In real-time communication applications, the end-to-end latency from mouth to ear is desired to be kept at a minimum. As a result, the application strives to cut out any audio pipeline buffering in the system. On the other hand, the audio device is typically driven by a clock independent of a main clock of the system (e.g. the processor clock) and requires buffering to ensure uninterrupted audio rendering. If the main clock is blocked for any reason, then the application does not have enough time to fill the rendering buffer before the audio device picks up the data in the buffer to feed to the digital-to-analog converter. This result is termed an audio glitch.
To ensure smooth playback, buffering is necessary for the rendering device contradicting the requirement for low latency. A majority of real-time applications choose a buffering length that is a trade-off between latency and expected frequency of glitches. When a glitch happens, the rendering device picks up whatever data was in the buffer. Usually, but not necessarily, that buffer is implemented as a circular buffer. The buffer is usually pre-cleared such that when a glitch happens, then predictable zero-level audio is played out.
This summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended as an aid in determining the scope of the claimed subject matter.
Embodiments are directed to reducing glitch in an audio application by pre-filling a rendering buffer with fake audio that may be a copy of a portion of previously received audio signal or a stretched signal based on previously received audio. If a glitch actually occurs, the buffered signal may be used in place of missing audio signal by smoothing a transition from the fake audio signal to the real audio signal. The fake audio signal may also be simply copied in place of the missing audio to reduce needed buffer space. Potential discontinuities between real and fake audio signals may also be smoothed employing various transition techniques.
These and other features and advantages will be apparent from a reading of the following detailed description and a review of the associated drawings. It is to be understood that both the foregoing general description and the following detailed description are explanatory only and are not restrictive of aspects as claimed.
As briefly described above, a glitch in an audio application may be reduced or prevented by using buffered fake audio which may be a copy of a previously received portion of real audio or a stretched version for more pleasing sound quality with the fake audio being merged into real audio using smoothing technique(s). In the following detailed description, references are made to the accompanying drawings that form a part hereof, and in which are shown by way of illustrations specific embodiments or examples. These aspects may be combined, other aspects may be utilized, and structural changes may be made without departing from the spirit or scope of the present disclosure. The following detailed description is therefore not to be taken in a limiting sense, and the scope of the present invention is defined by the appended claims and their equivalents.
While the embodiments will be described in the general context of program modules that execute in conjunction with an application program that runs on an operating system on a personal computer, those skilled in the art will recognize that aspects may also be implemented in combination with other program modules.
Generally, program modules include routines, programs, components, data structures, and other types of structures that perform particular tasks or implement particular abstract data types. Moreover, those skilled in the art will appreciate that embodiments may be practiced with other computer system configurations, including hand-held devices, multiprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, mainframe computers, and the like. Embodiments may also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network. In a distributed computing environment, program modules may be located in both local and remote memory storage devices.
Embodiments may be implemented as a computer process (method), a computing system, or as an article of manufacture, such as a computer program product or computer readable media. The computer program product may be a computer storage media readable by a computer system and encoding a computer program of instructions for executing a computer process. The computer program product may also be a propagated signal on a carrier readable by a computing system and encoding a computer program of instructions for executing a computer process.
Referring to
In
As discussed above, audio applications may perform a variety of tasks associated with processing and rendering the received audio signals. Some of these tasks may also be performed by other applications, locally or remotely. A typical audio application may include a Digital Signal Processing (DSP) block 106 for performing digital signal processing on received audio signal packets such as filtering, conditioning, biasing, etc. Audio healer 108 is another block that commonly processes the received audio signal for correcting problems, ensuring the rendered signal is acceptable (or pleasing) to the user.
Finally, audio renderer 112 renders the audio signal received from the audio healer 108 through electromechanical means, such as a speaker. Embodiments are not limited to electromechanical audio renderers, however. For example, a renderer may convert received audio signal to other types such as text (based on speech recognition) or visual presentation (waveform presentation). For simplicity, embodiments are described herein assuming an electromechanical audio renderer.
Audio renderer 112 and/or audio healer 108 may include buffer(s) for storing audio signal packets to ensure uninterrupted audio rendering. As discussed previously, the buffer may not provide adequate signal in some occasions resulting in a glitch. In an audio application according to embodiments, a glitch reduction module may be employed to minimize or prevent the occurrence of a glitch using fake audio in an acceptable and pleasing manner for the user. Such as glitch reduction module (110) may be implemented as a standalone module or as an integrated part of audio healer 108. The details of how glitch reduction module 110 reduces glitches are described in more detail below.
