Is there an FFT that uses a logarithmic division of frequency? - audio

Wikipedia's Wavelet article contains this text:
The discrete wavelet transform is also less computationally complex, taking O(N) time as compared to O(N log N) for the fast Fourier transform. This computational advantage is not inherent to the transform, but reflects the choice of a logarithmic division of frequency, in contrast to the equally spaced frequency divisions of the FFT.
Does this imply that there's also an FFT-like algorithm that uses a logarithmic division of frequency instead of linear? Is it also O(N)? This would obviously be preferable for a lot of applications.

Yes. Yes. No.
It is called the Logarithmic Fourier Transform. It has O(n) time. However it is useful for functions which decay slowly with increasing domain/abscissa.
Referring back the wikipedia article:
The main difference is that wavelets
are localized in both time and
frequency whereas the standard Fourier
transform is only localized in
frequency.
So if you can be localized only in time (or space, pick your interpretation of the abscissa) then Wavelets (or discrete cosine transform) are a reasonable approach. But if you need to go on and on and on, then you need the fourier transform.
Read more about LFT at http://homepages.dias.ie/~ajones/publications/28.pdf
Here is the abstract:
We present an exact and analytical expression for the Fourier transform of a function that has been sampled logarithmically. The procedure is significantly more efficient computationally than the fast Fourier transformation (FFT) for transforming functions or measured responses which decay slowly with increasing abscissa value. We illustrate the proposed method with an example from electromagnetic geophysics, where the scaling is often such that our logarithmic Fourier transform (LFT) should be applied. For the example chosen, we are able to obtain results that agree with those from an FFT to within 0.5 per cent in a time that is a factor of 1.0e2 shorter. Potential applications of our LFT in geophysics include conversion of wide-band electromagnetic frequency responses to transient responses, glacial loading and unloading,
aquifer recharge problems, normal mode and earth tide studies in seismology, and impulsive shock wave modelling.

EDIT: After reading up on this I think this algorithm is not really useful for this question, I will give a description anyway for other readers.
There is also the Filon's algorithm a method based on Filon's qudrature which can be found in Numerical Recipes this [PhD thesis][1].
The timescale is log spaced as is the resulting frequeny scale.
This algorithm is used for data/functions which decayed to 0 in the observed time interval (which is probably not your case), a typical simple example would be an exponential decay.
If your data is noted by points (x_0,y_0),(x_1,y_1)...(x_i,y_i) and you want to calculate the spectrum A(f) where f is the frequency from lets say f_min=1/x_max to f_max=1/x_min
log spaced.
The real part for each frequency f is then calculated by:
A(f) = sum from i=0...i-1 { (y_i+1 - y_i)/(x_i+1 - x_i) * [ cos(2*pi*f * t_i+1) - cos(2*pi*f*t_i) ]/((2*pi*f)^2) }
The imaginary part is:
A(f) = y_0/(2*pi*f) + sum from i=0...i-1 { (y_i+1 - y_i)/(x_i+1 - x_i) * [ sin(2*pi*f * t_i+1) - sin(2*pi*f*t_i) ]/((2*pi*f)^2) }
[1] Blochowicz, Thomas: Broadband Dielectric Spectroscopy in Neat and Binary Molecular Glass Formers. University of Bayreuth, 2003, Chapter 3.2.3

To do what you want, you need to measure different time Windows, which means lower frequencies get update least often (inversely proportional to powers of 2).
Check FPPO here:
https://www.rationalacoustics.com/files/FFT_Fundamentals.pdf
This means that higher frequencies will update more often, but you always average (moving average is good), but can also let it move faster. Of course, if plan on using the inverse FFT, you don't want any of this. Also, to have better accuracy (smaller bandwidth) at lower frequencies, means these need to update much more slowly, like 16k Windows (1/3 m/s).
Yeah, a low frequency signal naturally travels slowly, and thus of course, you need a lot of time to detect them. This is not a problem that math can fix. It's a natural trade of, and you can't have high accuracy a lower frequency and fast response.
I think the link I provide will clarify some of your options...7 years after you asked the question, unfortunately.

