Dissertations / Theses on the topic 'Digital audio : Signal processing'
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Bland, Denise. "Alias-free signal processing of nonuniformly sampled signals." Thesis, University of Westminster, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.322992.
Full textLindström, Fredric. "Digital signal processing methods and algorithms for audio conferencing systems /." Karlskrona : Department of Signal Processing, School of Engineering, Blekinge Institute of Technology, 2007. http://www.bth.se/fou/Forskinfo.nsf/allfirst2/9cc008f2fa400e82c12572bb00331533?OpenDocument.
Full textBalraj, Navaneethakrishnan. "AUTOMATED ACCIDENT DETECTION IN INTERSECTIONS VIA DIGITAL AUDIO SIGNAL PROCESSING." MSSTATE, 2003. http://sun.library.msstate.edu/ETD-db/theses/available/etd-10212003-102715/.
Full textAmphlett, Robert W. "Multiprocessor techniques for high quality digital audio." Thesis, University of Bristol, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.337273.
Full textEkström, Mattias. "Acoustic feedback suppression in audio mixer for PA applications." Thesis, Umeå universitet, Institutionen för fysik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136841.
Full textNär en talare talar för en publik används ofta ett PA system bestående av en mikrofon och en högtalare. Om mikrofonen tar upp för mycket av ljudet från högtalaren finns en överhängande risk för akustisk rundgång i form av ett karaktäristiskt oönskat tjut. Limes Audio är ett företag som utvecklar mjukvara för att förbättra ljudkvaliten i digital kommunikation, främst inom konferenstelefoni. De har utvecklat en demonstrationsprodukt, Magnetomixern, som kan användas som en konferenstelefon för att demonstrera deras programvara TrueVoice. Företaget önskar nu utveckla Magnetomixern till att även fungera som en ljudmixer för PA-scenarion, eller konferenstelefoni där intern ljudförstärkning i rummet behövs, och för detta behövs en funktion för att ta bort eventuell rundgång. Detta examensarbete har som mål att lägga grunden för en sådan funktion i Magnetomixern genom att undersöka marknaden och litteraturen på området. Tre metoder för att eliminera rundgång utvärderas i simuleringar och jämförs beträffande maximal stabil förstärkning (MSG) och subjektiv ljudkvalitet. Metoden ”Acoustic feedback cancellation” tillsammans med ett 5 Hz frekvensskifte på högtalarsignalen gav högst MSG och bäst ljudkvalitet. Metoden använder ett adaptivt filter för att approximera den akustiska återkopplingsvägen mellan högtalare och mikrofon samt tar bort rundgångskomponenter från mikrofonsignalen. I simuleringarna kunde metoden öka den maximala stabila förstärkningen med upp till 10 dB medan en god ljudkvalitet på talet bibehölls.
Chiu, Leung Kin. "Efficient audio signal processing for embedded systems." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44775.
Full textLipstreu, William F. "Digital Signal Processing Laboratory Using Real-Time Implementations of Audio Applications." Cleveland, Ohio : Case Western Reserve University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=case1240836810.
Full textLanciani, Christopher A. "Compressed-domain processing of MPEG audio signals." Diss., Georgia Institute of Technology, 1999. http://hdl.handle.net/1853/13760.
Full textTrinkaus, Trevor R. "Perceptual coding of audio and diverse speech signals." Diss., Georgia Institute of Technology, 1999. http://hdl.handle.net/1853/13883.
Full textVemulapalli, Smita. "Audio-video based handwritten mathematical content recognition." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45958.
Full textVercellesi, G. "Digital Audio Processing in MP3 Compressed Domain and Evaluation of Perceived Audio Quality." Doctoral thesis, Università degli Studi di Milano, 2006. http://hdl.handle.net/2434/36412.
Full textTERENZI, Alessandro. "Innovative Digital Signal Processing Methodologies for Identification and Analysis of Real Audio Systems." Doctoral thesis, Università Politecnica delle Marche, 2021. http://hdl.handle.net/11566/287822.
