TheGhostICMC

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description

Mp3 compression

Transcript of TheGhostICMC

  • The Ghost in the MP3

    Ryan MaguireVirginia Center for Computer [email protected]

    ABSTRACT

    The MPEG-1 or MPEG-2 Layer III standard, more com-

    monly referred to as MP3, has become a nearly ubiquit-

    ous digital audio file format. First published in 1993 [1],

    this codec implements a lossy compression algorithm

    based on a perceptual model of human hearing. Listening

    tests, primarily designed by and for western-european

    men, and using the music they liked, were used to refine

    the encoder. These tests determined which sounds were

    perceptually important and which could be erased or

    altered, ostensibly without being noticed. What are these

    lost sounds? Are they sounds which human ears can not

    hear in their original contexts due to our perceptual limit-

    ations, or are they simply encoding detritus? It is com-

    monly accepted that MP3's create audible artifacts such

    as pre-echo [2], but what does the music which this codec

    deletes sound like? In the work presented here, tech-

    niques are considered and developed to recover these lost

    sounds, the ghosts in the MP3, and reformulate these

    sounds as art.

    1. TECHNICAL BACKGROUND

    The MP3 standard, designed in the early 1990's by the

    Moving Pictures Experts Group, has become an interest-

    ing object of critique in contemporary technology studies

    [3]. How a standard which subtly reduces the audible

    quality of sound files has remained in place, despite

    massively increased bandwidths and storage capacity is

    impressive, and highlights the foresight (and fortune) of

    the format's creators. Due to a complex combination of

    market and social factors, the majority of music listeners

    today continue to prefer a standard which optimizes the

    download times and storage capacity of their audio

    devices [4]. These are often portable machines such as

    the iPod, on which much listening occurs in noisy envir-

    onments (gyms, subways, city streets) through (often

    cheap) ear bud headphones and inexpensive preamplifi-

    ers. The loss of fidelity from these external factors, along

    with the cleverness with which MP3s are coded, a social-

    ization to the sound of MP3 files, and other factors have

    obviated the need for an upgrade to higher fidelity

    formats for most end users [5].

    Regardless, the MP3 is not always the most appropriate

    format for a given task, and a critical evaluation of the

    technology and its limitations is warranted. Many listen-

    ers today listen exclusively to MP3 files, even in settings

    where the gains from a higher fidelity format would be

    clearly perceptible. This lossy compression codec has

    thus come to dominate unanticipated listening spaces.

    Despite its heralded performance in listening tests, the

    MP3 compression codec does generate audible artifacts

    and remove perceptible sonic information. MP3 encoding

    relies primarily on masking curves, used to calculate fre-

    quency and temporal masking [10]. By adjusting masking

    thresholds, more or less information can be removed from

    the uncompressed audio depending on the desired target

    file size. At low bit rates, due to sample rate reductions

    and low pass filtering, frequencies from the extreme

    edges of the human hearing range are further attenuated.

    For example, white, pink, and brown noise, when com-

    pressed to the lowest possible MP3 bit rate [6], sound

    very different from the original random signal.

    Figure 1. White, Pink, and Brown Noise - Uncom-

    pressed WAV.

    Figure 2. White, Pink, and Brown Noise - 8kbps MP3.Copyright: 2014 Ryan Maguire. This is an open-access article dis-

    tributed under the terms of the Creative Commons

    Attribution License 3.0 Unported, which

    permits unrestricted use, distribution, and reproduction in any medium,

    provided the original author and source are credited.

    Proceedings ICMC|SMC|2014 14-20 September 2014, Athens, Greece

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  • In comparison, low-frequency sine tones sound quite

    good as an MP3 encoded at 320kbps MP3. Still, some

    material has been left behind acoustic information which

    is mostly unheard in it's original context.

    Figure 3. Sine Tone Chords Uncompressed WAV.

    Figure 4. Sine Tone Chords 320kbps MP3.

    Figure 5. Sine Tone Chords 320kbps MP3 Ghost.

    2. GHOST HUNTING

    In seeking to capture the sounds lost to MP3 compression

    there are multiple possible approaches that seem theoret-

    ically feasible. From a simple technique such as phase in-

    version to something as complex as developing a new co-

    dec the inverse mp3, if you will. The approach I will de-

    tail here falls somewhere between these two.

    I have opted to work in the frequency domain as op-

    posed to the time domain in the experiments outlined be-

    low. Attempts at achieving a similar result with the time

    domain signal have been unsuccessful. I speculate that

    this is due to quantization and phase estimation differ-

    ences between the MP3 and the original uncompressed

    audio, leading a time-domain phase inversion algorithm

    to be insufficient for the task at hand.