There are two main methods of filling in missing audio in an audio application while reducing undesirable effects such as sudden noise due to zeros in the rendering buffer being played out. Diagram 200A shows first of the two methods: copying previous audio. While this method does not require appreciable buffer space (or none at all), it results in the rendered audio such as speech sounding slightly different from real audio. For example, human speech may sound more robotic.
Generally, audio can be classified into three categories: voiced, unvoiced, and silence. Voiced sounds have very repeating patterns determined by a pitch length. Unvoiced sounds are very random in nature and have no periodicity. Silence is lack of audio data or if the level is very low such that the audio resembles white noise. A classifier may be employed by the audio application to determine the proper approach for each category. There may, however, be additional categories such the “transition” category which indicates a mix of voiced and unvoiced as speech transitions between modes. Embodiments may be implemented for any category using the principles described herein.
As mentioned above, two main methods may be employed for treating lack of audio data, especially voiced audio. According to the first method, the audio is stretched by pitch repetition. This requires that the pitch length is determined by examining the audio and then repeating the last period of audio as many times as desired to achieve objective fake audio length. For this to work, the original audio needs to be stored and storing it for the usual case when the glitch does not happen. If the glitch does not happen and the renderer has not already played part of the fake audio then the stored memory can be easily copied back again. If part of the fake audio was already played, then a glitch has occurred and the fake audio to real audio transition approach as described herein is employed. It should be noted that the audio can either be stretched by keeping real audio completely intact and just creating non-overlapping fake audio. That means there may be some discontinuity. Handling of discontinuities is discussed below in conjunction with
In diagram 200A, the voiced audio signal has three pitches P1, P2, and P3, followed by the missing audio data 222. Following the repetition stretch, the last pitch P3 is filled in place of the missing audio data 222.
In order to make the fake audio sound as acceptable as possible (i.e. as unnoticeable as possible), a more complicated second method may also be employed where the audio is stretched according to the nature of the content in such a way that the listener does not perceive the audio getting longer. This approach requires more buffer space compared to the first method and means the real audio is also affected. Therefore, the real audio must be stored in case it is needed to be reused in the absence of a glitch.
In the example stretching method shown in diagram 200B, the audio signal again has three pitches (P1, P2, P3) followed by absence of audio data 222. First the last three pitches are time shifted such that the last pitch overlaps with the missing audio data. Then the last two pitches of the real audio and the first two pitches of the time-shifted audio are combined in a weighted manner such that the new signal has pitches: P1, P2′, P3′, and P3, where P2′ and P3′ are weighted combinations of pitches P2, P1 and P3, P2, respectively. This way, the characteristics of the real audio is modified minimally while a monotone repetition in the end is avoided resulting in a more natural sounding and more pleasing audio signal.
Of course, the stretch method described above is not limited to using three pitches. Any number of pitches may be used depending on available buffer space, type of audio data, and processing power. Moreover, the weighting of the pitches for the combination may be predefined based on a number of factors. The weighting may also be determined dynamically.
Unvoiced audio signal is very random in nature, and several approaches are known to stretch this signal without introducing annoying distortions. For example, new random noise may be passed through filters matching the previous frames spectrum and so on.
The application itself runs based on another clock (e.g. CPU clock) and has to determine if sufficient audio data (334) has been buffered beyond the read cursor. For example, if the application can only write samples in 20 ms chunks, then it has to make sure more than 20 ms is stored in the buffer so that the rendering device does not run out of samples. The application can use a “write” cursor to indicate its current writing position. Circular buffer 340 may also include storage space 332, which may be empty or filled with previous audio data.
The distance between the read and write cursors is considered delay (342) since that data is already available but has to be buffered until its turn comes to be rendered. If the CPU is blocked for any reason, the audio application may not receive the necessary priority to fill the circular buffer before the read cursor reaches the write cursor. If that happens, then the rendering device may play out the audio data already stored in the buffer. Usually, audio applications zero out the buffer ahead of time to make sure that old audio (from when the circular buffer wrapped last time) is not be played. Since CPU may become easily blocked, the audio applications commonly prefer to make that buffering even longer by an additional 10 or 20 ms. That in return causes an even longer delay.
