Sunday, July 24, 2011

Jitter | What Makes Voice over IP Quality Suffer


Jitter is the variation in delays that the receiver experiences. Jitter is a nuisance that the user does not hear directly, because the phones employ a jitter buffer to correct for any delays. Jitter can be defined in a number of ways. One way is to use the standard deviation or maximum deviation around the mean delay per packet. Another way is to use the known arrival intervals (such as 20ms), and subtract consecutive delays of packets that were not lost from the known arrival time, then take the standard deviation or the maximum deviation. Either way, the jitter, measured in times or percentages against the mean, tells how variable the network is.
Jitter is introduced by variable queuing delays within network equipment. Phones and PBXs are well known for having very regular transmission intervals. However, the intervening network may have variable traffic. As the queue depths change and the network loads fluctuate, and as contention-based media such as Wi-Fi links clog with density, packets are forced to wait. Wireless networks are the biggest culprit for introducing delay into an enterprise private network. This is because wireless packets can be lost and retransmitted, and the time it takes to retransmit a packet can usually be measured in units of a millisecond.
A jitter buffer's job is to sit on the receiver and prevent the jitter from causing an underrun of the voice decoder. An underrun is an awkward period of silence that happens when the phone has finished playing the previous packet and needs another packet to play, but one has not yet arrived. These underruns count as a form of error or loss, even if every packet does make it to the receiver, and loss concealment will work to disguise them. The problem with jitter becomes that an underrun must be followed by an increase in delay of the same amount, assuming no packets are lost. This can be seen by realizing that the delayed packet will hold up the line for packets behind it.
Here, the value of the jitter buffer can be seen. The jitter buffer lets the receiver build up a slight delay in the output. If this delay is greater than the amount of actual jitter on the network, the jitter buffer will be able to smooth things out without underruning.
In this sense, the jitter buffer converts jitter directly into delay. If the jitter becomes too large, the jitter buffer may have limited room, and start dropping earlier samples in the buffer to let the call catch up to be closer to real time. In this way, the jitter buffer can convert the jitter directly into loss.
Because jitter is always converted into delay first, then loss, it does not have a direct impact on the E-model by itself, but instead can be folded in to the other measures. However, the complication arises because the user or administrator does not usually know the exact parameters of the jitter buffer. How many samples, how much delay, will the jitter buffer take before it starts to drop audio? Does the jitter buffer start off with a fixed delay? Does it build up the delay as jitter forces it to? Or does it try to proactively build in some delay, which can grow or shrink as the underruns occur? These all have an impact on the E-model call quality.
As a result, a rule of thumb here is to match the jitter tolerance to the delay tolerance. The network, at least, should not introduce more than 50ms of jitter.

Wednesday, July 20, 2011

Handoff Breaks | What Makes Voice over IP Quality Suffer


Handoffs cause consecutive packet losses. As mentioned in our previous discussion on packet loss, the impact of a handoff glitch can become large. The E-model does not make the best measurement of handoff break consternation, because it takes into account only the average burst length. Handoffs can cause burst loss far longer than the average, and these losses can delete entire words or parts of sentences.
Later chapters explore the details of where handoff breaks can occur. The two general categories are for intratechnology handoffs, such as Wi-Fi access-point to access-point, and intertechnology handoffs, such as from Wi-Fi to cellular. Both handoffs can cause losses ranging for up to a second, and the intertechnology handoff losses can be potentially far higher, if the line is busy or the network is congested when the handoff takes place.
The exact tolerance for handoff breaks depends on the mobility of the user, the density or cell sizes of the wireless technology currently in use, and the frequency of handoffs. Mobility tends to cut both ways: the more mobile the user is at the time of handoff, the more forgiving the user might be, so long as the handoff glitches stop when the user does. The density of the network base stations and the sizes of the cells determine how often a station hands off and how many choices a station has when doing so. These both add to the frequency of the glitches and the average delays the glitches see. Finally, the number of glitches a user sees during a call influences how they feel about the call and the technology.
There are no rules for how often the glitches should occur, except for the obvious one that the glitches should not be so many or for so long that they represent a packet loss rate beginning to approach a half of a percentage point. That represents one packet loss in a four second window, for 20ms packets. Therefore, a glitch of 100ms takes five packets, and so the glitch should certainly not occur more than once every 20 seconds. Glitches longer than that also run the risk of increasing the burst loss factor, and even more so run the risk of causing too many noticeable flaws in the voice call, even if they do not happen every few seconds. If, every two minutes, the caller is forced to repeat something because a choice word or two has been lost, then he would be right to consider that there is something wrong with the call or the technology, even though these cases do not fit well in the E-model.
Furthermore, handoff glitches may not always result in a pure loss, but rather in a loss followed by a delay, as the packets may have been held during the handoff. This delay causes the jitter buffer (jitter is explained in Section 3.2.4) to grow, and forces the loss to happen at another time, possibly with more delay accumulated.
A good rule of thumb is to look for technologies that keep handoff glitches less than 50ms. This keeps the delaying effect and the loss effect to reasonable limits. The only exception to this would be for handoffs between technologies, such as a fixed-mobile convergence handoff between Wi-Fi and cellular. As long as those events are kept not only rare but predictable, such as that they happen only on entering or exiting the building, the user is likely to forgive the glitch because it represents the convenience of keeping the phone call alive, knowing that it would otherwise have died. In this case, it is reasonable to not want the handoff break to exceed two seconds, and to have it average around a half of a second.