    Working in Python and using the Bregman, pyo, and

    pydub libraries, along with the LAME MP3 encoder, I

    begin with an uncompressed WAV file and save it as an

    MP3 file, 128kbps in this example, which sounds quite

    similar to the original.

    Figure 6. Tom's Diner Verse 1 Uncompressed WAV.

    Figure 7. Tom's Diner Verse 1 128kbps MP3.

    I then take the Fast Fourier Transform of both files, first

    saving the now compressed MP3 in the same uncom-

    pressed format as the original so that the two can be dir-

    ectly compared. In my implementation, I have used both

    the STFT and constant-q transform for this step, though

    the discrete cosine transform or other transforms could be

    used as well. With both sound files now represented as

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  • adjacent time-frequency matrices, I compare the two

    files, bin by bin, taking the differences.

    Where the two files are the same or similar, the inform-

    ation in the original audio has been largely preserved in

    the MP3. However, corresponding time-frequency bins

    which differ significantly between the two files betray

    spots where information has been altered or deleted.

    Where this is the case, we can store the difference

    between these two files in a new array of equal size to the

    originals.

    Two possible ways forward emerge here: we can either

    resynthesize the new matrix directly using an inverse

    transform or, we can zero the corresponding bins in the

    original uncompressed file where the difference is null or

    near-null, i.e.- using the MP3 as a mask on the original

    file. In the work here, I have utilized both techniques to

    provide a variety of sonic material with which to com-

    pose. The sonic differences between these approaches is

    discussed below.

    Each approach returns distinct, though related, sounds.

    What's more, in both cases, the STFT and inverse STFT

    involve phase estimation, and different ways of handling

    this also lead to slightly different results. Other variables

    include altering the bit and sample rates, and of course

    the various transform settings such as hop size, window

    size, etc. Worth noting is that 96 & 128kbps MP3's were

    used as the "high quality" controls in the original listen-

    ing tests, while 64kbps were used as "low quality" [4].

    In the compositional work detailed below, I have util-

    ized the more recent 320 kbps standard for aesthetic reas-

    ons. Higher bit rates generated less information, however

    the material which is acquired is generally more distinct

    from the original sound file than the material acquired us-

    ing low bit rate MP3's. The reason for this is simple low

    bit rate MP3's delete more of the original audio file and

    thus, these artifacts more closely resemble the original

    sonically. Higher bit rate MP3's erase less content and

    this material is thus noticeably different from the original

    file, being only a carefully curated fraction of the original

    content.

    Figure 8. Tom's Diner Verse 1 128kbps MP3

    Ghost.

    3. ARTISTIC BACKGROUND

    As previously stated, the MP3 codec was refined using

    listening tests designed by and for primarily white, male,

    western-european audio engineers and featuring the mu-

    sic they chose. In a sense, each of these songs acts as a

    resonant filter for every file encoded in the MP3 format.

    Tom's Diner by Suzanne Vega, Fast Car by Tracy Chap-

    man, a Haydn Trumpet concerto... these songs carved out

    the space of sounds that could be successfully encoded as

    MP3's. To that end, these songs represent a kind of be-

    st-case scenario for an MP3 encoding. If anything can be

    encoded well by this format, it should be these files. And

    yet these files still leave a residue behind when encoded

    to MP3. Exploring these sounds helps to define a bound-

    ary case for MP3 salvaging.

    Further, if the perceptual model on which MP3 encod-

    ing is based is to be taken at face value, then these lost

    sounds are sounds which human ears should not be able

    to hear in the first place. Thus, by finding the ghosts in

    the MP3, we are finding not only the sounds which are

    deleted by the encoding process, but also uncovering

    sounds which previously could not be heard in their ori-

    ginal context. The MP3 codec becomes a type of son-

    ic-archeological tool by which we can uncover sounds

    from recorded history which exist acoustically in recor-

    ded media but previously were inaccessible to our per-

    ception due to the limitations of our auditory systems.

    These concepts exist at the intersection of ideas from

    both glitch and plunderphonics. Glitch artists focus on di-

    gital noise and mechanical error as the substance of their

    compositions [7]. In contrast, this project examines the

    negative space of MP3 compression, rather than focus-

    sing directly on its sonic artifacts. Further, by salvaging

    and reworking material from popular culture, this music

    joins a lineage of sounding art offering cultural comment-

    ary, such as John Oswald's famous Plunderphonics pro-

    ject [8], and more recent mash-up culture [9].