Full textMany real word audio systems exist, each has its own characteristics but almost all of them can be identified from the fact that they are able to generate or modify a sound. If a natural or artificial system can be defined as a sound system, then it is possible to apply the techniques of digital signal processing for the studying and the emulation of the system. In this thesis, innovative methodologies for digital signal processing applied to real audio systems will be discussed. In particular, three different audio systems will be considered: the world of vacuum-based non linear audio devices with particular attention to guitar and hi-fi amplifiers; the room acoustic environment and its effect on the sound propagation; and finally the sound emitted by honey bees in a beehive. Regarding the first system, innovative approaches for the identification of the Volterra series and Hammerstein models will be proposed, in particular an approach to overcome some limitation of Volterra series identification. The application of a sub-band structure to reduce the computational cost and increase the convergence speed of an adaptive Hammerstein model identification will be proposed as well. Finally, an innovative approach for the measurement of several distortion parameters using a single measure, exploiting a generalized Hammerstein model, will be presented. For the second system, the results of the application of a multi-point equalizer to two different situations will be exposed. In particular, in the first case, it will be shown how a multi-point equalization can be used not only to compensate the acoustical anomalies of a room, but also to improve the frequency response of vibrating transducers mounted on a rigid surface. The second contribution will show how a sub-band approach can be used to improve the computational cost and the speed of an adaptive algorithm for a multi-point and multi channel equalizer. At the end, the focus will be on a natural sound system, i.e., a honey bees colony. In this case, an innovative acquisition system for honey bees sound monitoring will be presented. Then, the approaches developed for sound analysis will be exposed and applied to the recorded sounds in two different situations. Finally, the obtained results, achieved with the application of classification algorithms, will be exposed. In the final part of the work some minor contributions still related to signal processing applied to real sound systems are presented. In particular, an implementation of an active noise control system is discussed, and two algorithms for digital effects where the former improves the sound performances of compact loudspeakers and the latter generates a stereophonic effect for electric guitars are exposed.
Yu, Jie. "Design and analysis of fixed and adaptive sigma-delta modulators." Thesis, King's College London (University of London), 1992. https://kclpure.kcl.ac.uk/portal/en/theses/design-and-analysis-of-fixed-and-adaptive-sigmadelta-modulators(6013d6b6-09fe-46bf-bd4b-5499cc30f4dc).html.
Full textLinton, Ken N. "Digital mixing consoles : parallel architectures and taskforce scheduling strategies." Thesis, Durham University, 1995. http://etheses.dur.ac.uk/5371/.
Full textLucey, Simon. "Audio-visual speech processing." Thesis, Queensland University of Technology, 2002. https://eprints.qut.edu.au/36172/7/SimonLuceyPhDThesis.pdf.
Full textJacobs, Deon. "Digital pulse width modulation for Class-D audio amplifiers." Thesis, Stellenbosch : University of Stellenbosch, 2006. http://hdl.handle.net/10019.1/1574.
Full textDigital audio data storage mediums have long been used within the consumer market. Today, because of the advancement of processor clock speeds and increased MOSFET switching capabilities, digital audio data formats can be directly amplified using power electronic inverters. These amplifiers known as Class-D have an advantage over there analogue counterparts because of their high efficiency. This thesis deals with the signal processing algorithms necessary to convert the digital audio data obtained from the source to a digital pulse width modulated signal which controls a full bridge inverter for audio amplification. These algorithms address difficulties experienced in the past which prevented high fidelity digital pulse width modulators to be implemented. The signal processing algorithms are divided into modular blocks, each of which are defined in theory, designed and simulated in Matlab® and then implemented within VHDL firmware. These firmware blocks are then used to realize a Class-D audio amplifier.
Rocha, Ryan D. "A Frequency-Domain Method for Active Acoustic Cancellation of Known Audio Sources." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1240.
Full textAmatriain, Xavier. "An Object-oriented metamodel for digital signal processing with a focus on audio and music." Doctoral thesis, Universitat Pompeu Fabra, 2005. http://hdl.handle.net/10803/667051.