Related

Efficient generation of sampled waveforms without aliasing artifacts

For a project of mine I am working with sampled sound generation and I need to create various waveforms at various frequencies. When the waveform is sinusoidal, everything is fine, but when the waveform is rectangular, there is trouble: it sounds as if it came from the eighties, and as the frequency increases, the notes sound wrong. On the 8th octave, each note sounds like a random note from some lower octave.
The undesirable effect is the same regardless of whether I use either one of the following two approaches:
The purely mathematical way of generating a rectangular waveform as sample = sign( secondsPerHalfWave - (timeSeconds % secondsPerWave) ) where secondsPerWave = 1.0 / wavesPerSecond and secondsPerHalfWave = secondsPerWave / 2.0
My preferred way, which is to describe one period of the wave using line segments and to interpolate along these lines. So, a rectangular waveform is described (regardless of sampling rate and regardless of frequency) by a horizontal line from x=0 to x=0.5 at y=1.0, followed by another horizontal line from x=0.5 to x=1.0 at y=-1.0.
From what I gather, the literature considers these waveform generation approaches "naive", resulting in "aliasing", which is the cause of all the undesirable effects.
What this all practically translates to when I look at the generated waveform is that the samples-per-second value is not an exact multiple of the waves-per-second value, so each wave does not have an even number of samples, which in turn means that the number of samples at level 1.0 is often not equal to the number of samples at level -1.0.
I found a certain solution here: https://www.nayuki.io/page/band-limited-square-waves which even includes source code in Java, and it does indeed sound awesome: all undesirable effects are gone, and each note sounds pure and at the right frequency. However, this solution is entirely unsuitable for me, because it is extremely computationally expensive. (Even after I have replaced sin() and cos() with approximations that are ten times faster than Java's built-in functions.) Besides, when I look at the resulting waveforms they look awfully complex, so I wonder whether they can legitimately be called rectangular.
So, my question is:
What is the most computationally efficient method for the generation of periodic waveforms such as the rectangular waveform that does not suffer from aliasing artifacts?
Examples of what the solution could entail:
The computer audio problem of generating correct sample values at discrete time intervals to describe a sound wave seems to me somewhat related to the computer graphics problem of generating correct integer y coordinates at discrete integer x coordinates for drawing lines. The Bresenham line generation algorithm is extremely efficient, (even if we disregard for a moment the fact that it is working with integer math,) and it works by accumulating a certain error term which, at the right time, results in a bump in the Y coordinate. Could some similar mechanism perhaps be used for calculating sample values?
The way sampling works is understood to be as reading the value of the analog signal at a specific, infinitely narrow point in time. Perhaps a better approach would be to consider reading the area of the entire slice of the analog signal between the last sample and the current sample. This way, sampling a 1.0 right before the edge of the rectangular waveform would contribute a little to the sample value, while sampling a -1.0 considerable time after the edge would contribute a lot, thus naturally yielding a point which is between the two extreme values. Would this solve the problem? Does such an algorithm exist? Has anyone ever tried it?
Please note that I have posted this question here as opposed to dsp.stackexchange.com because I do not want to receive answers with preposterous jargon like band-limiting, harmonics and low-pass filters, lagrange interpolations, DC compensations, etc. and I do not want answers that come from the purely analog world or the purely theoretical outer space and have no chance of ever receiving a practical and efficient implementation using a digital computer.
I am a programmer, not a sound engineer, and in my little programmer's world, things are simple: I have an array of samples which must all be between -1.0 and 1.0, and will be played at a certain rate (44100 samples per second.) I have arithmetic operations and trigonometric functions at my disposal, I can describe lines and use simple linear interpolation, and I need to generate the samples extremely efficiently because the generation of a dozen waveforms simultaneously and also the mixing of them together may not consume more than 1% of the total CPU time.