    4. COMPOSITIONAL TECHNIQUES

    4.1 moDernisT

    As a preliminary foray into codec ghost composition, I

    am creating a series of pieces based on the songs used in

    the original MP3 listening tests. As a preliminary, I'd like

    to briefly discuss my treatment of Tom's Diner. I begin by

    analyzing the song structure, interpreting the music and

    text, and I then attempt to arrange the most interesting re-

    covered material via this framework. A case study of the

    techniques I've used in two verses follows.

    4.2 Verse One The Diner

    The first verse finds the narrator in a bustling diner, mak-

    ing observations about her environment. The focus of this

    text is external to it's author, as opposed to later verses

    which exist in a more subjective, internal space. By using

    the lost information as both a mask on the original sound

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  • file and by resynthesizing directly, I was able to isolate

    both clear, pitched content and more ephemeral transient

    signals. By varying the masking threshold, experimenting

    with different window and hop sizes, and by either at-

    tempting phase estimation or simply discarding all phase

    information from the original signal, I was able to gener-

    ate a fairly wide variety of material. Sifting through nu-

    merous slight variations on the two basic kinds of materi-

    al, pitched and transient, I narrowed my focus to a collec-

    tion of reconstructions which sounded either whisper-like

    or which offered pointillistically distributed pitches.

    Using the python library headspace, and a reverb model

    of a small diner, I began to construct a virtual 3-d space.

    Beginning by fragmenting and scrambling the more tran-

    sient material, I applied head related transfer functions to

    simulate the background conversation one might hear in a

    diner. Tracking the amplitude of the original melody in

    the verse, I applied a loose amplitude envelope to these

    signals. Thus, a remnant of the original vocal line comes

    through in its amplitude contour.

    Having constructed this background, prominent pitches

    from the original melody appear and disappear, located

    variously in this virtual space. These ephemeral sounds

    hint at a familiar melody, playing with aural memory and

    imagination, a flickering apparition hovering at the bor-

    der of consciousness.

    4.3 Verse Five I am thinking of your voice...

    The fifth verse finds the narrator in a very different psy-

    chological state. Instead of buoyantly attending to the

    activity of the room, she is lost in thought, remembering.

    Accordingly, I have given this material more space. It is

    less fragmented, the constant background conversation

    has receded, the virtual space has drawn closer, it feels

    more internal than external. Key phrases and snippets of

    the melody emerge more clearly. When the outro arrives

    the familiar melody is once again obscured, replaced by

    mere hints at its former presence. We hear mostly transi-

    ents, but internally we might fill in the rest.

    5. FUTURE DIRECTIONS

    Moving forward, I am planning a series of related com-

    positions. First, I plan to explore the songs involved in

    the listening tests more deeply, both horizontally and ver-

    tically, by delving further into the sound world opened up

    by Tom's Diner, but also crafting new works from the oth-

    er listening test songs. Following this, I envision working

    with newly created material to highlight even more expli-

    citly the filtering effect of this codec, and it's relation to

    the approximations involved in our own auditory percep-

    tion.

    The songs used in developing the MP3 codec are not-

    able for what they are not: they are not music from other

    cultures, not hip-hop or dance music, nothing with prom-

    inent low frequencies, nothing particularly noisy, no out-

    right aggressive sounds, nothing lo-fi. Rather, these

    sounds have been broadly institutionally accepted and

    conform to accepted standards of production and record-

    ing technique [4]. As MP3's have invaded more and more

    contemporary listening spaces, the class of privileged

    sounds which the format inadvertently creates has be-

    come more apparent. Originally developed for suboptimal

    listening environments, MP3's are now heard everywhere,

    at home, streaming in stores and public spaces, over high-

    fidelity car stereo systems. This format has become a cur-

    ator for these spaces: allowing in a great deal of wonder-

    ful sound, yes, but at the exclusion of a vast territory in

    the available sonic terrain. Composing with these sounds

    and injecting them back into contemporary listening

    spaces is one possible act of resistance, one available

    mode of cultural critique.

    While the format is indeed based on a perceptual mod-

    el of human hearing, this model is only an approximation.

    Many of the sounds deleted by MP3 encoding are indeed

    sounds that we would not hear in context. I submit that

    these sounds are nonetheless interesting for precisely that

    reason. This process reveals to us sounds that we would

    not otherwise hear due to the limitations of our percep-

    tion. This is not the whole story though. We perceive

    sound not only through our ears but also through our bod-

    ies, especially when experiencing low frequencies as the

    mechanical vibrations that they are. The perceptual model

    is thus incomplete to begin with in that it equates the ex-

    perience of sound with hearing only, when we know it a

    priori to be more than that. Further, it would be folly to

    assume that the implementation of the perceptual model

    used in MP3 encoding is in all cases perfect even given

    its limited premises, and a simple examination of the lit-

    erature on listening tests, or even a simple experiment

    with ones own perception, reveals these shortcomings.