Full textEls models clàssics de transmissió de Ia informació com el de Shannon i Weaver encara se solen considerar com els únics escenaris possibles en els que aplicacions de processament del senyal es poden modelar formalment. Mentrestant, altres disciplines com Ia Informàtica han desenvolupat paradigmes diferents que ofereixen Ia possibilitat de mirar el mateix problema des d'una perspectiva different. Una de les aproximacions més utilitzades per anàlisi i disseny de programari és el paradigma Orientat a I'Objecte, el qual proposa modelar un sistema en objectes i relacions entre objectes. Un objecte és una instància de un concepte abstracte o del món real que està composat d'una identitat, un estat i un comportament. D'aquesta manera un sistema orientat a l'objecte es descriu en funció dels seus objectes interns, els missatges que es passen entre ells i Ia forma que aquests objectes responen als missatges entrants executant un mètode concret. Tot i que les tecnologies orientades a l'objecte s'han aplicat a sistemes de processament del senyal, no hi ha cap intent previ de traslladar tots els avantages i conseqüències, tant pràctiques com formals, d'aquest paradigma al domini del processament del senyal. Aquest treball defensa Ia tesi de que un sistema de processament del senyal genèric es pot descriure completament i de forma efectiva utilitzant el paradigma orientat a I'objecte. Per fer-ho, el Metamodel de Processament Digital del Senyal Orientat a l'Objecte ofereix una classificació d'objectes segons el seu rol en un sistema. Els objectes es classifiquen en dues categories principals: objectes que processen i objectes que actuen com a contenidors de dades. Aquest metamodel 00 resulta estar molt proper a les Xarxes de Processos amb Fluxe de Dades, un model gràfic de computació que ja ha mostrat Ia seva utilitat per a modelar sistemes de processament del senyal. En el nostre estudi destaquem les similituds dels dos models per concloure que Ia orientació a l'objecte és de fet un supra conjunt dels models orientats al procés i que, par tant, el paradigma orientat a l'objecte pot ser proposat com una aproximació genèrica al modelatge de sistemes. A més a més, resulta que avui dia l'entorn destí de moltes aplicacions de processament del senyal és l'ordinador i el seu programari associat i el paradigma orientat a l'objecte esdevé un entorn conceptual natural on les diverses fases de desenvolupament s'adapten. CLAM (C++ Library for Audio and Music) és un entorn per a desenvolupar aplicacions d'àudio i música que s'ha dissenyat tenint en ment aquest model conceptual. CLAM és tant I'origen com Ia prova de concepte del Metamodel. Per una banda el seu procés de disseny ha conduit a Ia definició del metamodel. Per altra banda, demostra que el metamodel proposat és més que una Ilista de desitjos abstracta i que pot ser utilitzat per a modelar aplicacions pràctiques i eficients en el domini concret de l'àudio i de Ia música. EI metamodel bàsic de processament de senyal Orientat a l'Objecte es pot extendre per a incloure Ia idea de Processament Basat en el Contingut. Conceptes 00 com ara Jerarquies d'Herència, Polimorfisme o Enllaç Tardà es poden utilitzar per a modelar classificació en temps d'execució d'objectes media o per gestionar Ia informació semàntica present en el senyal, en comptes de només tractar el senyal en ell mateix. Això ens porta a Ia definició d'un nou metamodel de transmissió de Ia informació que, a diferència dels tradicionals, es preocupa del significat. Finalment, el paradigma 00 també es pot utilitzar per a modelar dominis simbòlics de més alt nivell relacionats amb el processament del senyal. Per exemple Ia música (en tot el seu abast) es pot modelar de forma efectiva utilitzant el paradigma 00. Es proposa un model 00 de Ia música com una instància del metamodel bàsic de processament del senyal, i el Ilenguatge MetriX es presenta com Ia seva prova de concepte.
