1. Digital Signal Processing
2. Filters
3. Pitch
4. System Needs of DSP
5. Sound Cards
6. Sampling
7.Audio file sizes and contents
Digital Signal Processing
Digital Signal Processors take every day
signals such as voice, video, pressure, audio, temperature or the position that the signal has been
digitized. Each of these signals is then taken and using a mathematical sequence they are manipulated. A
DSP is designed so that functions such as adding, subtracting, multiplying and dividing are completed very efficiently and quickly. Signals will first be processed so that the information can be displayed, analysed or converted to another signal that may be used.
Analogue to digital converters take the real world signals (analogue) and convert them into a binary form of 1's and 0's (digital). After the signals are captured the information is then taken for processing and after it has been processed the information is sent back for use. The conversion will happen at a very high speed.
An example of how a
DSP will be used would be an MP3 player. First the audio is recorded and sent through a receiver. The signal is then converted to digital by a analogue to digital converter and then passed to the
DSP and it is encoded and finally saved. When playing the file from the memory the
DSP decodes the file and coverts it back to an analogue signal so it can be played through a speaker.
An example of a DSP system
source - the lecture slides
Filters
Electronic filters are circuits which are used for processing functions specifically for removing unwanted sounds or to boost and enhance wanted ones. A
low pass filter is an electronic filter that will pass low frequency signals but will reduce the amplitude of signals with frequencies higher tan the cutoff frequency. In
smoothing points of the data are changed and modified so that particular points that are higher than the points either side of it are lowered and reduced so they are lower than the surrounding points. This will produce a smoother looking signal and it means that the signal will not be distorted by the smoothing but the
noise will be controlled and reduced. An input signal must be
band-limited meaning that high frequency waves will have been recorded as lower frequency waves. This will prevent aliasing.
source - the lecture slides
Pitch
A sound with a high frequency will have a high pitch and a low frequency will have a low pitch. Some people who have been taught musical theory and practice can detect a difference in frequency between two different sounds. This difference can be as small as 2 Hertz. When learning musical theory it is important to learn that every note that can be played is represented by the first seven letters of the alphabet.
As shown below
Each line on the bass clef and the treble clef will represent a note, or a pitch. Just as each space on both clefs will represent a note, or a pitch. In between each note is a semi-tone such as a sharp or a flat. These are half the distance between the next note. For example A sharp is a semi-tone lower than B.
source - the lecture slides
System Needs of DSP
The
precision of
DSP is limited only by the conversion process taking place at analogue to digital and the digital to analogue converter. The limitation can be modified through the sampling rate and the word length restrictions. Although if you increase the
operating speed and the
word length then this will allow more areas of application of the digital logic.
The
robustness of
DSP is about digital systems as commonly they are less likely to pick up electrical noise or components tolerance variations. Any component aging adjusting or electrical drift adjusting are basically removed.
The
flexibility of
DSP means that the processing operations can be upgraded and expanded without needed to change a lot of hardware.
Sound Cards
Before sound cards were created computers could make one sound which was a beep. However the frequency and the duration of the beep could be altered but the volume could not and it could only create that one beep and no other sounds. Initially the beep was a warning sign but after the first few PC games were created developers incorporated the beeps into music for the games. It wasn't all that good or realistic but it was a start. Once the 1980's hit sound cards were developed meaning more sounds could be produced. Now PCs can use sound cards for surround sound and they can be used to capture and record sound.
An example of an Analogue wave is shown below
This wave is a recording of the word "Hello". The diagram is showing that the vibrations of the wave are moving at an incredible speed of 1000 oscillations per second.
source - the lecture slides
A
pure tone (shown below) is a wave that vibrates at a specific frequency. This wave is in the shape of a Sine wave. The wave below is a 500 Hz wave and by using this we know that this wave also has 500 oscillations per second.
source - the lecture slides
Sampling
When sampling a wave with an ADC you will have control over the sampling rate and the sampling precision. The
sampling rate is the control of how many samples will be taken in one second. The
sampling precision controls how many different gradations will be possible when taking the sample.
source - the lecture slides
To understand sampling we need to know more about the two different sample rates.
There is a low sample rate and a high sample rate. A low sample rate will distort the original sound wave
(as shown in diagram A) A high sample rate will reproduce the original sound wave exactly the way it was
(as shown in diagram B).
To reproduce a frequency you will have to take the sample rate and ensure it is at least double the frequency.
A CD has a sample rate of 44100 samples per second meaning that they will be able to reproduce a frequencies of up to 22050 Hz.
source - the lecture slides
Below is an example of the most commonly found sampling rates and frequency ranges.
source - the lecture slides
Bit depth is when a sound wave will be sampled and each of those samples is given an amplitude value which is closest to the original amplitude value. The higher the bit depth the more available amplitude values meaning a greater dynamic range can be produced.

source - the lecture slides
Audio file sizes and contents
An audio can be saved as a WAV, MP3 and AVI on a hard drive. When saving a WAV file it will consist of a small header which will indicate what the sample rate is and what the bit depth is. Quite often WAV files can be large in size. An example would be that at 44,100 samples/sec and 16 bits per sample a mono file will require 86Kb per second. Which is roughly 5Mb per minute. Since stereo has two channels the value will be doubled meaning the 5Mb will become 10Mb.
MIDI files tend to be much smaller in size because MIDI are synthesised sounds and don't use real instruments or voices in the file. MIDI files can be as small as 10Kb per minute of audio. MIDI files work in a way where the sound card takes all the information saved and uses it to synthesise the sound produced and then recreates the note and on what instrument it was meant to be played on.
A sound card which supports 16 bit word length coding of sample values will allow 65536 (2 to the power of 16) different signal levels within the input voltage range of the sound card.