Difference between revisions of "Sound for Interaction class 9"

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* Intro to digital theory
 
* Intro to digital theory
  
==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}}
{| 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
 
  
+
{{Template:Color Depth}}
Other Opinions
 
  
analog winner http://www.segall.com/atr.html
+
{{Template:Binary Math}}
 
 
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
 
|}
 
 
 
 
 
==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
 
  
 
==HomeWork==
 
==HomeWork==
  
 
Finish [[Sound for Interaction Voice Recording]]
 
Finish [[Sound for Interaction Voice Recording]]

Latest revision as of 03:22, 25 July 2007

  • Audio Effects Presentations
  • Intro to digital theory

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

HomeWork

Finish Sound for Interaction Voice Recording