Los modelos clásicos de transmisión de información com el de Shannon y Weaver todavía se suelen considerar como los únicos escenarios posibles en los que aplicaciones de procesado de señal se pueden modelar formalmente. Mientrastanto, otras disciplinas como la Informática han desarrollado paradigmas diferentes que ofrecen la posibilidad de mirar el mismo problema des de una perspectiva diferente. Una de las aproximaciones más utilizadas para el análisis y diseño de software es el paradigma Orientado a Objetos, el cual propone modelar un sistema en objetos y relaciones entre objectos. Un objeto es una instancia de un concepto abstracto o del mundo real compuesto de una identidad, un estado y un comportamiento. De este modo un sistema orientado a objetos se describe en función de sus objetos internos, los mensajes que se pasan entre ellos y la forma que estos objetos responden a los mensajes entrantes ejecutando un método concreto. Aunque las tecnologías orientadas a objectos se han aplicado a sistemas de procesado de señal, no hay ningún intento previo de trasladar todas las ventajas y consecuencias, tanto prácticas como formales, de este paradigma al dominio del procesado de señal. Este trabajo defiende la tesis de que un sistema de procesado de señal genérico se puede describir completamente y de forma efectiva utilizando el paradigma orientado a objetos. Para hacerlo, el Metamodelo de Procesado de Señal Orientado a Objetos ofrece una clasificación de objetos según su rol en un sistema. Los objetos se clasifican en dos categorías principales: objetos que procesan y objetos que actúan como contenedores de datos. Este metamodelo OO resulta estar muy cercano a las Redes De Procesos con Flujos de datos, un modelo gráfico de computación que ya ha mostrado su utilidad para modelar sistema de procesado de señal. En nuestro estudio destacamos las similitudes de los dos modelos para concluir que la orientación a objetos es de hecho un supra conjunto de los modelos orientados al proceso y que, por lo tanto, el paradigma orientado a objetos se puede proponer como una aproximación genérica al modelado de sistemas. Además, resulta que hoy en día el entorno destino de muchas aplicaciones de procesado de señal es el ordenador y su software asociado y el paradigma orientado a objetos resulta un entorno conceptual natural donde las diversas fases de desarrollo se adaptan. CLAM (C++ Library for Audio and Music) es un entorno para desarrollar aplicaciones de audio y música que se ha diseñado teniendo en mente este model conceptual. CLAM es tanto el origen como la prueba de concepto del Metamodelo. Por un lado su proceso de diseño ha conducido a la definición del metamodelo. Por otro lado, demuestra que el metamodelo propuesto es más que una lista de deseos abstracta y que puede ser utilizado para modelar aplicaciones prácticas y eficientes en el dominio concreto del audio y la música. El metamodelo básico de procesado de señal Orientado a Objetos se puede extender para incluir la idea de Procesado Basado en el Contenido. Conceptos 00 corn las Jerarquías de Herencia, el Polimorfismo o el Enlace Tardío se pueden utilizar para modelar la clasificación en tiempo de ejecución de objetos media o para gestionar la información semántica presente en la señal, en vez de tan sólo tratar la señal en ella misma. Esto nos lleva a la definición de un nuevo metamodelo de transmisión de la información que, a diferencia de los tradicionales, sí que se preocupa del significado. Finalmente, el paradigma 00 también se puede utilizar para modelar nuevos dominios simbbólicos de más alto nivel relacionados con el procesado de señal. Por ejempló, la música (en todo su alcance) se puede modelar de forma efectiva utilizando el paradigma 00. Se propone un modelo 00 de la música como instancia del metamodelo básico de procesado de señal, i el lenguaje MetriX se presenta como su prueba de concepto.
Bengtsson, Fredrik, and Rikard Berglund. "Digital compensation of distortion in audio systems." Thesis, Linköping University, Department of Electrical Engineering, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-56392.
Full textThe advancements of computational power in low cost FPGAs are giving the opportunityto implement real-time compensation of loudspeakers and audio systems. The need for expensive commercial audio systems is reduced when the fidelity ofmuch cheaper audio systems easily can be improved by real-time compensation. The topic of this thesis is to investigate and evaluate methods for digital compensationof distortion in audio systems. More specifically, a VHDL module isimplemented to, when necessary, alleviate the problem of drastically deterioratingfidelity of the bass appearing when the input power is too high.
Anantharaman, B. "Compressed Domain Processing of MPEG Audio." Thesis, Indian Institute of Science, 2001. http://hdl.handle.net/2005/68.
Full textTrombley, Michael. "Design of a Programmable Four-Preset Guitar Pedal." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1515591271810386.
Full textFan, Yun-Hui. "A stereo audio coder with a nearly constant signal-to-noise ratio." Diss., Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/14788.
Full textLangelaar, Johannes, Mattsson Adam Strömme, and Filip Natvig. "Development of real time audio equalizer application using MATLAB App Designer." Thesis, Uppsala universitet, Signaler och System, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-388577.
Full textTownsend, Phil. "Enhancements to the Generalized Sidelobe Canceller for Audio Beamforming in an Immersive Environment." UKnowledge, 2009. http://uknowledge.uky.edu/gradschool_theses/645.