Sunday, July 17, 2011

PESQ: How to Predict MOS Using Mathematics


Therefore, we turn to how the predictions of voice quality can actually be made electronically. ITU P. 862 introduces Perceptual Evaluation of Speech Quality, the PESQ metric. PESQ is designed to take into account all aspects of voice quality, from the distortion of the codecs themselves to the effects of filtering, delay variation, and dropouts or strange distortions. PESQ was verified with a number of real MOS experiments to make sure that the numbers are reasonable within the range of normal telephone voices.
PESQ is measured on a 1 to 4.5 scale, aligning exactly with the 1 to 5 MOS scale, in the sense that a 1 is a 1, a 2 is a 2, and so on. (The area from 4.5 to 5 in PESQ is not addressed.) PESQ is designed to take into account many different factors that alter the perception of the quality of voice.
The basic concept of PESQ is to have a piece of software or test measurement equipment compare two versions of a recording: the original one and the one distorted by the telephone equipment being measured. PESQ then returns with the expected mean opinion score a group of real listeners are likely to have thought.
PESQ uses a perceptual model of voice, much the same way as perceptual voice codecs do. The two audio samples are mapped and remapped, until they take into account known perceptual qualities, such as the human change in sensitivity to loudness over frequency (sounds get quieter at the same pressure levels as they get higher in pitch). The samples are then matched up in time, eliminating any absolute delay, which affects the quality of a phone call but not a recording. The speech is then broken up into chunks, called utterances, which correspond to the same sound in both the original and distorted recording. The delays and distortions are then analyzed, counted, and correlated, and a number measuring how far removed the distorted signal is from the original signal is presented. This is the PESQ score.
PESQ is our first entry into the area of mathematical, or algorithmic, determination of call quality. It is good for measuring how well a new codec works, or how much noise is being injected into the sample. However, because it requires comparing what the talker said and what the listener heard, it is not practical for real-time call quality measurements.

Thursday, July 14, 2011

Mean Opinion Score and How it Sounds


The Mean Opinion Score, or MOS (sometimes redundantly called the MOS score), is one way of ranking the quality of a phone call. This score is set on a five-point scale, according to the following ranking:
  • 5. Excellent
  • 4. Good
  • 3. Fair
  • 2. Poor
  • 1. Bad
MOS never goes below 1, or above 5.
There is quite a science to establishing how to measure MOS based on real-world human studies, and the depth they go into is astounding. ITU P.800 lays out procedures for measuring MOS. Annex B of P.800 defines listening tests to determine quality in an absolute manner. The test requirements are spelt out in detail. The room to be used should be between 30 and 120 cubic meters, to ensure the echo remains within known values. The phone under test is used to record a series of phrases. The listeners are brought in, having been selected from a group that has never heard the recorded sentence lists, in order to avoid bias. The listeners are asked to mark the quality of the played-back speech, distorted as it may be by the phone system. The listeners' scores, on the one-to-five scale, are averaged, and this becomes the MOS for the system. The goal of all of this is to attempt to increase the repeatability of such experiments.
Clearly, performing MOS tests is not something that one would imagine can be done for most voice mobility networks. However, the MOS scale is so well known that the 1 to 5 scale is used as the standard yardstick for all voice quality metrics. The most important rule of thumb for the MOS scale is this: a MOS of 4.0 or better is toll-quality. This is the quality that voice mobility networks have to achieve, because this is the quality that nonmobility voice networks provide every day. Forgiveness will likely offered by users when the problem is well known and entirely relatable, such as for bad-quality calls when in a poor cellular coverage area. But, once inside the building, enterprise voice mobility users expect the same quality wirelessly as they do when using their desk phone.
Thus, when a device reports the MOS for a call, the number you are seeing has been generated electronically, based on formulas that are thought to be reasonable facsimiles of the human experience.

