Difference between revisions of "MTD2 class 8"

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[[Category:MTD2]]
 
==In Class==
 
==In Class==
  
* Audio Effects Presentations
 
* Intro to digital thoery
 
 
* Rendering in Premiere  
 
* Rendering in Premiere  
  
==Digital Theory==
+
{{Template:Digital Theory}}
  
Word of the Day
 
Analog
 
How stuff works - How Analog and Digital Recording Works
 
  
Analog vs. Digital the arguments in a nutshell
+
{{Template:Binary Numbers}}
Analog Digital Good - Infinite dynamic quantization (infinite resolution)
 
  
+
{{Template:Color Depth}}
Quantization error
 
  
fix - more bit depth/oversampling
+
{{Template:Binary Math}}
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)'
+
==Premiere Audio Demo==
Bad - Tape noise and generation loss Good - 'no generation loss'
+
[[Premiere Audio Demo]]
Bad - 'Cheap recording sound cheap' Good - 'cheap recordings sound good but digital'
 
* 'anything in quotes is what I like to call an opinion
 
  
+
examples of style in animation
Other Opinions
+
#cut out animation [http://www.vimeo.com/clip:52370]
 +
#Monty Python's Flying Circus [http://www.noolmusic.com/blogs/Youtube_Comedy_Video_-_Monty_Python_-_Charles_Atlas_animation.shtml]
  
analog winner http://www.segall.com/atr.html
+
==Flash Tracing Demo==
 +
How to trace still images in flash
  
analog winner http://www.digido.com/analog_versus_digital.html
+
[[Tracing in Flash]]
  
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 bin#        
 
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.
 
20 =1
 
21 =2
 
22 =4
 
23 =8
 
24 =16
 
25 =32
 
26 =64
 
27 =128
 
28 =256
 
29 =512
 
210 =1024
 
211 =2048
 
212 =4096
 
213 =8192
 
214 =16384
 
215 =32768
 
216 =65536
 
217 =131072
 
218 =262144
 
219 =524288
 
220 =1048576
 
221 =2097152
 
222 =4194304
 
223 =8388608
 
224 =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==
 
 
    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 Width File 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
 
 
 
 
==Homework==
 
==Homework==
 
# Read Chapter 3 in Sound Design for Interactive Media
 
# Read Chapter 3 in Sound Design for Interactive Media
 
# Render and Post and link a rought cut of your Story Boards with Audio
 
# Render and Post and link a rought cut of your Story Boards with Audio

Latest revision as of 20:48, 25 October 2007

In Class

  • 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 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

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 believe it's in week 2)Daves text

Base2


Each new bit doubles the number of intervals.


20 =1 monochrome, often black and white
21 =2
22 =4
23 =8 Most early color Unix workstations, VGA at low resolution, Super VGA, AGA http://en.wikipedia.org/wiki/Web_colors#Web-safe_colors
24 =16
25 =32
26 =64
27 =128
28 =256
29 =512
210 =1024
2 11 =2048
212 =4096
213 =8192
214 =16384
215 =32768
216 =65536 "thousands of colors" on Macintosh
220 =1048576
224 =16777216 Truecolor or "millions of colors" on Macintosh systems
232 = 4,294,967,295 refers to 24-bit color (Truecolor) with an additional 8 bits
264 = 18,446,744,073,709,551,616 = 16 exabytes. That's more than 18 billion billion bytes.

Large Bit Names

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


Color Depth

1 Bit
2 Bit
4 Bit
8 Bit
16 Bit
32 Bit


Bit Depth Color Examples

http://en.wikipedia.org/wiki/Color_depth

Premiere Audio Demo

Premiere Audio Demo

examples of style in animation

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

Flash Tracing Demo

How to trace still images in flash

Tracing in Flash


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