Full textChavez, Rudy, Frank Favela, Adrian Ontiveros, Matthew Smith, and Matthew Wallace. "Design and Development of a Digital Signal Processing System that Responds Automatically to an Audio Trigger Event." International Foundation for Telemetering, 2013. http://hdl.handle.net/10150/579586.
Full textThis paper presents the development of a signal processing system that responds automatically to an audio trigger event. The audio trigger event, for example, can be a gun shot, and the system's response is to fire back at the source. The proposed system uses microcontrollers to digitally process audio signals coming from the audio trigger. Once the event is detected, the location of that source relative to the base location is estimated and retaliatory measures are automatically activated by the system. In our study, gunshot sounds are replaced by recorded audio tones and the retaliatory mechanism consists of a Nerf dart being fired toward the sound source. Sound localization is achieved via time stamping the digitized microphone signals. With an array of microphones, angular components as well as radial components can be determined. Servo motors are used to control the turret type mechanism for firing back Nerf darts to the source. The project has potentials for both lethal and non-lethal responses to a firearm discharge. The work is based on a 2013 senior undergraduate capstone project.
Lenssen, Nathan. "Applications of Fourier Analysis to Audio Signal Processing: An Investigation of Chord Detection Algorithms." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/cmc_theses/704.
Full textJackson, Judith. "Generative Processes for Audification." Oberlin College Honors Theses / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1528280288385596.
Full textPrätzlich, Thomas [Verfasser], and Meinard [Gutachter] Müller. "Freischütz Digital: Processing Audio Signals in Complex Music Scenarios / Thomas Prätzlich ; Gutachter: Meinard Müller." Erlangen : Friedrich-Alexander-Universität Erlangen-Nürnberg (FAU), 2016. http://d-nb.info/1123284318/34.
Full textYoo, Heejong. "Low-Power Audio Input Enhancement for Portable Devices." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/6821.
Full textLapierre, Jimmy. "Approches paramétriques pour le codage audio multicanal." Mémoire, Université de Sherbrooke, 2007. http://savoirs.usherbrooke.ca/handle/11143/1355.
Full textGál, Marek. "Univerzální měřicí rozhraní pro digitální audio signál." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2016. http://www.nusl.cz/ntk/nusl-240887.
Full textMarkle, Blake L. "A comparative study of time-stretching algorithms for audio signals /." Thesis, McGill University, 2001. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=31119.
Full textMason, Michael. "Hybrid coding of speech and audio signals." Thesis, Queensland University of Technology, 2001.
Find full textStreich, Sebastian. "Music complexity: a multi-faceted description of audio content." Doctoral thesis, Universitat Pompeu Fabra, 2007. http://hdl.handle.net/10803/7545.
Full textThis thesis proposes a set of algorithms that can be used to compute estimates of music complexity facets from musical audio signals. They focus on aspects of acoustics, rhythm, timbre, and tonality. Music complexity is thereby considered on the coarse level of common agreement among human listeners. The target is to obtain complexity judgments through automatic computation that resemble a naive listener's point of view. The motivation for the presented research lies in the enhancement of human interaction with digital music collections. As we will discuss, there is a variety of tasks to be considered, such as collection visualization, play-list generation, or the automatic recommendation of music. Through the music complexity estimates provided by the described algorithms we can obtain access to a level of semantic music description, which allows for novel and interesting solutions of these tasks.
Lapierre, Jimmy. "Amélioration de codecs audio standardisés avec maintien de l'interopérabilité." Thèse, Université de Sherbrooke, 2016. http://hdl.handle.net/11143/8816.
Full textAbstract : Digital audio applications have grown exponentially during the last decades, in good part because of the establishment of international standards. However, imposing such norms necessarily introduces hurdles that can impede the improvement of technologies that have already been deployed, potentially leading to a proliferation of new standards. This thesis shows that existent coders can be better exploited by improving their quality or their bitrate, even within the rigid constraints posed by established standards. Three aspects are studied, being the enhancement of the encoder, the decoder and the bit stream. In every case, the compatibility with the other elements of the existent coder is maintained. Thus, it is shown that the audio signal can be improved at the decoder without transmitting new information, that an encoder can produce an improved signal without modifying its decoder, and that a bit stream can be optimized for a new application. In particular, this thesis shows that even a standard like G.711, which has been deployed for decades, has the potential to be significantly improved after the fact. This contribution has even served as the core for a new standard embedded coder that had to maintain that compatibility. It is also shown that the subjective and objective audio quality of the AAC (Advanced Audio Coding) decoder can be improved, without adding any extra information from the encoder, by better exploiting the knowledge of the coder model’s limitations. Finally, it is shown that the fixed rate bit stream of the AMR-WB+ (Extended Adaptive Multi-Rate Wideband) can be compressed more efficiently when considering a variable bit rate scenario, showing the need to adapt a coder to its use case.