Thursday, July 7, 2011

SDP and Codec Negotiations


RTP only carries the voice, and there must be some associated way to signal the codecs which are supported by each end. This is fundamentally a property of signaling, but, unlike call progress messages and advanced PBX features, is tied specifically to the bearer channel.
SIP uses SDP to negotiate codecs and RTP endpoints, including transports, port numbers, and every other aspect necessary to start RTP streams flowing. SDP, defined in RFC 4566, is a text-based protocol, as SIP itself is, for setting up the various legs of media streams. Each line represents a different piece of information, in the format of type = value.
Table 1 shows an example of an SDP description. This description is for a phone at IP address 192.168.0.10, who wishes to receive RTP on UDP port 9000. Let's go through each of the fields.
  • Type "v" represents the protocol version, which is 0.
  • Type "o" holds information about the originator of this request, and the session IDs. Specifically, it is divided up into the username, session ID, session version, network type, address type, and address. "7010" happens to be the dialing phone number. The two large numbers afterward are identifiers, to keep the SDP exchanges straight. The "IN" refers to the address being an Internet protocol address; specifically, "IP4" for IPv4, of "192.168.0.10". This is where the originator is.
  • Type "s" is the session name. The value given here, "A_conversation", is not particularly meaningful.
  • Type "c" specifies how the originator must be reached at—its connection data. This is a repetition of the IP address and type specifications for the phone.
  • Type "t" is the timing for the leg of the call. The first "0" represents the start time, and the second represents the end time. Therefore, there is no particular timing bounds for this call.
  • The "m" line specifies the media needed. In this case, as with most voice calls, there is only one voice stream from the device, so there is only one media line. The next parameters are the media type, port, application, and then the list of RTP types, for RTP. This call is an "audio" call, and the phone will be listening on port 9000. This is a UDP port, because the application is "RTP/AVP", meaning that it is plain RTP. ("AVP" means that this is standard UDP with no encryption. There is an "RTP/SAVP" option, mentioned shortly.) Finally, the RTP formats the phone can take are 0, 8, and 18.
  • The next three lines are the codecs that are supported in detail. The "a" field specifies an attribute. The "a=rtpmap" attribute means that the sender wants to map RTP packet types to specific codec setups. The line is formatted as packet type, encoded name/bitrate/parameters. In the first line, RTP packet type "0" is mapped to "PCMU" at 8000 samples per second. The default mapping of "0" is already PCM (G.711) with μ-law, so the new information is the sample rate. The second line asks for A-law, mapping it to 8. The third line asks for G.729, asking for 18 as the mapping. Because the phone only listed those three types, those are the only types it supports.
  • The last line is also an attribute. "a=ptime" is requesting that the other party send 20ms packets. The other party is not required to submit to this request, as it is only a suggestion. However, this is a pretty good sign that the sender of the SDP message will also send at 20ms.
Table 1: Example of an SDP Description
v=0
o=7010 1352822030 1434897705 IN IP4 192.168.0.10
s=A_conversation
c=IN IP4 192.168.0.10
t=0 0
m=audio 9000 RTP/AVP 0 8 18
a=rtpmap:0 PCMU/8000/1
a=rtpmap:8 PCMA/8000/1
a=rtpmap:18 G729/8000/1
a=ptime:20
The setup message in Table 1 was originally given in a SIP INVITE message. The responding SIP OK message from the other party gave its SDP settings.
Table 2 shows this example response. Here, the other party, at IP address 10.0.0.10, wants to receive on UDP port 11690 an RTP stream with the three codecs PCMU, GSM, and PCMA. It can also receive a format known as "telephone-event." This corresponds to the RTP payload format for sending digits while in the middle of a call (RFC 4733). Some codecs, like G.729, can't carry a dialed digit as the usual audio beep, because the beep gets distorted by the codec. Instead, the digits have to be sent over RTP, embedded in the stream. The sender of this SDP is stating that they support it, and would like to be sent in RTP type 101, a dynamic type that the sender was allowed to choose without restriction.
Table 2: Example of an SDP Responding Description
v=0
o=root 10871 10871 IN IP4 10.0.0.10
s=session
c=IN IP4 10.0.0.10
t=0 0
m=audio 11690 RTP/AVP 0 3 8 101
a=rtpmap:0 PCMU/8000
a=rtpmap:3 GSM/8000
a=rtpmap:8 PCMA/8000
a=rtpmap:101 telephone-event/8000
a=fmtp:101 0-16
a=silenceSupp:off----
a=ptime:20
a=sendrecv
Corresponding to this is the attribute "a=fmtp", which applies to this 101-digit type, "fmtp" lines don't mean anything specific to SDP; instead, the request of "0-16" gets forwarded to the telephone event protocol handler. It is not necessary to go into further details here on what "0-16" means. The "a=silenceSupp" line would activate silence suppression, in which packets are not sent when the caller is not talking. Silence suppression has been disabled, however. Finally, the "a=sendrecv" line means that the originator can both send and receive streaming packets, meaning that the caller can both talk and listen. Some calls are intentionally one-way, such as lines into a voice conference where the listeners cannot speak. In that case, the listeners may have requested a flow with "a=recvonly".
After a device gets an SDP request, it knows enough information to send an RTP stream back to the requester. The receiver need only choose which media type it wishes to use. There is no requirement that both parties use the same codec; rather, if the receiver cannot handle the codec, the higher-layer signaling protocol needs to reject the setup. With SIP, the called party will not usually stream until it accepts the SIP INVITE, but there is no further handshaking necessary once the call is answered and there are packets to send.
For SRTP usage with SIPS, SDP allows for the SRTP key to be specified using a special header:
a=crypto:1 AES_CM_128_HMAC_SHA1_32 Þ
inline:c3bFaGA+Seagd117041az3g113geaG54aKgd50Gz
This specifies that the SRTP AES counter with HMAC_SHA1 is to be used, and specifies the key, encoded in base-64, that is to be used. Both sides of the call send their own randomly generated keys, under the cover of the TLS-protected link. This forms the basis of RTP/SAVP.

