Share your experience in IEEE Consumer Electronics Magazine!

When I first started research as a postgrad student in 2004, my research publication debut came a year later, 2005 June in International Symposium on Consumer Electronics. I was lucky to be awarded a student travel grant from Philips Electronics.
Fast forward to exact ten years later, 2015 June, I was honored to be elected as an associate editor of the IEEE Consumer Electronics Magazine, covering audio related research topics.
Consumer Electronics (CE) has a very broad scope as well as a lot of challenges. It inherited the challenges from both academic and industrial sides. I eagerly  invite researchers from both sides of the CE to share their experience or ideas with the community.
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We recently have the publication webpage updated. Visit our Call for Paper section. Like many IEEE periodicals, to submit a regular article to IEEE CE Magazine, please visit the ScholarOne CE magazine page at http://mc.manuscriptcentral.com/cemag.
If you are an expert in the audio research field and love to share your experience in the IEEE CE Magazine, please feel free to drop me an email : Dr.L.Wang {a t} ieee.org

Audio in Windows since Vista

Disclaimer: This is a re-post of

https://blogs.msdn.microsoft.com/larryosterman/2006/03/07/audio-in-vista-the-big-picture/

Copying to here for reference and also a backup in case MS removed the link above.

The info below was meant for Windows Vista. But still applies to Windows 7 and to some extend to Windows 8+.

 

“So I’ve talked a bit about some of the details of the Vista audio architecture, but I figure a picture’s worth a bunch of text, so here’s a simple version of the audio architecture:

This picture is for “shared” mode, I’ll talk about exclusive mode in a future post.

The picture looks complicated, but in reality it isn’t.  There are a boatload of new constructs to discuss here, so bear with me a bit.

The flow of audio samples through the audio engine is represented by the arrows – data flows from the application, to the right in this example.

The first thing to notice is that once the audio leaves the application, it flows through a very simple graph – the topology is quite straightforward, but it’s a graph nonetheless, and I tend to refer to samples as moving through the graph.

Starting from the left, the audio system introduces the concept of an “audio session”.  An audio session is essentially a container for audio streams, in general there is only one session per process, although this isn’t strictly true.

Next, we have the application that’s playing audio.  The application (using WASAPI) renders audio to a “Cross Process Transport”.  The CPT’s job is to get the audio samples to the audio engine running in the Windows Audio service.

In general, the terminal nodes in the graph are transports, there are three transports that ship with Vista, the cross process transport I mentioned above, a “Kernel Streaming” transport (used for rendering audio to a local audio adapter), and an “RDP Transport” (used for rendering audio over a Remote Desktop Connection).

As the audio samples flow from the cross process transport to the kernel streaming transport, they pass through a series of Audio Processing Objects, or APOs.  APOs are used to provide DSP on the audio samples.  Some examples of the APOs shipped in Vista are:

  • Volume – The volume APO provides mute and gain control.
  • Format Conversion – The format converter APOs (there are several) provide data format conversion – int to float32, float32 to int, etc.
  • Mixer – The mixer APO mixes multiple audio streams
  • Meter – The meter APO remembers the peak and RMS values of the audio samples pumped through it.
  • Limiter – The limiter APO prevents audio samples from clipping when rendering.

All of the code above runs in user mode except for the audio driver at the very end.”

DTS is hiring

My company, DTS is hiring following position. Please drop me an email with your resume if interested.

My contact info is on this page

https://liangvincentwang.com/about/

Job Description

Software Engineer – Android

Job Responsibilities
DTS is looking for a talented and experienced application, mobile, tablet, and desktop developer to assist us in making DTS stand out in the Android and iOS markets. You will be joining a team of software engineers who are creating the next generation of audio applications on Android, iOS and Windows 8 platforms.

Join a group of software enthusiasts who develop innovative applications that integrate the latest DTS audio processing technology. As a member of the team, you will architect and develop applications to enhance the experience of DTS audio technologies on mobile and desktop devices. Excellent programming and communication skills with experience working in a fast paced development environment are required, as you will be collaborating closely with remote team members.

