Difference between revisions of "MTD2 class 8"

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* CDROM-XA (eXtended Archetecture) audio and data
 
* CDROM-XA (eXtended Archetecture) audio and data
  
==Premiere Render Demo==
+
 
[[Premiere Render Demo]]
 
  
 
==Premiere Audio Demo==
 
==Premiere Audio Demo==

Revision as of 03:11, 10 October 2006

In Class

  • Audio Effects Presentations
  • Intro to digital thoery
  • Rendering in Premiere

Digital Theory

Word of the Day Analog How stuff works - How Analog and Digital Recording Works

Analog vs. Digital the arguments in a nutshell

Analog Digital Good
Infinite dynamic quantization (infinite resolution) Quantization error fix - more bit depth/oversampling
Good? - The warming effects 'we're used' to from tape compression. Good?-'Perfect' reproduction of high frequencies - 'soundz harsh fix - 'using warm-sounding mikes and preamps (tubes)'
Bad - Tape noise and generation loss Good - 'no generation loss'
Bad - 'Cheap recording sound cheap' Good - 'cheap recordings sound good but digital'

* 'anything in quotes is what I like to call an opinion


Other Opinions

analog winner http://www.segall.com/atr.html

analog winner http://www.digido.com/analog_versus_digital.html

comparison http://www.outersound.com/osu/recording/

ana-dig.html Number Systems

Hexadecimal Base 16 Decimal Base 10 Octal Base 8 Binary Base 2
0 0 0 0000
1 1 1 0001
2 2 2 0010
3 3 3 0011
4 4 4 0100
5 5 5 0101
6 6 6 0110
7 7 7 0111
8 8 10 1000
9 9 11 1001
A 10 12 1010
B 11 13 1011
C 12 14 1100
D 13 15 1101
E 14 16 1110
F 15 17 1111

Binary Numbers

As Humans we use a 10 base numbering system. For machines this numbering system is impractical.

Gottfried Willheml von Leibnitz devised the binary number system in 1679

Converting Binary Numbers

Binary->Decimal

   110102 = (1 * 24) + (1 * 23) + (0 * 22) + (1 * 21) + (0 * 20) = 1610 + 810 +  0 + 210 + 0 = 2610

Dividing by two

integer remainder binary #
26
26/2 0 0
13/2 1 1 0
6/2 0 0 1 0
3/2 1 1 0 1 0
1/2 1 1 1 0 1 0
0/2 that's it kids

for more info see Dr. Dave's Class readings (i beleive it's in week 2)Daves text

Base2

Each new bit doubles the number of intervals.

2^0 =1
2^1 =2
2^2 =4
2^3 =8
2^4 =16
2^5 =32
2^6 =64
2^7 =128
2^8 =256
2^9 =512
2^10 =1024
2^11 =2048
2^12 =4096
2^13 =8192
2^14 =16384
2^15 =32768
2^16 =65536
2^20 =1048576
2^24 =16777216
Name Abbr. Size Kilo K 2^10 = 1,024
Mega M 2^20 = 1,048,576
Giga G 2^30 = 1,073,741,824
Tera T 2^40 = 1,099,511,627,776
Peta P 2^50 = 1,125,899,906,842,624
Exa E 2^60 = 1,152,921,504,606,846,976
Zetta Z 2^70 = 1,180,591,620,717,411,303,424
Yotta Y 2^80 = 1,208,925,819,614,629,174,706,176

Binary Math

Binary Math http://www.ibiblio.org/obp/electricCircuits/Digital/DIGI_2.html What can one byte (8 bits) store? 2^7 2^6 2^5 2^4 2^3 2^2 2^1 2^0 1 1 1 1 1 1 1 1 128 64 32 16 8 4 2 1 128+64+32+16+8+4+2+1 = 255

What about negative numbers? Signed Magnitude

Use the first bit as the equivalent of a +/- sign.

http://www.math.grin.edu/~rebelsky/Courses/152/97F/Readings/student-binary.html 510 in 8 bit binary 00000101

