This is found
both in setup stages, as well as in performance. Therefore, it is typically the case that there
will be more than one input to a process. For example:
(MODIFICATION)
audio audio
amplitude control
input output
control
input
The later chapters in this book will examine the techniques used to achieve effective
control.
8 Introduction
All four themes are discussed in depth through the chapters of this book in terms of:
• The underlying technologies, and the forms used in real systems. The basic struc-
tures and techniques are expanded to help the reader understand how to construct
more complex real-world systems.
• The response that a human has when interacting with those systems; both aurally
and using other senses. An audio process is most useful when it provides a result
that is controllable in a way that the human finds natural and suitable.
There are many ways in which this information can be applied, but one of the points
of learning about audio processes in all its aspects is to understand the benefits and
limitations of existing technologies. From this, future systems will be developed that will
produce new understanding of sound, creative techniques, and listening experiences. It
is not the case that audio processes are always tied to particular musical styles. In fact,
the result might not be classed as musical at all. A science fiction sound effect, a slowly
changing electroacoustic sonic landscape, and a rock track are equally valid contexts for
understanding the elements of interest.
When an instrument is played, there is aural feedback to the performer. Therefore, fig-
ure 1.1 can be extended to include that path as shown in figure 1.2. The performer’s
brain analyses the sound in order to appropriately adjust control of the instrument and
so achieve variations of pitch, amplitude, and tonality. A feedback path is important
in the operation of most audio systems. For example, a recording engineer uses aural
information to adjust the controls of a mixing console and balance the relative amplitudes
of different instruments.
1.2 Example Audio Process Systems 9
(CONTROL)
(SYNTHESIS)
instrument output
(CONTROL)
(SYNTHESIS)
instrument
(ANALYSIS) brain
(CONTROL)
(SYNTHESIS)
instrument
(ANALYSIS) brain
room
(MODIFICATION)
Another element that can be added to the model is the effect of the room in which the
instrument is being played, as shown in figure 1.3. The environment in which a sound
exists can radically change the aural result. For example, playing an instrument in a
cathedral produces a very strong reverberant effect.
The structure of the feedback loop seen in figure 1.3 is summarised in figure 1.4. This
feedback loop has an arrangement of parts that is found in a number of audio process
systems. It is possible to extend the loop with further elements:
• Other feedback paths used by the musician. For example, the sense of touch that
helps a guitarist to achieve the desired tone, by feeling the response of the strings.
Or visual information that a musician might use when positioning their fingers.
• Other sources of sound. For example, other instruments playing at the same time
that produce sound that the musician must analyse, in order to play in synchrony
and to interact with them in performance. There are also background noise sources
that must be filtered out by the human auditory system.
• Other modifiers. There are often many elements in the audio chain between the
instrument and the ear, some deliberate and some incidental. For example, if a
microphone and amplifier are being used to increase the sound level for an audience
then they will also have an effect on the tonality of the sound that is heard. Similarly
an acoustic guitar recorded with a pickup will sound different to when a microphone
is used.
Changing any one element of the structure will produce a different audible result. For
example:
• If the performer is a less skilled musician, they will be less able to produce control
inputs that realise the full expressive potential of the instrument, compared to a
virtuoso.
• Even if the type of instrument remains the same, different examples from different
manufacturers will have different tonal qualities.
• The environment in which the instrument is being played can have a large effect
not only on the sound character, but also on the style of music that can be clearly
conveyed. A complex high-tempo tune will be unclear in a cathedral, for example.
Imagine that a musician carefully tips a large bucket of marbles onto an electronic drum
pad to cause a rapid series of triggered sound events. The drum pad is connected to a
synthesizer, and then to an amplifier and loudspeaker. However, as the marbles fall off
the drum pad and onto the floor, that will also create sound. Figure 1.5 shows how this
situation might be represented as a block diagram.