I'm not sure but you may have a few of misconceptions about the nature of aliasing. I base this on your putting the term in quotes, and from the following quote:
What this all practically translates to when I look at the generated
waveform is that the samples-per-second value is not an exact multiple
of the waves-per-second value, so each wave does not have an even
number of samples, which in turn means that the number of samples at
level 1.0 is often not equal to the number of samples at level -1.0.
The samples/sec and waves/sec don't have to be exact multiples at all! One can play back all pitches below the Nyquist. So I'm not clear what your thinking on this is.
The characteristic sound of a square wave arises from the presence of odd harmonics, e.g., with a note of 440 (A5), the square wave sound could be generated by combining sines of 440, 1320, 2200, 3080, 3960, etc. progressing in increments of 880. This begs the question, how many odd harmonics? We could go to infinity, theoretically, for the sharpest possible corner on our square wave. If you simply "draw" this in the audio stream, the progression will continue well beyond the Nyquist number.
But there is a problem in that harmonics that are higher than the Nyquist value cannot be accurately reproduced digitally. Attempts to do so result in aliasing. So, to get as good a sounding square wave as the system is able to produce, one has to avoid the higher harmonics that are present in the theoretically perfect square wave.
I think the most common solution is to use a low-pass filtering algorithm. The computations are definitely more cpu-intensive than just calculating sine waves (or doing FM synthesis, which was my main interest). I am also weak on the math for DSP and concerned about cpu expense, and so, avoided this approach for long time. But it is quite viable and worth an additional look, imho.
Another approach is to use additive synthesis, and include as many sine harmonics as you need to get the tonal quality you want. The problem then is that the more harmonics you add, the more computation you are doing. Also, the top harmonics must be kept track of as they limit the highest note you can play. For example if using 10 harmonics, the note 500Hz would include content at 10500 Hz. That's below the Nyquist value for 44100 fps (which is 22050 Hz). But you'll only be able to go up about another octave (doubles everything) with a 10-harmonic wave and little more before your harmonic content goes over the limit and starts aliasing.
Instead of computing multiple sines on the fly, another solution you might consider is to instead create a set of lookup tables (LUTs) for your square wave. To create the values in the table, iterate through and add the values from the sine harmonics that will safely remain under the Nyquist for the range in which you use the given table. I think a table of something like 1024 values to encode a single period could be a good first guess as to what would work.
For example, I am guestimating, but the table for the octave C4-C5 might use 10 harmonics, the table for C5-C6 only 5, the table for C3-C4 might have 20. I can't recall what this strategy/technique is called, but I do recall it has a name, it is an accepted way of dealing with the situation. Depending on how the transitions sound and the amount of high-end content you want, you can use fewer or more LUTs.
There may be other methods to consider. The wikipedia entry on Aliasing describes a technique it refers to as "bandpass" that seems to be intentionally using aliasing. I don't know what that is about or how it relates to the article you cite.
The Soundpipe library has the concept of a frequency table, which is a data structure that holds a precomputed waveform such as a sine. You can initialize the frequency table with the desired waveform and play it through an oscilator. There is even a module named oscmorph which allows you to morph between two or more wavetables.
This is an example of how to generate a sine wave, taken from Soundpipe's documentation.
int main() {
UserData ud;
sp_data *sp;
sp_create(&sp);
sp_ftbl_create(sp, &ud.ft, 2048);
sp_osc_create(&ud.osc);
sp_gen_sine(sp, ud.ft);
sp_osc_init(sp, ud.osc, ud.ft);
ud.osc->freq = 500;
sp->len = 44100 * 5;
sp_process(sp, &ud, write_osc);
sp_ftbl_destroy(&ud.ft);
sp_osc_destroy(&ud.osc);
sp_destroy(&sp);
return 0;
}