Monday, July 4, 2011

Real-time Transport Protocol | RTP


The codec defines only how the voice is compressed and packaged. The voice still needs to be placed into well-defined packets and sent over the network.
The Real-time Transport Protocol (RTP), defined in RFC 3550, defines how voice is packetized on most IP-based networks. RTP is a general-purpose framework for sending real-time streaming traffic across networks, and is used for nearly all media streaming, including voice and video, where real-time delivery is essential.
RTP is usually sent over UDP, on any port that the applications negotiate. The typical RTP packet has the structure given in Table 1.
Table 1: RTP Format 
Flags
Sequence Number
Timestamp
SSRC
CSRCs
Extensions
Payload
2 bytes
2 bytes
4 bytes
4 bytes
4 bytes × number of contributors
variable
variable
The idea behind RTP is that the sender sends the timestamp that the first byte of data in the payload belongs to. This timestamp gives a precise time that the receiver can use to reassemble incoming data. The sequence number also increases monotonically, and can also establish the order of incoming data. The SSRC, for Synchronization Source, is the stream identifier of the sender, and lets devices with multiple streams coming in figure out who is sending. The CSRCs, for Contributing Sources, are other devices that may have contributed to the packet, such as when a conference call has multiple talkers at once.
The most important fields are the timestamp (see Table 2) and the payload type (see Table 3). The payload type field usually specifies the type of codec being used in the stream.
Table 2: The RTP Flags Field 
 