In a glitch, the audio device has no choice but to play out the audio at the read cursor. The effect of the glitch, however, can be reduced or prevented by pre-filling the circular buffer ahead of time. In an audio application according to embodiments, an additional cursor named “glitch” cursor is defined. Every time data is written to the circular buffer, the write cursor is updated as usual, but the audio is also stretched for an additional number of samples (i.e. fake additional audio 336). Thus, the glitch cursor is set as write cursor+N, where N is the number of samples that can change depending on the speech and audio content. Rendering device picks up samples as usual from the read cursor. When it is time to render again, the application compares the write and read cursor. If it is determined that the fake audio 336 was played out, then the application is recovering from a glitch, albeit a reduced glitch since the fake audio was played out, not zeros. In that case, the new audio is merged into the circular buffer ensuring any discontinuities are smoothed. If there was no glitch, then the new data just overwrites the old fake audio. Subsequently, the audio in the buffer is stretched again in anticipation of a possible new glitch in the next frame time, and the process is repeated starting from the point where the rendering device picks up samples from the read cursor.
As shown in diagram 400, fake audio signal 453 needs to be phased out, while real audio signal 455 replaces the fake audio. To accomplish this without creating an unacceptable or displeasing audio effect, first a correlation position may be determined. If the fake audio played during the glitch period is replaced with the real audio by simply appending or overwriting, click sounds may be generated due to discontinuities. Once the best correlation position (where the pitches overlap) is found, the write cursor may be updated accordingly. At that point, the remainder (452) of the fake audio signal may be reduced by ramping down (454) while the real audio (455) is ramped up (456) following the same pattern. Thus, the replacement is performed smoothly and no abrupt change can be detected by the user (listener). The new real audio data may also be stretched in anticipation of further glitches and the glitch cursor updated accordingly. The ramp up (and the ramp down) functions 454, 456 may be selected according to the type of audio, processing power, and desired quality of audio.
It should be noted that if the glitch reduction algorithm is very successful in concealing the glitches, then the buffering may be reduced leading to short end-to-end delay and savings of system resources (e.g. memory). Alternatively, the application may learn from past glitch sizes to determine how much glitch reduction needs to be done. For example, if all glitches are in the range of 10-20 ms, then the length of the produced fake audio after each frame can be set at 20 ms.
The severity of the discontinuity 464 may vary depending on where the replacement begins. While the smoothed transition using ramp up and ramp down functions described in
One of many techniques that may be implemented to reduce the effect of discontinuity is gain adjustment. The gain of the system processing the audio signal may be dynamically adjusted such that the two values of the signal on either side of the discontinuity are brought closer together. For example, the gain may be expressed as:
G=A/B(1−x)+x,
where A and B are the amplitudes of the signal on either side of the discontinuity and x=n/N with N being a predefined number. “N” may be selected based on sampling rate for example 16 samples. “n” is the index of the sample on the gain-modified side of the signal with 0<n<N−1.
Another approach for reducing the effects of discontinuity is extrapolation and smoothing of the first signal such that the extrapolated and smoothed fake audio is closer to the beginning of the real audio at the point of replacement.
The audio glitch reduction operations and approaches, as well as components of an audio glitch reduction system, described in
Such a system may comprise any topology of servers, clients, Internet service providers, and communication media. Also, the system may have a static or dynamic topology. The term “client” may refer to a client application or a client device. While a networked system implementing audio glitch reduction may involve many more components, relevant ones are discussed in conjunction with this figure.
Audio applications may be executed and audio rendered in individual client devices 571-573. The users themselves or a third party provider may provide plug-ins for extended or additional functionality and audio processing in the client devices. If the audio application is part of a communication application (or service), the application or service may be managed by one or more servers (e.g. server 582). A portion or all of the audio may come from stored audio files too. In that scenario, the audio files may be stored in a data store such as data stores 586 and provided to the audio application(s) in individual client devices through database server 584 or retrieved directly by the audio application(s).
Network(s) 580 may include a secure network such as an enterprise network, an unsecure network such as a wireless open network, or the Internet. Network(s) 580 provide communication between the nodes described herein. By way of example, and not limitation, network(s) 580 may include wired media such as a wired network or direct-wired connection, and wireless media such as acoustic, RF, infrared and other wireless media.
