Difference between revisions of "MTD2 class 8"

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(Binary Numbers)
(Replacing page with 'Category:MTD2 ==In Class== * Rendering in Premiere ==Premiere Audio Demo== Premiere Audio Demo examples of style in animation #cut out animation [http://www.vimeo.c...')
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==In Class==
 
==In Class==
  
* Audio Effects Presentations
 
* Intro to digital theory
 
 
* Rendering in Premiere  
 
* 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
 
{| class="wikitable" cellpadding="5" cellspacing="0"
 
! 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 recordings 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
 
{|  class="wikitable" cellpadding="5" cellspacing="0"
 
! 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
 
    11010<sub>2</sub> = (1 * 2<sub>4</sub>) + (1 * 2<sub>3</sub>) + (0 * 2<sub>2</sub>) + (1 * 2<sub>1</sub>) + (0 * 2<sub>0</sub>) = 16<sub>10</sub> + 8<sub>10</sub> +  0 + 2<sub>10</sub> + 0 = 26<sub>10</sub>
 
 
[[Image:Eluan1bit.png|thumb|right|1 Bit]]
 
 
[[Image:Eluan2bit.png|thumb|right|2 Bit]]
 
 
[[Image:Eluan4bit.jpg|thumb|right|4 Bit]]
 
 
[[Image:Eluan8bit.jpg|thumb|right|8 Bit]]
 
 
[[Image:Eluan16bit.jpg|thumb|right|16 Bit]]
 
 
[[Image:Eluan32bit.jpg|thumb|right|32 Bit]]
 
 
Dividing by two
 
{| class="wikitable" cellpadding="5" cellspacing="0"
 
! 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 believe it's in week 2)Daves text
 
 
Base2
 
 
 
Each new bit doubles the number of intervals.
 
 
 
 
{| class="wikitable" cellpadding="5" cellspacing="0"
 
| 2<sup>0</sup>  || =1 || monochrome, often black and white
 
|-
 
|2<sup>1</sup> || =2
 
|-
 
| 2<sup>2</sup> || =4
 
|-
 
| 2<sup>3</sup> || =8 || Most early color Unix workstations, VGA at low resolution, Super VGA, AGA http://en.wikipedia.org/wiki/Web_colors#Web-safe_colors
 
|-
 
|2<sup>4</sup>  || =16
 
|-
 
|2<sup>5</sup> || =32
 
|-
 
|2<sup>6</sup> || =64
 
|-
 
|2<sup>7</sup> || =128
 
|-
 
|2<sup>8</sup> || =256
 
|-
 
|2<sup>9</sup> || =512
 
|-
 
|2<sup>10</sup> || =1024
 
|-
 
|2 <sup>11</sup>|| =2048
 
|-
 
|2<sup>12</sup> || =4096
 
|-
 
|2<sup>13</sup> || =8192
 
|-
 
|2<sup>14</sup> || =16384
 
|-
 
|2<sup>15</sup> || =32768
 
|-
 
|2<sup>16</sup> || =65536 || "thousands of colors" on Macintosh
 
|-
 
|2<sup>20</sup> || =1048576
 
|-
 
|2<sup>24</sup> || =16777216 || Truecolor or "millions of colors" on Macintosh systems
 
|-
 
|2<sup>32</sup> || = 4,294,967,295 || refers to 24-bit color (Truecolor) with an additional 8 bits
 
|-
 
|2<sup>64</sup> || = 18,446,744,073,709,551,616 || = 16 exabytes. That's more than 18 billion billion bytes.
 
|}
 
 
==Color Depth==
 
 
 
[[Bit Depth Color Examples]]
 
 
http://en.wikipedia.org/wiki/Color_depth
 
 
==Large Bit Names==
 
 
{| class="wikitable" cellpadding="5" cellspacing="0"
 
! 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==
 
 
'''OPTIONAL'''
 
 
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 magnitude otherwise this could be interpreted 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 regular binary numbers to represent positive numbers. To make that number negative you just flip 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 must check the MSB (most significant bit).If MSB is 0 number is positive, interpret normally If MSB is 1 number is negative
 
 
    * complement all bits
 
    * add 1
 
    * interpret as negative number
 
 
==Sampling theory==
 
 
sampling process [http://www.indiana.edu/~emusic/etext/digital_audio/chapter5_rate2.shtml]
 
 
[[Image:AudioDigitizer.png]]
 
 
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 Sampling Rates
 
{| class="wikitable" cellpadding="5" cellspacing="0"
 
! Sampling Rate !! Use
 
|-
 
|192kHz
 
|Professional recording and new fancy sound cards
 
|-
 
|96kHz
 
|Professional recording Modern Sound Cards HDDVD BlueRay SACD etc
 
|-
 
|48 kHz
 
|Professional recording (commonly used for TV/film)
 
|-
 
|44.1 kHz
 
|CD quality Audio
 
|-
 
|22 kHz
 
|Multimedia/ Games
 
|-
 
|11 kHz
 
|Multimedia/ Games
 
|}
 
 
'''File Size per Sampling rate and Bit Depth'''
 
<table>
 
<tr><td>Sample Rate</td><td> Bit Width</td><td>File Size per minute</td>
 
</tr><tr><td>96 kHz</td><td> 24-bit Stereo</td><td> 33.0 MB</td>
 
</tr><tr><td>44.1 kHz</td><td> 16-bit Stereo</td><td> 10.5 MB</td>
 
</tr><tr><td>44.1 kHz</td><td> 16-bit Mono</td><td> 5.3 MB</td>
 
</tr><tr><td>44.1 kHz</td><td> 8-bit Stereo</td><td> 5.3 MB</td>
 
</tr><tr><td>44.1 kHz</td><td> 8-bit Mono</td><td> 2.6 MB</td>
 
</tr><tr><td>22 kHz</td><td> 16-bit Stereo</td><td> 5.3 MB</td>
 
</tr><tr><td>22 kHz</td><td> 16-bit Mono</td><td> 2.6 MB</td>
 
</tr><tr><td>22 kHz</td><td> 8-bit Stereo</td><td> 2.6 MB</td>
 
</tr><tr><td>22 kHz</td><td> 8-bit Mono</td><td> 1.3 MB</td>
 
</tr><tr><td>11 kHz</td><td> 16-bit Stereo</td><td> 2.6 MB</td>
 
</tr><tr><td>11 kHz</td><td> 16-bit Mono</td><td> 1.3 MB</td>
 
</tr><tr><td>11 kHz</td><td> 8-bit Stereo</td><td> 1.3 MB</td>
 
</tr><tr><td>11 kHz</td><td> 8-bit Mono</td><td> 660 KB</td>
 
</tr></table>
 
 
  Note : Dropping the Sampling Rate or Bit Depth by half leads to half the file size
 
 
'''File formats'''
 
{| class="wikitable" cellpadding="5" cellspacing="0"
 
|-
 
! 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 variable 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==

Revision as of 02:32, 19 June 2007

In Class

  • Rendering in Premiere

Premiere Audio Demo

Premiere Audio Demo

examples of style in animation

  1. cut out animation [1]
  2. Monty Python's Flying Circus [2]

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