Version
Padding
Extension (X)
Contributor Count (CC)
Marked
Payload Type (PT)
Bit:
0-1
2
3
4-7
8
9-15
Table 3 shows the most common voice RTP types. Numbers greater than 96 are allowed, and are usually set up by the endpoints to carry some dynamic stream.
Table 3: Common RTP Packet Types 
Payload Type
Encoded Name
Meaning
0
PCMU
G.711 with μ-law
3
GSM
GSM
8
PCMA
G.711 with A-law
18
G729
G.729 or G.729a
When the codec's output is packaged into RDP, it is done so to both avoid splitting necessary information and causing too many packets per second to be sent. For G.711, an RTP packet can be created with as many samples as desired for the given packet rate. Common values are 20ms and 30ms. Decoders know to append the samples across packets as if they were in one stream. For G.729, the RTP packet must come in 10ms multiples, because G.729 only encodes 10ms blocks. An RTP packet with G.729 can have multiple blocks, and the decoder knows to treat each block separately and sequentially. G.729 phones commonly stream with RTP packets holding 20ms or larger, to avoid having too many packets in the network.

Secure RTP

RTP itself has a security option, designed to allow the contents of the RTP stream to be protected while still allowing the quick reassembly of a stream and the robustness of allowing parts of the stream to be lost on the network. Secure RTP (SRTP) uses the Advanced Encryption Standard (AES) to encrypt the packets. (AES will later have a starring role in Wi-Fi encryption, as well as for use with IPsec.) The RTP stream requires a key to be established. Each packet is then encrypted with AES running in counter mode, a mode where intervening packets can be lost without disrupting the decryptability of subsequent packets in the sequence. Integrity of the packets is ensured by the use of theHMAC-SHA1 keyed signature, for each packet.
How the SRTP stream gets its keys is not specified by SRTP. However, SIPS provides a way for this to be set up that is quite logical. 

Thursday, June 30, 2011

Codecs


The 8000 samples-per-second PCM signal, at 16 bits per sample, results in 128,000 bits per second of information. That's fairly high, especially in the world of wireline telephone networks, in which every bit represented some collection of additional copper lines that needed to have been laid in the ground. Therefore, the concept of audio compression was brought to bear on the subject.
An audio or video compression mechanism is often referred to as a codec, short for coderdecoder. The reason is that the compressed signal is often thought of as being in a code, some sequence of bits that is meaningful to the decoder but not much else. (Unfortunately, in anything digital, the term code is used far too often.)
The simplest coder that can be thought of is a null codec. A null codec doesn't touch the audio: you get out what you put in. More meaningful codecs reduce the amount of information in the signal. All lossy compression algorithms, as most of the audio and video codecs are, stem from the realization that the human mind and senses cannot detect every slight variation in the media being presented. There is a lot of noise that can be added, in just the right ways, and no one will notice. The reason is that we are more sensitive to certain types of variations than others. For audio, we can think of it this way. As you drive along the highway, listening to AM radio, there is always some amount of noise creeping in, whether it be from your car passing behind a concrete building, or under power lines, or behind hills. This noise is always there, but you don't always hear it. Sometimes, the noise is excessive, and the station becomes annoying to listen to or incomprehensible, drowned out by static. Other times, however, the noise is there but does not interfere with your ability to hear what is being said. The human mind is able to compensate for quite a lot of background noise, silently deleting it from perception, as anyone who has noticed the refrigerator's compressor stop or realized that a crowded, noisy room has just gone quiet can attest to. Lossy compression, then, is the art of knowing which types of noise the listener can tolerate, which they cannot stand, and which they might not even be able to hear.
(Why noise? Lossy compression is a method of deleting information, which may or may not be needed. Clearly, every bit is needed to restore the signal to its original sampled state. Deleting a few bits requires that the decompressor or the decoder restore those deleted bits' worth of information on the other end, filling them in with whatever the algorithm states is appropriate. That results in a difference of the signal, compared to the original, and that difference is distortion. Subtract the two signals, and the resulting difference signal is the noise that was added to the original signal by the compression algorithm. One only need amplify this noise signal to appreciate how it sounds.)