El, Gemayel Tarek. "Feasibility of Using Electrical Network Frequency Fluctuations to Perform Forensic Digital Audio Authentication." Thèse, Université d'Ottawa / University of Ottawa, 2013. http://hdl.handle.net/10393/24383.
Full textZhao, Yue. "Independent Component Analysis Enhancements for Source Separation in Immersive Audio Environments." UKnowledge, 2013. http://uknowledge.uky.edu/ece_etds/34.
Full textLeis, John W. "Spectral coding methods for speech compression and speaker identification." Thesis, Queensland University of Technology, 1998. https://eprints.qut.edu.au/36062/7/36062_Digitised_Thesis.pdf.
Full textHill, Adam J. "Analysis, modeling and wide-area spatiotemporal control of low-frequency sound reproduction." Thesis, University of Essex, 2012. http://hdl.handle.net/10545/230034.
Full textFrenštátský, Petr. "Softwarový analyzátor zvukových efektů." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2014. http://www.nusl.cz/ntk/nusl-220634.
Full textRášo, Ondřej. "Objektivní měření a potlačování šumu v hudebním signálu." Doctoral thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2013. http://www.nusl.cz/ntk/nusl-233609.
Full textHiljanen, Henric, and Jonathan Karlsson. "JUCE vs. FAUST : En jämförande studie i prestanda mellan plugins." Thesis, Tekniska Högskolan, Jönköping University, JTH, Datateknik och informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-50355.
Full textSyfte – Undersöka om det är någon skillnad i prestanda mellan C++-ramverket JUCE och det domänspecifika programmeringsspråket FAUST för att skapa ett beslutsunderlag för att underlätta val mellan dem vid utveckling av plugins. Metod – En experimentell studie där två delay-plugins med identisk funktionalitet utvecklades och jämfördes i latency, CPU-belastning och minnesanvändning. Experimentet bestod av tre testfall och utfördes på tre olika datorer. Resultat – FAUST presterade bättre än JUCE gällande latency och CPU-belastning under experimentet. JUCE presterade däremot bättre gällande minnesanvändning. Implikationer – Denna studie har gjort det lättare att fatta ett beslut baserat på prestanda vid val mellan JUCE och FAUST beträffande utveckling av plugins. Begränsningar – Tidsbegränsningar har lett till att endast en jämförelse mellan JUCE och FAUST har genomförts. Andra relevanta alternativ har uteslutits på grund av detta. Det har också medfört att endast en typ av plugin har utvecklats. Studiens resultat kan inte tillämpas eller generaliseras till andra ramverk och domänspecifika programmeringsspråk vars syfte är att bearbeta digitala ljudsignaler.
Colón, Guillermo J. "Avian musing feature space analysis." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44754.
Full textBayle, Yann. "Apprentissage automatique de caractéristiques audio : application à la génération de listes de lecture thématiques." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0087/document.
Full textThis doctoral dissertation presents, discusses and proposes tools for the automatic information retrieval in big musical databases.The main application is the supervised classification of musical themes to generate thematic playlists.The first chapter introduces the different contexts and concepts around big musical databases and their consumption.The second chapter focuses on the description of existing music databases as part of academic experiments in audio analysis.This chapter notably introduces issues concerning the variety and unequal proportions of the themes contained in a database, which remain complex to take into account in supervised classification.The third chapter explains the importance of extracting and developing relevant audio features in order to better describe the content of music tracks in these databases.This chapter explains several psychoacoustic phenomena and uses sound signal processing techniques to compute audio features.New methods of aggregating local audio features are proposed to improve song classification.The fourth chapter describes the use of the extracted audio features in order to sort the songs by themes and thus to allow the musical recommendations and the automatic generation of homogeneous thematic playlists.This part involves the use of machine learning algorithms to perform music classification tasks.The contributions of this dissertation are summarized in the fifth chapter which also proposes research perspectives in machine learning and extraction of multi-scale audio features
CHEMLA, ROMEU SANTOS AXEL CLAUDE ANDRE'. "MANIFOLD REPRESENTATIONS OF MUSICAL SIGNALS AND GENERATIVE SPACES." Doctoral thesis, Università degli Studi di Milano, 2020. http://hdl.handle.net/2434/700444.