-510 in 8 bit binary Signed Magnitude 10000101 (make sure that the circuit knows you are using singed magitude otherwise this couls be interprerad as 113)


Now what can one byte (8 bits) store? +/- 2^6 2^5 2^4 2^3 2^2 2^1 2^0 0 1 1 1 1 1 1 1 + 64 32 16 8 4 2 1 64+32+16+8+4+2+1 = 127 or +/- 2^6 2^5 2^4 2^3 2^2 2^1 2^0 1 1 1 1 1 1 1 1 - 64 32 16 8 4 2 1 -64+32+16+8+4+2+1 = -127

One's Compliment

One's Compliment uses regulgar binary numbers to represent positive numbers. To make that numer negative you just filp all the bits from 1 to 0 or 0 to 1. 510 in 8 bit binary 00000101

-510 in 8 bit binary One's Compliment 11111010

Two's Compliment

Same as One's Compliment bit add one to negative numbers 510 in 8 bit binary 00000101

-510 in 8 bit binary Two's Compliment 11111011

To figure out the sign of the answer we mustcheck the MSB (most significant bit).If MSB is 0 number is positive, intepretnormally If MSB is 1 number is negative

   * complement all bits
   * add 1
   * interpret as negative number 

Sampling theory

sampling process

Bit Depth


over 24 bit used mainly for internal processing and really high end audio equipment 24 bit Professional recording and internal processing 16 bit CD quality audio (not so good for processing) 8 bit Smaller size used for consumer voice stuff and multimedia

Sampling Rates

Some Common Smapling Rates

192kHz Professional recording and new fancy sound cards
96kHz Professional recording (New CD/DVD format)
48 kHz Professional recording (found mainly on DAT recorders used for film)
44.1 kHz CD quality Audio
22 kHz Multimedia/ Games
11 kHz Multimedia/ Games

File Size per Sampling rate and Bit Depth

Sample Rate Bit WidthFile Size per minute
96 kHz 24-bit Stereo 33.0 MB
44.1 kHz 16-bit Stereo 10.5 MB
44.1 kHz 16-bit Mono 5.3 MB
44.1 kHz 8-bit Stereo 5.3 MB
44.1 kHz 8-bit Mono 2.6 MB
22 kHz 16-bit Stereo 5.3 MB
22 kHz 16-bit Mono 2.6 MB
22 kHz 8-bit Stereo 2.6 MB
22 kHz 8-bit Mono 1.3 MB
11 kHz 16-bit Stereo 2.6 MB
11 kHz 16-bit Mono 1.3 MB
11 kHz 8-bit Stereo 1.3 MB
11 kHz 8-bit Mono 660 KB
  Note : Dropping the Sampling Rate or Bit Depth by half leads to half the file size

File formats

name ext. info
aiff .aif audio interchange file format (mac native) supports markers and regions
sd2 .sd2 sound designer 2 (digidesign native) supports markers and regions
wave .wav wave file (Microsoft) many different formats most support markerz and regions
au-law .au or .aul au-law file (unix native) supports compression
RAM .ram or .ra Real audio File supports compression and streaming
Mpeg3 .mp3 Mpeg layer 3 supports vairble compression and streaming (AMP)
AAC .aac Mpeg2 Advanced Audio Coding AC-3 standard NEW not supported yet http://www.execpc.com/%7Ereal/aac/index.html
MIDI .mid not and audio format
Modular (MOD) .mod kinda an audio format (used mainly for games)
ASF wmv .asf .wmv windows Media and Advanced Streaming Format Microsoft supports variable compression streaming video encryption


CD Formats

  • RedBook Audio standard CD audio format
  • CDROM-XA (eXtended Archetecture) audio and data


Premiere Audio Demo

Premiere Audio Demo


Homework

  1. Read Chapter 3 in Sound Design for Interactive Media
  2. Render and Post and link a rought cut of your Story Boards with Audio
  3. review for MTD2 Quiz 3