G.711 and Logarithmic Compression

The first, and simplest, lossy compression codec for audio that we need to look at is called logarithmic compression. Sixteen bits is a lot to encode the intensity of an audio sample. The reason why 16 bits was chosen was that it has fine enough detail to adequately represent the variations of the softer sounds that might be recorded. But louder sounds do not need such fine detail while they are loud. The higher the intensity of the sample, the more detailed the 16-bit sampling is relative to the intensity. In other words, the 16-bit resolution was chosen conservatively, and is excessively precise for higher intensities. As it turns out, higher intensities can tolerate even more error than lower ones—in a relative sense, as well. A higher-intensity sample may tolerate four times as much error as a signal half as intense, rather than the two times you would expect for a linear process. The reason for this has to do with how the ear perceives sound, and is why sound levels are measured in decibels. This is precisely what logarithmic compression does. Convert the intensities to decibels, where a 1 dB change sounds roughly the same at all intensities, and a good half of the 16 bits can be thrown away. Thus, we get a 2:1 compression ratio.
The ITU G.711 standard is the first common codec we will see, and uses this logarithmic compression. There are two flavors of G.711: μ-law and A-law. μ-law is used in the United States, and bases its compression on a discrete form of taking the logarithm of the incoming signal. First, the signal is reduced to a 14-bit signal, discarding the two least-significant bits. Then, the signal is divided up into ranges, each range having 16 intervals, for four bits, with twice the spacing as that of the next smaller range. Table 1 shows the conversion table.
Table1: μ-Law Encoding Table 
Input Range
Number of Intervals in Range
Spacing of Intervals
Left Four Bits of Compressed Code
Right Four Bits of Compressed Code
8158 to 4063
16
256
0×8
number of interval
4062 to 2015
16
128
0×9
number of interval
2014 to 991
16
64
0×a
number of interval
990 to 479
16
32
0×b
number of interval
478 to 223
16
16
0×c
number of interval
222 to 95
16
8
0×d
number of interval
94 to 31
16
4
0×e
number of interval
30 to 1
15
2
0×f
number of interval
0
1
1
0×f
0×f
1
1
1
0×7
0×f
31 to 2
2
15
0×7
number of interval
32 to 95
4
16
0×6
number of interval
223 to 96
8
16
0×5
number of interval
479 to 224
16
16
0×4
number of interval
991 to 480
32
16
0×3
number of interval
2015 to 992
64
16
0×2
number of interval
4063 to 2016
128
16
0×1
number of interval
8159 to 4064
256
16
0×0
number of interval
The number of the interval is where the input falls within the range. 90, for example, would map to 0xee, as 90-31 = 59, which is 14.75, or 0xe (rounded down) away from zero, in steps of four. (Of course, the original 16-bit signal was four times, or two bits, larger, so 360 would have been one such 16-bit input, as would have any number between 348 and 363. This range represents the loss of information, as 363 and 348 come out the same.)
A-law is similar, but uses a slightly different set of spacings, based on an algorithm that is easier to see when the numbers are written out in binary form. The process is simply to take the binary number and encode it by saving only four bits of significant digits (except the leading one), and to record the base-2 (binary) exponent. This is how floating-point numbers are encoded. Let's look at the previous example. The number 360 is encoded in 16-bit binary as
0000 0001 0110 1000
with spaces placed every four digits for readability. A-law only uses the top 13 bits. Thus, as this number is unsigned, it can be represented in floating point as
1.01101 (binary)x25.
The first four significant digits (ignoring the first 1, which must be there for us to write the number in binary scientific notation, or floating point), are "0110", and the exponent is 5. A-law then records the number as
0001 0110
where the first bit is the sign (0), the next three are the exponent, minus four, and the last four are the significant digits.
A-law is used in Europe, on their telephone systems. For voice over IP, either will usually work, and most devices speak in both, no matter where they are sold. The distinctions are now mostly historical.
G.711 compression preserves the number of samples, and keeps each sample independently of the others. Therefore, it is easy to figure out how the samples can be packaged into packets or blocks. They can be cut arbitrarily, and a byte is a sample. This allows the codec to be quite flexible for voice mobility, and should be a preferred option.
Error concealment, or packet loss concealment (PLC), is the means by which a codec can recover from packet loss, by faking the sound at the receiver until the stream catches up. G.711 has an extension, known as G.711I, or G.711, Appendix I. The most trivial error concealment technique is to just play silence. This does not really conceal the error. An additional technique is to repeat the last valid sample set—usually, a 10ms or 20ms packet's worth—until the stream catches up. The problem is that, should the last sample have had a plosive—any of the consonants that have a stop to them, like a p, d, t, k, and so on-the plosive will be repeated, providing an effect reminiscent of a quickly skipping record player or a 1980s science-fiction television character.[*] Appendix I states that, to avoid this effect, the previous samples should be tested for the fundamental wavelength, and then blocks of those wavelengths should be cross-faded together to produce a more seamless recovery. This is a purely heuristic scheme for error recovery, and competes, to some extent, with just repeating the last segment then going silent.
In many cases, G.711 is not even mentioned when it is being used. Instead, the codec may be referred to as PCM with μ-law or A-law encoding.


