Phil Leigh;578811 Wrote: 
> OK - I'll try, but only if you promise to stop with the photography
> analogies :-)
> 
> 1) all sound can be represented by the summation of a series of sine
> wives (Fourier) - so yes, the simplest sound is a pure sine wave.
> However, lets use a triangle wave instead to keep the maths simpler
> 
> 2) To keep it simple, lets use 4 bits instead of 16 so the max decimal
> value is 15 and the min is 0, with the "zero-crossing point" being 8 (8
> = silence)
> 
> 3) so, a fixed frequency triangle wave (say 1kHz) sampled at a sampling
> frequency of 13kHz (so you get 13 samples per wavelength) could be:
> 
> 8 10 12 14 12 10 8 6 4 2 4 6 8 
> That would be very loud.
> if we reduced the level by 6dB we'd get:
> 
> 8 9 11 13 11 9 8 7 5 3 5 7 8 
> You can see that the level (wave amplitude) has been "reduced" by "1
> bit" at each sampling point except at the zero crossing point of the
> waveform (you can't have "less than zero").
> 
> But look - we started with 8 10 12 14, now we have 8 9 11 13 - our nice
> triangle slope is distorted! we wanted to go 8 9.5 11 12.5 - but we
> can't!!!
> 
> This neatly illustrates the problem with recording in 4-bits!... you
> get the idea - now we have insufficient precision to record the correct
> value so we have to choose... Whatever we choose will be wrong...
> 
> More bits  = bigger numbers = more precision in the sample values =
> smaller errors when capture them AND if we change the numbers later.
> 
> in binary the two sequences would be:
> 8 10 12 14 12 10 8 6 4 2 4 6 8
> 8421
> ----
> 1000
> 1010
> 1100
> 1110
> 1100
> 1010
> 1000
> 0110
> 0100
> 0010
> 0100
> 0110
> 1000
> 
> changed to:
> 8 9 11 13 11 9 8 7 5 3 5 7 8
> 8421
> ----
> 1000
> 1001
> 1011
> 1101
> 1011
> 1001
> 1000
> 0111
> 0101
> 0011
> 0101
> 0111
> 1000
> 
> 
> 
> Does this help? Maybe it's the "zero-crossing" issue that's throwing
> you?
> I've used 4 bits here to exaggerate the issue. As you increase the
> number of bits available, the "rounding error" problem diminishes - you
> get increasingly precise numbers at each sample point... and if you
> perform any kind of DSP - which always involves floating point maths -
> on fixed precision numbers you get errors. More bits=smaller errors.
> 
> OK - I'll let you have a photo analogy now :-)
> bits in audio (representation of amplitude) are similar to bits in
> photography (representation of contrast/hue). Less bits = less
> gradation of contrast and less pallete range. 1 bit = pure black &
> white (or a full scale pure square wave in audio whose only variable is
> the mark/space ratio)
Do you realize what you might have started?  Such a bad/good person.
Time will tell.


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