(CONTROL)
electrical
output
(SYNTHESIS)
synthesizer
room amp
(MODIFICATION)
In the diagram, there are two types of synthesis; acoustic generation of sound as the
marbles hit the floor, and electronic synthesis. These two separate signals are mixed
together (in the adder block) to create the signal that is modified by the room acoustics
and heard by the person creating the effect. This feedback allows the person to adjust the
tilt of the bucket to control the audible result.
Transducers (such as microphones, headphones, and loudspeakers) and amplifiers can be
regarded as signal modifiers as well. For example, a microphone’s electrical output is not
a completely accurate representation of the corresponding variation in sound pressure. In
many cases transducers and amplifiers are quite subtle modifiers, however.
Figure 1.6 shows an example use of an automated analysis process. This represents a
system that might be used in an audio artwork at a public exhibition, where the computer
is responsible for controlling the audible results. The computer analyses the audio signal
from the microphone, and produces a control signal that depends upon the nature of that
signal. For example, it might detect the footsteps of the humans in the room, or whether
they are talking, or try to gauge the number of people present. This information is then
used to create a particular sound character that reacts to the presence of humans in the
room.
control
signal
(ANALYSIS) (SYNTHESIS) (MODIFICATION)
room amp
(MODIFICATION)
humans
(SYNTHESIS)
In the figure there are two principal sound creation (synthesis) blocks (the synthesizer and
the humans), and two principal modifier blocks (the effects unit and the room). There are
some fairly complex elements to this arrangement:
• A computer does not have the experience or imagination of a human, which means
that when the system is programmed it must be given a set of rules with which to
work. Such rules can be very difficult to specify in order to achieve an appropriate
result. For example, it might be desirable to achieve a musical character that is
increasingly harsh and tense as the number of human visitors to the room increases.
Such instructions are fairly easy for a human musician to interpret, but it is less clear
how to translate these into a computer algorithm.
• Humans can easily recognise the difference between footsteps and voices, even when
they are occurring simultaneously. Achieving this with a computer algorithm is a
challenge.
1.2 Example Audio Process Systems 13
• There are two principal audio sources that are received as a combined signal at the
microphone. The computer must not only distinguish between different human
sounds, but also between the human sounds and those produced by the synthesizer.
Due to the modifications created by the effects unit and the room, this is not a trivial
task.
• Finally, it is important to remember that part of the complexity of these systems
is that previous outputs affect the current input. With positive feedback, this can
lead to an unstable system (or at least one that has quite dramatic behaviour). For
example, imagine that the computer algorithm has a rule that the louder the humans
talk, the louder the synthesizer should become. Of course, if the synthesizer becomes
louder, the humans are likely to talk more loudly in order to be heard, causing the
synthesizer to become louder, and so on in an escalating fashion.
Each performer is listening on headphones to a mix of their own instrument and the other
performer, such that they can play in time with each other. There is a split in the electrical
signal from both the amplifier simulator output and the microphone output that feed the
adders either side of the acoustic partition. Each performer has their own amplitude
gain control such that the level of the signal from the other performer can be tailored
for personal preference. For example, they might want to hear their own output signal
slightly higher in level than the other performer’s output.
There are a number of ways in which the diagram could be extended to represent other
features of the studio recording scenario. For example, the output from the amplifier sim-
ulator and the microphone will be connected to a mixing console and an audio recorder.
Similarly, there are likely to be paths back from the recorder to the performers such that
they can hear previously recorded parts, or a click track. The guitarist might well have
a control path to the amplifier simulator (as well as to the guitar) such as a foot pedal
or expression pedal in order to change parameter settings while playing. The recording
engineer in the control room will also be analysing the signals, and applying suitable
modification processes.
14 Introduction
(MODIFICATION) (MODIFICATION)
gain
amp simulator
control
electric
(SYNTHESIS)
guitar
acoustic partition
brain (ANALYSIS) (CONTROL)
(MODIFICATION)
gain
control
b
The examples above illustrate the typical roles of analysis, modification, synthesis, and
control. Practical audio systems often combine processes from different areas to achieve
the required results. Subsequent chapters will explore each area in detail.