Full textAmong the diverse research fields within computer music, synthesis and generation of audio signals epitomize the cross-disciplinarity of this domain, jointly nourishing both scientific and artistic practices since its creation. Inherent in computer music since its genesis, audio generation has inspired numerous approaches, evolving both with musical practices and scientific/technical advances. Moreover, some syn- thesis processes also naturally handle the reverse process, named analysis, such that synthesis parameters can also be partially or totally extracted from actual sounds, and providing an alternative representation of the analyzed audio signals. On top of that, the recent rise of machine learning algorithms earnestly questioned the field of scientific research, bringing powerful data-centred methods that raised several epistemological questions amongst researchers, in spite of their efficiency. Especially, a family of machine learning methods, called generative models, are focused on the generation of original content using features extracted from an existing dataset. In that case, such methods not only questioned previous approaches in generation, but also the way of integrating this methods into existing creative processes. While these new generative frameworks are progressively introduced in the domain of image generation, the application of such generative techniques in audio synthesis is still marginal. In this work, we aim to propose a new audio analysis-synthesis framework based on these modern generative models, enhanced by recent advances in machine learning. We first review existing approaches, both in sound synthesis and in generative machine learning, and focus on how our work inserts itself in both practices and what can be expected from their collation. Subsequently, we focus a little more on generative models, and how modern advances in the domain can be exploited to allow us learning complex sound distributions, while being sufficiently flexible to be integrated in the creative flow of the user. We then propose an inference / generation process, mirroring analysis/synthesis paradigms that are natural in the audio processing domain, using latent models that are based on a continuous higher-level space, that we use to control the generation. We first provide preliminary results of our method applied on spectral information, extracted from several datasets, and evaluate both qualitatively and quantitatively the obtained results. Subsequently, we study how to make these methods more suitable for learning audio data, tackling successively three different aspects. First, we propose two different latent regularization strategies specifically designed for audio, based on and signal / symbol translation and perceptual constraints. Then, we propose different methods to address the inner temporality of musical signals, based on the extraction of multi-scale representations and on prediction, that allow the obtained generative spaces that also model the dynamics of the signal. As a last chapter, we swap our scientific approach to a more research & creation-oriented point of view: first, we describe the architecture and the design of our open-source library, vsacids, aiming to be used by expert and non-expert music makers as an integrated creation tool. Then, we propose an first musical use of our system by the creation of a real-time performance, called aego, based jointly on our framework vsacids and an explorative agent using reinforcement learning to be trained during the performance. Finally, we draw some conclusions on the different manners to improve and reinforce the proposed generation method, as well as possible further creative applications.
À travers les différents domaines de recherche de la musique computationnelle, l’analysie et la génération de signaux audio sont l’exemple parfait de la trans-disciplinarité de ce domaine, nourrissant simultanément les pratiques scientifiques et artistiques depuis leur création. Intégrée à la musique computationnelle depuis sa création, la synthèse sonore a inspiré de nombreuses approches musicales et scientifiques, évoluant de pair avec les pratiques musicales et les avancées technologiques et scientifiques de son temps. De plus, certaines méthodes de synthèse sonore permettent aussi le processus inverse, appelé analyse, de sorte que les paramètres de synthèse d’un certain générateur peuvent être en partie ou entièrement obtenus à partir de sons donnés, pouvant ainsi être considérés comme une représentation alternative des signaux analysés. Parallèlement, l’intérêt croissant soulevé par les algorithmes d’apprentissage automatique a vivement questionné le monde scientifique, apportant de puissantes méthodes d’analyse de données suscitant de nombreux questionnements épistémologiques chez les chercheurs, en dépit de leur effectivité pratique. En particulier, une famille de méthodes d’apprentissage automatique, nommée modèles génératifs, s’intéressent à la génération de contenus originaux à partir de caractéristiques extraites directement des données analysées. Ces méthodes n’interrogent