Are there other than FFT ways to implement Guitar Tuner?

I want to do precise guitar tuner, this is usually done by many via computing FFT and getting peak. But this is of low appliance for several reasons:
Discrete precision, gives insuffient resolution for tuning bass guitar.
High computation time and complexity, when trying to increase buffer size(and/or sampling rate). Introduces visible delay(lag).
Most of frequency range where concentrates all FFT's precision is unused. Everything above 1-2 khz is not appliable for tuning musical instruments.
There should be simplier way for signals that have single-frequency sinusoidal shape. Given small enough buffer (say it 256 samples with 96khz sampling rate) - how could you measure a base(lowese) frequency?
In simple words: How to find frequency F, so that difference of "sine signal of frequency F" and "actually recorded signal" would give minimal error, than for any frequency, other than F ? (so we can definetely conclude that sinusoid of frequency F is best approximation of recorded sound buffer).
PS. Anything, but not using FFT!
Here is a simple approach based on zero crossing. It relies on being able to map the instrument signal to a simple sinuoid. This may work OK when signal to noise ratio is high, but is not a very robust method.
Bandpass filter around the fundamental frequency of the tone you want to tune for. Example 82.41 Hz for low E string on guitar.
Consider a window of the last N samples. Set it to ex 100ms to update the pitch estimate 10 times per second.
Perform zero-crossing detection with a threshold value T. T could be set to 10% of signal peak for example. Count the periods between each zero crossing, collect them in an array.
Take the median of the periods to get your pitch estimate
You can also compute the quantiles of the periods to estimate how reliable the method is. If they give very different numbers from the median, then the method is not working well.
The approach can be extended by computing autocorrelation on the zero-crossings, as described in
https://www.cycfi.com/2018/03/fast-and-efficient-pitch-detection-bitstream-autocorrelation/

Identifying common periodic waveforms (square, sine, sawtooth, ...)

Without any user interaction, how would a program identify what type of waveform is present in a recording from an ADC?
For the sake of this question: triangle, square, sine, half-sine, or sawtooth waves of constant frequency. Level and frequency are arbitrary, and they will have noise, small amounts of distortion, and other imperfections.
I'll propose a few (naive) ideas, too, and you can vote them up or down.
You definitely want to start by taking an autocorrelation to find the fundamental.
With that, take one period (approximately) of the waveform.
Now take a DFT of that signal, and immediately compensate for the phase shift of the first bin (the first bin being the fundamental, your task will be simpler if all phases are relative).
Now normalise all the bins so that the fundamental has unity gain.
Now compare and contrast the rest of the bins (representing the harmonics) against a set of pre-stored waveshapes that you're interested in testing for. Accept the closest, and reject overall if it fails to meet some threshold for accuracy determined by measurements of the noisefloor.
Do an FFT, find the odd and even harmonic peaks, and compare the rate at which they decrease to a library of common waveform.. peak... ratios.
Perform an autocorrelation to find the fundamental frequency, measure the RMS level, find the first zero-crossing, and then try subtracting common waveforms at that frequency, phase, and level. Whichever cancels out the best (and more than some threshold) wins.
This answer presumes no noise and that this is a simple academic exercise.
In the time domain, take the sample by sample difference of the waveform. Histogram the results. If the distribution has a sharply defined peak (mode) at zero, it is a square wave. If the distribution has a sharply defined peak at a positive value, it is a sawtooth. If the distribution has two sharply defined peaks, one negative and one positive,it is a triangle. If the distribution is broad and is peaked at either side, it is a sine wave.
arm yourself with more information...
I am assuming that you already know that a theoretically perfect sine wave has no harmonic partials (ie only a fundamental)... but since you are going through an ADC you can throw the idea of a theoretically perfect sine wave out the window... you have to fight against aliasing and determining what are "real" partials and what are artifacts... good luck.
the following information comes from this link about csound.
(*) A sawtooth wave contains (theoretically) an infinite number of harmonic partials, each in the ratio of the reciprocal of the partial number. Thus, the fundamental (1) has an amplitude of 1, the second partial 1/2, the third 1/3, and the nth 1/n.
(**) A square wave contains (theoretically) an infinite number of harmonic partials, but only odd-numbered harmonics (1,3,5,7,...) The amplitudes are in the ratio of the reciprocal of the partial number, just as sawtooth waves. Thus, the fundamental (1) has an amplitude of 1, the third partial 1/3, the fifth 1/5, and the nth 1/n.
I think that all of these answers so far are quite bad (including my own previous...)
after having thought the problem through a bit more I would suggest the following:
1) take a 1 second sample of the input signal (doesn't need to be so big, but it simplifies a few things)
2) over the entire second, count the zero-crossings. at this point you have the cps (cycles per second) and know the frequency of the oscillator. (in case that's something you wanted to know)
3) now take a smaller segment of the sample to work with: take precisely 7 zero-crossings worth. (so your work buffer should now, if visualized, look like one of the graphical representations you posted with the original question.) use this small work buffer to perform the following tests. (normalizing the work buffer at this point could make life easier)
4) test for square-wave: zero crossings for a square wave are always very large differences, look for a large signal delta followed by little to no movement until the next zero crossing.
5) test for saw-wave: similar to square-wave, but a large signal delta will be followed by a linear constant signal delta.
6) test for triangle-wave: linear constant (small) signal deltas. find the peaks, divide by the distance between them and calculate what the triangle wave should look like (ideally) now test the actual signal for deviance. set a deviance tolerance threshold and you can determine whether you are looking at a triangle or a sine (or something parabolic).
First find the base frequency and the phase. You can do that with FFT. Normalize the sample. Then subtract each sample with the sample of the waveform you want to test (same frequency and same phase). Square the result add it all up and divide it by the number of samples. The smallest number is the waveform you seek.