Essential Functions and Responsibilities
•Develop mobile, tablet, and desktop applications, documenting software
•Work closely with business partners, product management and design team to conceptualize new ideas and converting them into technical requirements and working closely with your peers to build a killer Android app
•Ability to understand and debug large and complex code bases
•Experience designing clean and maintainable APIs, multithreading programming and writing unit tests and testable code

Required Education and Experience
•Master’s degree in computer science or engineering with 3 years of industry experience or Bachelor’s degree and 5 years of industry experience
•At least 3 years of proven experience in a team/group environment with mobile, tablet, and desktop application development
•Mobile and tablet application development experience
•Proven ability to ship apps from start to finish

Other Skills & Abilities
•Has an understanding of multimedia frameworks and the ability to integrate them
•Experience with integrating audio SDKs into lower level APIs on Android, iOS and Windows 8, as well as knowledge of common audio API’s, and digital audio signal processing is ideal

Paper in press, Symphonies on the way

投去IEEE Trans的paper,小改被接收了。至此,终于在领域内top1 journal灌水成功。加上之前top 3的journal和另外一篇水文,也算有3篇了,毕业也稍微有点指望。
之所以说是灌水,那是因为东西确实比较水,和炸药奖有亿万光年的差距,所以paper status变成awaiting AE decision后,我久经马拉松考验的小心肝就忐忑起来。
本来早就计划要买的几套唱片,也没心思下单。心想还是等paper结果出来再说。如果paper被接收就算奖励自己,要是被reject就当安慰自己。今天终于等到全部唱片到货,已经从德国发出,这下半年内不愁没东西听了。

音乐与爱是一辈子的事,发paper灌水是阶段性的事。现在,还得继续过毕业前的日子。。

夜半小记一笔。

本来计划今天马拉松训练25KM,不过要给老板的report没搞定,只好加班。
从早晨直到刚才一直呆在试验室,吃饭也是在lab搞定。Research状态小爆发,推导用演算纸累计3米长。。虽然结果还有点fuzzy..先交上去再改吧
最惊奇的是居然到现在还不困,莫非昨晚音乐会前的咖啡功效持续到现在。。听窦唯ing

近期科技新闻摘要

1. Intel 推出Santa Rosa平台推出,小改Core 2 Duo + 965 + GMA3000 + 802.11n
说白了其实没啥实质性改变,也符合Centrino从回归PIII开始一向小改换代忽悠大众的思路。
对现在的笔记本还是很满意,最近把内存加到640M。IBM X24 1.1G/640M/80G/12.1’/Wifi/1.6KG,一年内应该还是不会换。坚持笔记本要有稳定/移动/坚固/舒适,台式要性能。

2. ATI 发布DX10 Radeon HD 2900XT
相对于CPU方面的小步前进,同频每代提升10%到20%,甚至PIII到P4时还出现倒退,显卡核心的提升实在是飞速。每代性能都是前代两倍的传统。这次ATI落后Nvidia发布旗舰约半年,却仍未能夺回性能王座,不过超前的构架以及相对便宜的价格使其未来不可小视。
DX10的画面效果终于实现了真正意义上的电影级效果。参考

yy一下台式机,但愿1年后能搞到AMD/Intel 3G Duo Core/ 2-4G Ram/ ATI/Nvidia下代旗舰或当前旗舰加强版显卡/ 24′ LCD显示器

3. SC2 – StarCraft II 官方解密
制造一个传奇是十分困难的事情,要想续写一个传奇就更困难了。不过暴雪还是鼓起勇气去做了。1998年SC面世是这个传奇的开始,近10年后的今天StarCraft II终于确认接近发布。虽然我几乎不玩SC,但也能体会到其平衡中充满了变数的奇妙。SC2 基本上看来是个3D版的SC1 框架主体没变,一方面继承了SC传统并有相应提高,另一方面开发起来也比较稳妥,不必一不小心糟蹋了经典。

4. Active Noise Control System Using National Instruments
赫赫,和上面的比,这个的影响力小了太多,不过是我亲手做出来的。

保护听力,远离入耳式耳机

昨天做点试验,也借机会测量了下我平时听音乐的音量是否在安全范围内。

结果还比较让人放心。

测试仪器B & K SPLA meter

测试时选取常听得一个峰值比较高的曲目,并根据不同耳机将音量调至我能接受的最高值。结果如下

森海塞尔 HD600/HD433,测量峰值SPL都在90dBA,一般不会超过85dBA。以这个音量每天可以听8小时而不止造成听力退化。放心了,呵呵

又测试了手机上用的Sony 838耳塞式,峰值在95,一般不超过90。这个音量只能每天2小时以下。

最后测试了朋友的一款Sony入耳式,型号没注意,价格大概¥400的那种。峰值102,一般不超过95,这个音量每天最好半小时以下。太可怕了。

晚上顺便测了家里音箱,和大耳机差不多。

结论,还是建议大家没特殊需要一定要远离入耳式,反正我是肯定不会用来做主力。

2007. 7. 8更新:

升级了音响系统,重新一个人做了试验,基本符合前次试验。相同听感,入耳实际SPL高5-10分贝