Many other configurations of computing devices, applications, data sources, data distribution systems may be employed to implement audio glitch reduction in an audio application. Furthermore, the networked environments discussed in
Audio application 622 may be a separate application or an integral module of a hosted service application that provides audio rendering based on received audio signals through computing device 600. Audio healer 624 provides signal processing services for improving audio quality and audio renderer 628 renders the processed audio signal to the user, as described previously. Glitch reduction module 626, which may be an independent module or part of audio healer module 624, performs operations associated with reducing or preventing glitches that may occur during the rendering of the audio signals. Glitch reduction module 626 may even reside in a driver outside the audio application 622. This basic configuration is illustrated in
The computing device 600 may have additional features or functionality. For example, the computing device 600 may also include additional data storage devices (removable and/or non-removable) such as, for example, magnetic disks, optical disks, or tape. Such additional storage is illustrated in
The computing device 600 may also contain communication connections 616 that allow the device to communicate with other computing devices 618, such as over a wireless network in a distributed computing environment, for example, an intranet or the Internet. Other computing devices 618 may include client devices or server(s) that execute applications associated with providing audio signals to audio application 622 in computing device 600. Communication connection 616 is one example of communication media. Communication media may typically be embodied by computer readable instructions, data structures, program modules, or other data in a modulated data signal, such as a carrier wave or other transport mechanism, and includes any information delivery media. The term “modulated data signal” means a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. By way of example, and not limitation, communication media includes wired media such as a wired network or direct-wired connection, and wireless media such as acoustic, RF, infrared and other wireless media. The term computer readable media as used herein includes both storage media and communication media.
The claimed subject matter also includes methods. These methods can be implemented in any number of ways, including the structures described in this document. One such way is by machine operations, of devices of the type described in this document.
Another optional way is for one or more of the individual operations of the methods to be performed in conjunction with one or more human operators performing some. These human operators need not be collocated with each other, but each can be only with a machine that performs a portion of the program.
Process 700 begins with operation 702, where audio data is received for rendering. The audio data is stored in a circular buffer for generation of fake audio data in case of a glitch. Of course, a circular buffer is used as an interface between an audio application and a driver. A system according to embodiments reuses the same buffer for creating the glitch-reduced environment. Embodiments are also not limited to circular buffers. Other buffers may also be implemented, for example, a buffer that shifts the audio as it gets updated/rendered. Processing advances from operation 702 to operation 704.
At operation 704, fake audio data is generated. As discussed previously, this may include simple repetition of the last pitch in a voiced audio signal or generation of a more realistic fake audio portion based on a weighted combination of a predefined number of pitches of the real audio with a time-shifted version of the same data. Processing moves from operation 704 to decision operation 706.
At decision operation 706, a determination is made whether a glitch has occurred. This can be determined by comparing the positions of the read cursor and the write cursor. If the read cursor has gone beyond the write cursor, a glitch has occurred and processing continues to operation 708. Otherwise, processing skips to operation 716 where real audio data is rendered.
At operation 708, the fake audio data is rendered during the glitch. Processing moves from operation 708 to decision operation 710, where a determination is made whether the glitch is over. If the glitch is not over yet, the fake data is continued to be rendered in operation 708. If the glitch is over, processing advances to operation 712.
At operation 712, the audio signal is transitioned from the fake audio data to real audio data. For a smooth transition, the best correlation position may be first determined and then the fake audio ramped down while the real audio is ramped up resulting in a natural transition. Processing moves from operation 712 to optional operation 714.
At optional operation 714, any discontinuities may be smoothed by implementing techniques such as dynamic gain adjustment or extrapolation and smoothing. Processing advances from optional operation 714 to operation 716.
At operation 716, the real audio signal is rendered. The real audio signal may also be stored in the circular buffer for generating additional fake data in case of another glitch. After operation 716, processing moves to a calling process for further actions.
The operations included in process 700 are for illustration purposes. Reducing audio glitch may be implemented by similar processes with fewer or additional steps, as well as in different order of operations using the principles described herein.
The above specification, examples and data provide a complete description of the manufacture and use of the composition of the embodiments. Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims and embodiments.
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