Pitch recognition of musical notes on a smart phone

With limited resources such as slower CPUs, code size and RAM, how best to detect the pitch of a musical note, similar to what an electronic or software tuner would do?
Should I use:
Kiss FFT
FFTW
Discrete Wavelet Transform
autocorrelation
zero crossing analysis
octave-spaced filters
other?
In a nutshell, what I am trying to do is to recognize a single musical note, two octaves below middle-C to two octaves above, played on any (reasonable) instrument. I'd like to be within 20% of the semitone - in other words, if the user plays too flat or too sharp, I need to distinguish that. However, I will not need the accuracy required for tuning.
If you don't need that much accuracy, an FFT could be sufficient. Window the chunk of audio first so that you get well-defined peaks, then find the first significant peak.
Bin width = sampling rate / FFT size:
Fundamentals range from 20 Hz to 7 kHz, so a sampling rate of 14 kHz would be enough. The next "standard" sampling rate is 22050 Hz.
The FFT size is then determined by the precision you want. FFT output is linear in frequency, while musical tones are logarithmic in frequency, so the worst case precision will be at low frequencies. For 20% of a semitone at 20 Hz, you need a width of 1.2 Hz, which means an FFT length of 18545. The next power of two is 215 = 32768. This is 1.5 seconds of data, and takes my laptop's processor 3 ms to calculate.
This won't work with signals that have a "missing fundamental", and finding the "first significant" peak is somewhat difficult (since harmonics are often higher than the fundamental), but you can figure out a way that suits your situation.
Autocorrelation and harmonic product spectrum are better at finding the true fundamental for a wave instead of one of the harmonics, but I don't think they deal as well with inharmonicity, and most instruments like piano or guitar are inharmonic (harmonics are slightly sharp from what they should be). It really depends on your circumstances, though.
Also, you can save even more processor cycles by computing only within a specific frequency band of interest, using the Chirp-Z transform.
I've written up a few different methods in Python for comparison purposes.
If you want to do pitch recognition in realtime (and accurate to within 1/100 of a semi-tone), your only real hope is the zero-crossing approach. And it's a faint hope, sorry to say. Zero-crossing can estimate pitch from just a couple of wavelengths of data, and it can be done with a smartphone's processing power, but it's not especially accurate, as tiny errors in measuring the wavelengths result in large errors in the estimated frequency. Devices like guitar synthesizers (which deduce the pitch from a guitar string with just a couple of wavelengths) work by quantizing the measurements to notes of the scale. This may work for your purposes, but be aware that zero-crossing works great with simple waveforms, but tends to work less and less well with more complex instrument sounds.
In my application (a software synthesizer that runs on smartphones) I use recordings of single instrument notes as the raw material for wavetable synthesis, and in order to produce notes at a particular pitch, I need to know the fundamental pitch of a recording, accurate to within 1/1000 of a semi-tone (I really only need 1/100 accuracy, but I'm OCD about this). The zero-crossing approach is much too inaccurate for this, and FFT-based approaches are either way too inaccurate or way too slow (or both sometimes).
The best approach that I've found in this case is to use autocorrelation. With autocorrelation you basically guess the pitch and then measure the autocorrelation of your sample at that corresponding wavelength. By scanning through the range of plausible pitches (say A = 55 Hz thru A = 880 Hz) by semi-tones, I locate the most-correlated pitch, then do a more finely-grained scan in the neighborhood of that pitch to get a more accurate value.