G.729 and Perceptual Compression

ITU G.729 and the related G.729a specify using a more advanced encoding scheme, which does not work sample by sample. Rather, it uses mathematical rules to try to relate neighboring samples together. The incoming sample stream is divided into 10ms blocks (with 5ms from the next block also required), and each block is then analyzed as a unit. G.729 provides a 16:1 compression ratio, as the incoming 80 samples of 16 bits each are brought down to a ten-byte encoded block.
The concept around G.729 compression is to use perceptual compression to classify the type of signal within the 10ms block. The concept here is to try to figure out how neighboring samples relate. Surely, they do relate, because they come from the same voice and the same pitch, and pitch is a concept that requires time (thus, more than one sample). G.729 uses a couple of techniques to try to figure out what the sample must "sound like," so it can then throw away much of the sample and transmit only the description of the sound.
To figure out what the sample block sounds like, G.729 uses Code-Excited Linear Prediction (CELP). The idea is that the encoder and decoder have a codebook of the basics of sounds. Each entry in the codebook can be used to generate some type of sound. G.729 maintains two codebooks: one fixed, and one that adapts with the signal. The model behind CELP is that the human voice is basically created by a simple set of flat vocal chords, which excite the airways. The airways—the mouth, tongue, and so on—are then thought of as signal filters, which have a rather specific, predictable effect on the sound coming up from the throat.
The signal is first brought in and linear prediction is used. Linear prediction tries to relate the samples into the block to the previous samples, and finds the optimal mapping. ("Optimal" does not always mean "good," as there is almost always an optimal way to approximate a function using a fixed number of parameters, even if the approximation is dead wrong.) The excitation provides a representation that represents the overall type of sound, a hum or a hiss, depending on the word being said. This is usually a simple sound, an "uhhh" or "ahhh." The linear predictor figures out how the humming gets shaped, as a simple filter. What's left over, then, is how the sound started in the first place, the excitation that makes up the more complicated, nuanced part of speech. The linear prediction's effects are removed, and the remaining signal is the residue, which must relate to the excitations. The nuances are looked up in the codebook, which contains some common residues and some others that are adaptive. Together, the information needed for the linear prediction and the codebook matches are packaged into the ten-byte output block, and the encoding is complete. The encoded block contains information on the pitch of the sound, the adaptive and fixed codebook entries that best match the excitation for the block, and the linear prediction match.
On the other side, the decoding process looks up the codebooks for the excitations. These excitations get filtered through the linear predictor. The hope is that the results sound like human speech. And, of then, it does. However, anyone who has used cellphones before is aware that, at times, they can render human speech into a facsimile that sounds quite like the person talking, but is made up of no recognizable syllables. That results from a CELP decoder struggling with a lossy channel, where some of the information is missing, and it is forced to fill in the blanks.
G.729a is an annex to G.791, or a modification, that uses a simpler structure to encode the signal. It is compatible with G.729, and so can be thought of as interchangeable for the purposes of this discussion.

Other Codecs

There are other voice codecs that are beginning to appear in the context of voice mobility. These codecs are not as prevalent as G.711 and G.729—some are not available in more than softphones and open-source implementations—but it is worth a paragraph on the subject. These newer coders are focused on improving the error concealment, or having better delay or jitter tolerances, or having a richer sound. One such example is the Internet Low Bitrate Codec (iLBC), which is used in a number of consumer-based peer-to-peer voice applications such as Skype.
Because the overhead of packets on most voice mobility networks is rather high, finding the highest amount of compression should not be the aim when establishing the network. Instead, it is better to find the codec which are supported by the equipment and provide the highest quality of voice over the expected conditions of the network. For example, G.711 is fine in many conditions, and G.729 might not be necessary.