pas seulement les approches précédentes, mais aussi sur l’intégration de ces nouvelles méthodes dans les processus créatifs existants. Pourtant, alors que ces nouveaux processus génératifs sont progressivement intégrés dans le domaine la génération d’image, l’application de ces techniques en synthèse audio reste marginale. Dans cette thèse, nous proposons une nouvelle méthode d’analyse-synthèse basés sur ces derniers modèles génératifs, depuis renforcés par les avancées modernes dans le domaine de l’apprentissage automatique. Dans un premier temps, nous examinerons les approches existantes dans le domaine des systèmes génératifs, sur comment notre travail peut s’insérer dans les pratiques de synthèse sonore existantes, et que peut-on espérer de l’hybridation de ces deux approches. Ensuite, nous nous focaliserons plus précisément sur comment les récentes avancées accomplies dans ce domaine dans ce domaine peuvent être exploitées pour l’apprentissage de distributions sonores complexes, tout en étant suffisamment flexibles pour être intégrées dans le processus créatif de l’utilisateur. Nous proposons donc un processus d’inférence / génération, reflétant les paradigmes d’analyse-synthèse existant dans le domaine de génération audio, basé sur l’usage de modèles latents continus que l’on peut utiliser pour contrôler la génération. Pour ce faire, nous étudierons déjà les résultats préliminaires obtenus par cette méthode sur l’apprentissage de distributions spectrales, prises d’ensembles de données diversifiés, en adoptant une approche à la fois quantitative et qualitative. Ensuite, nous proposerons d’améliorer ces méthodes de manière spécifique à l’audio sur trois aspects distincts. D’abord, nous proposons deux stratégies de régularisation différentes pour l’analyse de signaux audio : une basée sur la traduction signal/ symbole, ainsi qu’une autre basée sur des contraintes perceptives. Nous passerons par la suite à la dimension temporelle de ces signaux audio, proposant de nouvelles méthodes basées sur l’extraction de représentations temporelles multi-échelle et sur une tâche supplémentaire de prédiction, permettant la modélisation de caractéristiques dynamiques par les espaces génératifs obtenus. En dernier lieu, nous passerons d’une approche scientifique à une approche plus orientée vers un point de vue recherche & création. Premièrement, nous présenterons notre librairie open-source, vsacids, visant à être employée par des créateurs experts et non-experts comme un outil intégré. Ensuite, nous proposons une première utilisation musicale de notre système par la création d’une performance temps réel, nommée ægo, basée à la fois sur notre librarie et sur un agent d’exploration appris dynamiquement par renforcement au cours de la performance. Enfin, nous tirons les conclusions du travail accompli jusqu’à maintenant, concernant les possibles améliorations et développements de la méthode de synthèse proposée, ainsi que sur de possibles applications créatives.
Bianchi, André Jucovsky. "Processamento de áudio em tempo real em dispositivos computacionais de alta disponibilidade e baixo custo." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-23012014-190028/.
Full textThis dissertation describes an investigation about real time audio signal processing using three platforms with fundamentally distinct computational characteristics, but which are highly available in terms of cost and technology: Arduino, GPU boards and Android devices. Arduino is a device with open hardware and software licences, based on a microcontroller with low processing power, largely used as educational and artistic platform for control computations and interfacing with other devices. GPU is a video card architecture focusing on parallel processing, which has motivated the study of specific programming models for its use as a general purpose processing device. Android is an operating system for mobile devices based on the Linux kernel, which allows the development of applications using high level language and allows the use of sensors, connectivity and mobile infrastructures available on devices. We search to systematize the limitations and possibilities of each platform through the implementation of real time digital audio processing techinques and the analysis of computational intensity in each environment.
Hammarqvist, Ulf. "Audio editing in the time-frequency domain using the Gabor Wavelet Transform." Thesis, Uppsala universitet, Centrum för bildanalys, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-153634.
Full textIštvánek, Matěj. "Analýza interpretace hudby metodami číslicového zpracování signálu." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-400860.
Full textMačák, Jaromír. "Číslicová simulace kytarových zesilovačů jako zvukových efektů v reálném čase." Doctoral thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2012. http://www.nusl.cz/ntk/nusl-233567.
Full textPanenka, Vojtěch. "Sluchátka s adaptivním potlačením šumu." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2020. http://www.nusl.cz/ntk/nusl-413245.
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