The approach best for you depends entirely on what you're trying to use this for.
I'm not familiar with all the methods you mention, but what you choose should depend primarily on the nature of your input data. Are you analysing pure tones, or does your input source have multiple notes? Is speech a feature of your input? Are there any limitations on the length of time you have to sample the input? Are you able to trade off some accuracy for speed?
To some extent what you choose also depends on whether you would like to perform your calculations in time or in frequency space. Converting a time series to a frequency representation takes time, but in my experience tends to give better results.
Autocorrelation compares two signals in the time domain. A naive implementation is simple but relatively expensive to compute, as it requires pair-wise differencing between all points in the original and time-shifted signals, followed by differentiation to identify turning points in the autocorrelation function, and then selection of the minimum corresponding to the fundamental frequency. There are alternative methods. For example, Average Magnitude Differencing is a very cheap form of autocorrelation, but accuracy suffers. All autocorrelation techniques run the risk of octave errors, since peaks other than the fundamental exist in the function.
Measuring zero-crossing points is simple and straightforward, but will run into problems if you have multiple waveforms present in the signal.
In frequency-space, techniques based on FFT may be efficient enough for your purposes. One example is the harmonic product spectrum technique, which compares the power spectrum of the signal with downsampled versions at each harmonic, and identifies the pitch by multiplying the spectra together to produce a clear peak.
As ever, there is no substitute for testing and profiling several techniques, to empirically determine what will work best for your problem and constraints.
An answer like this can only scratch the surface of this topic. As well as the earlier links, here are some relevant references for further reading.
Summary of pitch detection algorithms (Wikipedia)
Pros and cons of Autocorrelation vs Harmonic Product Spectrum
A high-level overview of pitch detection methods
In my project danstuner, I took code from Audacity. It essentially took an FFT, then found the peak power by putting a cubic curve on the FFT and finding the peak of that curve. Works pretty well, although I had to guard against octave-jumping.
See Spectrum.cpp.
Zero crossing won't work because a typical sound has harmonics and zero-crossings much more than the base frequency.
Something I experimented with (as a home side project) was this:
Sample the sound with ADC at whatever sample rate you need.
Detect the levels of the short-term positive and negative peaks of the waveform (sliding window or similar). I.e. an envelope detector.
Make a square wave that goes high when the waveform goes within 90% (or so) of the positive envelope, and goes low when the waveform goes within 90% of the negative envelope. I.e. a tracking square wave with hysteresis.
Measure the frequency of that square wave with straight-forward count/time calculations, using as many samples as you need to get the required accuracy.
However I found that with inputs from my electronic keyboard, for some instrument sounds it managed to pick up 2× the base frequency (next octave). This was a side project and I never got around to implementing a solution before moving on to other things. But I thought it had promise as being much less CPU load than FFT.

How do you analyse the fundamental frequency of a PCM or WAV sample? [closed]