    Thus, the ghosts we find here are also sounds that are

    taken from us in the current sonic culture which values

    MP3's above all other formats and modes of musical dis-

    semination. We thus draw attention to the limitations of

    this ubiquitous format and hope to point towards a day

    when we will not have to sacrifice sonic information in

    the interests of limited bandwidths and storage capacities.

    There are various technical areas related to this work

    which are open territory for exploration: from developing

    an MP3 negative-space codec (an "anti-encoder") to ex-

    ploring the idea of anti-filtering and anti-processing more

    generally, we might develop new tools to explicitly ex-

    plore the sounds which our most commonly used tech-

    niques preclude. Further, we might develop real-time im-

    plementations of these effects. I have recently begun de-

    velopment of both real-time MP3 and Anti-MP3 filters.

    Numerous approaches are possible here and could lead to

    interesting new audio plug-ins and compositions based on

    these sounds. Finally, one might consider using a similar

    approach as this to uncover previously inaccessible

    sounds in the history of recorded music sounds which,

    due to our perceptual limitations, might only be access-

    ible now.

    Proceedings ICMC|SMC|2014 14-20 September 2014, Athens, Greece

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  • 6. CONCLUSIONS

    In conclusion, composing with MP3 files is an attempt to

    derive interesting material from lost sounds sounds that

    we either can not hear otherwise or which have been

    filtered out of our contemporary listening spaces by tech-

    nologically imposed perceptual models. As a composer,

    MP3 ghosts are difficult to predict and provide exciting,

    externally generated material to react to and work with,

    while not limiting the freedom of the artist to arrange, al-

    ter, and interpret these sounds. With the entire history of

    recorded music at our digital fingertips, the possibilities

    for exploration are immense.

    Investigating a particular format for its aesthetic possib-

    ilities is inspired by musics built around previous techno-

    logies- "tape music", for example. I see "format music" as

    a contemporary analogue of these practices. Through

    questioning and exploring the limitations of the technolo-

    gies with which I find myself intertwined, I hope to gain

    new insights into the limitations of my own perception

    and into what it means to be a composer, music enthusi-

    ast, and participant in sonic culture.

    Audio Examples can be found online at:

    http://theghostinthemp3.com.

    Acknowledgments

    Special thanks goes to Tara Rodgers, Aden Evens, Larry,

    Polansky, and Michael Casey for their help formulating

    and articulating these ideas. Further thanks to Judith

    Shatin, Matthew Burtner, and the many friends and col-

    leagues who have helped me refine and continue this

    work.

    7. REFERENCES

    [1] Brandenburg, Karlheinz, and Gerhard Stoll.

    ISO/MPEG-1 Audio: A Generic Standard for

    Coding of High-quality Digital Audio. Journal of

    the Audio Engineering Society 42, no. 10 (1994):

    780792.

    [2] Pras, Amandine, Rachel Zimmerman, Daniel

    Levitin, and Catherine Guastavino. Subjective

    Evaluation of Mp3 Compression for Different

    Musical Genres. In Audio Engineering Society

    Convention 127, 2009.

    [3] Sterne, Jonathan. The Mp3 as Cultural Artifact.

    New Media & Society 8, no. 5 (2006): 825842.

    [4] Sterne, Jonathan. MP3: The Meaning of a Format.

    Duke University Press Books, 2012.

    [5] Evens, Aden. Sound Ideas: Music, Machines and

    Experiences. Minneapolis: University of Minnesota

    Press, 2005.

    [6] Brandenburg, Karlheinz. MP3 and AAC

    Explained. In Audio Engineering Society

    Conference: 17th International Conference: High-

    Quality Audio Coding, 1999.

    [7] Cascone, Kim. The Aesthetics of Failure:Post-

    digital Tendencies in Contemporary Computer

    Music. Computer Music Journal 24, no. 4 (2000):

    1218.

    [8] Oswald, John. Plunderphonics, or Audio Piracy as a

    Compositional Prerogative. In Wired Society

    Electro-Acoustic Conference, 1985.

    [9] Miller, Vincent. Understanding digital culture. Sage

    Publications, 2011.

    [10] Bosi, Marina, and Richard E. Goldberg.

    Introduction to digital audio coding and standards.

    Springer, 2003.

    Proceedings ICMC|SMC|2014 14-20 September 2014, Athens, Greece

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