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August 23, 2006 |
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| Part two in our music industry article series gives developers an introduction to data compression, compares MP3 and AAC efficiency, presents a technical overview of audio codecs including MP3, AAC, AAC+ and E-AAC+ and summarizes strategies for managing network bandwidth. | ![]() |
In case you missed it, part one in the series presents the intricate web of participants involved in the music business, from content creators to record labels, rights organizations, distributors, retailers, and mobile operators. Part 1: Understanding the players, market trends and service definitions>>
Introduction
Data bandwidth in mobile networks is limited, ranging from around 80 kbit/s in GPRS to 384 in UMTS. Uncompressed digital audio on a CD is recorded as linear PCM (Pulse Code Modulation) and has a bit rate of around 1400 kbit/s (a sampling rate of 44.1 kHz multiplied by a bit depth of 16 bits and doubled to account for both tracks of a stereo recording). The files are also quite large, running around 10 megabytes for one minute of stereo audio. Both the bit rate and the file size make it unrealistic to transmit this type of file over a mobile network. In order to transmit music in a way that provides a satisfactory experience for the user, it is necessary to use data compression techniques on audio that is intended to be delivered over these networks.
Data compression
Data compression for audio is accomplished through the use of a codec (encoder/decoder). There are two types of audio compression, lossless and lossy. Lossless codecs reduce the file size without discarding any audio data. Lossless codecs are primarily used to gain advantages in file size with archiving or storing for local playback and are not suitable for use in mobile transmission.
| Research in psychoacoustics has revealed that not all data in an audio stream is perceived by the human ear. Codecs using lossy compression take advantage of this fact by discarding unnecessary data. Additionally, the bit depth of the stream is significantly reduced through the use of noise shaping. This technique uses a perceptual model of human hearing to significantly reduce the bits used to encode frequencies that are harder for the human ear to hear. Lossy codecs can achieve significant reductions in file size and bit rate, making them perfect for use in mobile applications. | ![]() |
Because audio perception is highly subjective, purely technical approaches do not necessarily account for the way imperfections are perceived by the human ear. Results are not always generally applicable. For example, two codecs might differ greatly in quality at low bitrates, but not so much at high bitrates. That is why codecs have been subject to extensive listening tests.
The main objective is to have as high compression efficiency as possible, i.e. achieving a small size (bitrate, kbit/s) without compromising the quality (quality-in equals quality-out). There is always a trade-off between the amount of compression applied and the perceived quality of the sound. When compressing the sound with AAC or MP3, the quality perceived by the human ear is close to CD quality at these bit rates. Newer codecs are far more efficient. With AAC+ v1, the same quality can be achieved at about 64 kbit/s and with AAC+ v2 at about 32-48 kbit/s.
MP3/AAC efficiency comparison
Currently, the two most widely used codecs for music are MP3 and AAC. MP3 was designed as part of the MPEG 1 standard used for Video CDs and the first commercial digital satellite networks. As such, it was designed primarily to support high quality speech with background music, as in a film or television show, and therefore is not ideally suited for pure music encoding. AAC is a more recent development and was created with high-quality music encoding in mind. Both formats are supported in most handsets from major manufacturers.
Following is a comparison of the two codecs:
Implying...
A comparable sound quality from a 4 MB MP3 track at 128 kbit/s (approx 4 minutes) is achieved through a file of:
Audio codec overview
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Below is a general overview of some of the audio codecs used in the industry. Sony Ericsson's intention is to support the standard music codecs that are most prevalent on the global market. A full list of which codecs are supported on Sony Ericsson phones can be found in the publication "Developers' Guidelines, Music and Video in Sony Ericsson phones">> MP3
AAC
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E-AAC+
WMA
Audio
AMR-NB
AMR-WB
ADPCM, IMA 4
games
RealAudio
Strategies for dealing with bandwidth
| A good end-user experience is the key to a successful music application. Users expect an instant experience no matter the bandwidth conditions. Even on a 3G network, a full music download will take a significant amount of time, from between 30 to 60 seconds or even more depending on file size and network conditions.
Sony Ericsson mobile phones support a number of different methods of downloading that support different schemes to deal with bandwidth conditions. Streaming |
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Download
Whereas streaming media is aimed at making media available in real-time, downloaded media allows the user to enjoy the media over and over again. The media is stored locally on the mobile phone, in the built-in memory or on a removable Memory Stick
. The drawback to this method is that downloading large media files can take quite long time. For the user to be able to start listening to the media as soon as possible, progressive download may be used.
Progressive download
With progressive download, playback can start as soon as a certain amount of data has been buffered in the phone memory. This allows the user to listen to a song while it is still being downloaded. This technique is similar to the one used for streaming media, with the difference that the media is also saved in the phone when download is complete.
Dual Delivery
There is another download and delivery method called Dual Delivery which allows for an instant experience by providing a highly compressed music file for downloading over-the-air (OTA) along with a higher-quality file downloaded to a PC for subsequent listening and synchronization between the PC and a digital music player such as a Walkman
phone. Dual download can be implemented as a function of a music service such as an online music store, and does not require any special functionality in the phone.
More information:
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