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I have a sample held in a buffer from DirectX. It's a sample of a note played and captured from an instrument. How do I analyse the frequency of the sample (like a guitar tuner does)? I believe FFTs are involved, but I have no pointers to HOWTOs.
The FFT can help you figure out where the frequency is, but it can't tell you exactly what the frequency is. Each point in the FFT is a "bin" of frequencies, so if there's a peak in your FFT, all you know is that the frequency you want is somewhere within that bin, or range of frequencies.
If you want it really accurate, you need a long FFT with a high resolution and lots of bins (= lots of memory and lots of computation). You can also guess the true peak from a low-resolution FFT using quadratic interpolation on the log-scaled spectrum, which works surprisingly well.
If computational cost is most important, you can try to get the signal into a form in which you can count zero crossings, and then the more you count, the more accurate your measurement.
None of these will work if the fundamental is missing, though. :)
I've outlined a few different algorithms here, and the interpolated FFT is usually the most accurate (though this only works when the fundamental is the strongest harmonic - otherwise you need to be smarter about finding it), with zero-crossings a close second (though this only works for waveforms with one crossing per cycle). Neither of these conditions is typical.
Keep in mind that the partials above the fundamental frequency are not perfect harmonics in many instruments, like piano or guitar. Each partial is actually a little bit out of tune, or inharmonic. So the higher-frequency peaks in the FFT will not be exactly on the integer multiples of the fundamental, and the wave shape will change slightly from one cycle to the next, which throws off autocorrelation.
To get a really accurate frequency reading, I'd say to use the autocorrelation to guess the fundamental, then find the true peak using quadratic interpolation. (You can do the autocorrelation in the frequency domain to save CPU cycles.) There are a lot of gotchas, and the right method to use really depends on your application.
There are also other algorithms that are time-based, not frequency based.
Autocorrelation is a relatively simple algorithm for pitch detection.
Reference: http://cnx.org/content/m11714/latest/
I have written c# implementations of autocorrelation and other algorithms that are readable. Check out http://code.google.com/p/yaalp/.
http://code.google.com/p/yaalp/source/browse/#svn/trunk/csaudio/WaveAudio/WaveAudio
Lists the files, and PitchDetection.cs is the one you want.
(The project is GPL; so understand the terms if you use the code).
Guitar tuners don't use FFT's or DFT's. Usually they just count zero crossings. You might not get the fundamental frequency because some waveforms have more zero crossings than others but you can usually get a multiple of the fundamental frequency that way. That's enough to get the note although you might be one or more octaves off.
Low pass filtering before counting zero crossings can usually get rid of the excess zero crossings. Tuning the low pass filter requires some knowlegde of the range of frequency you want to detect though
FFTs (Fast-Fourier Transforms) would indeed be involved. FFTs allow you to approximate any analog signal with a sum of simple sine waves of fixed frequencies and varying amplitudes. What you'll essentially be doing is taking a sample and decomposing it into amplitude->frequency pairs, and then taking the frequency that corresponds to the highest amplitude.
Hopefully another SO reader can fill the gaps I'm leaving between the theory and the code!
A little more specifically:
If you start with the raw PCM in an input array, what you basically have is a graph of wave amplitude vs time.Doing a FFT will transform that to a frequency histogram for frequencies from 0 to 1/2 the input sampling rate. The value of each entry in the result array will be the 'strength' of the corresponding sub-frequency.
So to find the root frequency given an input array of size N sampled at S samples/second:
FFT(N, input, output);
max = max_i = 0;
for(i=0;i<N;i++)
if (output[i]>max) max_i = i;
root = S/2.0 * max_i/N ;
Retrieval of fundamental frequencies in a PCM audio signal is a difficult task, and there would be a lot to talk about it...
Anyway, usually time-based method are not suitable for polyphonic signals, because a complex wave given by the sum of different harmonic components due to multiple fundamental frequencies has a zero-crossing rate which depends only from the lowest frequency component...
Also in the frequency domain the FFT is not the most suitable method, since frequency spacing between notes follow an exponential scale, not linear. This means that a constant frequency resolution, used in the FFT method, may be insufficient to resolve lower frequency notes if the size of the analysis window in the time domain is not large enough.
A more suitable method would be a constant-Q transform, which is DFT applied after a process of low-pass filtering and decimation by 2 (i.e. halving each step the sampling frequency) of the signal, in order to obtain different subbands with different frequency resolution. In this way the calculation of DFT is optimized. The trouble is that also time resolution is variable, and increases for the lower subbands...
Finally, if we are trying to estimate the fundamental frequency of a single note, FFT/DFT methods are ok. Things change for a polyphonic context, in which partials of different sounds overlap and sum/cancel their amplitude depending from their phase difference, and so a single spectral peak could belong to different harmonic contents (belonging to different notes). Correlation in this case don't give good results...
Apply a DFT and then derive the fundamental frequency from the results. Googling around for DFT information will give you the information you need -- I'd link you to some, but they differ greatly in expectations of math knowledge.
Good luck.

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