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ecnadniarb [sampling]
 

offline plaster from splitska 10 on 2004-11-16 11:54 [#01397005]
Points: 4173 Status: Regular



Capturing the Sound

Let’s talk about all the business that goes on before a
sound ever gets to your computer’s memory. Sound in the
air is continuously changing, and when it gets converted to
an electrical signal the changes are still continuous. Your
computer, however, can only store numbers using a limited
number of digits or precision. Continuously varying sound is
called an analog signal. Once the computer grabs the sound,
it doesn’t have enough precision to store all the
information about the sound in order to perfectly reproduce
it. What the computer has stored is called a digital signal
representation.

Your sound card captures information about an analog sound
signal by measuring its intensity at a given instant. This
corresponds to one single point on the waveforms we’ve
been looking at. In order to capture an entire waveform, the
measurement process must be repeated at a high rate, usually
thousands of times a second. Since the hardware has limited
speed and memory capacity, there are only so many points it
can capture. Any information between those points is lost
forever. This process of capturing the sound in small
intervals is called sampling.

To play back a sound, we just reverse the process and
convert the digital samples back to an analog signal. Of
course, the new signal will probably retain some of the
staircase effect, so the reproduction won’t be perfect



 

offline plaster from splitska 10 on 2004-11-16 11:55 [#01397006]
Points: 4173 Status: Regular



Sampling Rate

So just how many points do we need? If you look at audio
specs much, you’ve seen CD sampling rates of 44.1 kHz, or
44,100 samples per second. That’s a lot of points! A
well-known signal processing theorem (Nyquist Theorem) says
that to accurately reproduce a signal, you have to sample at
a rate at least twice the highest frequency component in the
signal. So the CD sampling rate of 44.1 kHz will capture
frequencies up to 22 kHz (a little past the 20 kHz spec that
most audio components try to achieve). Of course, most
personal computers have trouble doing something a few
thousand times a second, let alone tens of thousands, so
high-end stereo quality is usually reserved for the fastest
machines and most expensive sound cards.

Fortunately, many applications don’t require a wide
frequency range to get the reproduced sound "good enough".
Human speech, for example, contains some frequencies in the
10 kHz range (needing a sampling rate of 20kHz), but even at
4 kHz (8 kHz sampling), voice is perfectly understandable.
Telephone systems rely on that fact; if they had to handle
hi-fi audio, few people could afford the price of a phone
service.

You might be wondering what happens if you don’t sample at
a high enough frequency. Well, what you get is something
called aliasing. This sinister sounding term just means that
since the sample points aren’t close enough together, it
looks as though you sampled a lower frequency that really
wasn’t part of the original signal. Alias frequencies are
like ghosts - poltergeists really - you can’t see them but
they make a lot of noise. So by sampling at too low a rate,
not only do you miss some of the high frequencies, some of
them get thrown back into the mix as unwanted guests at
lower frequencies. They are audible as background noise and
distortion.


 

offline plaster from splitska 10 on 2004-11-16 11:55 [#01397007]
Points: 4173 Status: Regular



Sampling Resolution

Along with the sampling rate, the other key factor in audio
sampling is resolution. Personal computers are designed to
work with chunks of data in 8-bit bytes. Because of that,
it’s convenient for sound cards to use a single byte to
represent one sound sample. But because the original sound
is a continuous analog signal with an infinite range of
loudness levels possible, something’s got to give. After
all, the 256 possible loudness levels that an 8-bit byte can
represent are a lot less than infinite, so you end up with
the staircase effect you already know about.

This step effect means that for the time intervals of one
sample, we’re assuming that the waveform was flat, instead
of whatever it might have been doing in reality. Squared off
waves are legitimate waveforms, but if those sharp edges
existed in nature, they would be produced by some pretty
nasty high frequencies in the sound. So when we play back
the sound we’ll be creating those new frequencies, and
they’ll sound like background noise.

Noise is the main effect of using a low number of bits to
represent sound samples. In audio terminology, we talk about
the signal to noise ratio, or SNR of sound equipment. This
is a number you get when you divide the maximum sound level
bu the noise level. You want that number to be as high as
possible indicating that the noise level is very small. The
SNR is measured in united of decibels (dB). Decibels are
like the Richter scale for measuring earthquake intensity -
each step represents a much larger increase than the last.
Below is a table that shows how the number of bits used to
store a sample relates to the signal to noise ratio. This
table is based on the approximation that each bit is worth 6
dB.

Number of Bits :


4


6


8


10


12


14


16

SNR (db) :


24


36


48


60


72


84


96

Don’t forget that decibels do not increase at a constant
rate. The difference between 8 and 16 bits is not just a
simple doubling of


 

offline qrter from the future, and it works (Netherlands, The) on 2004-11-16 11:56 [#01397008]
Points: 47414 Status: Moderator



are you trying to talk Lee into sleeping with you?


 

offline plaster from splitska 10 on 2004-11-16 11:56 [#01397010]
Points: 4173 Status: Regular



HI!


 

offline plaster from splitska 10 on 2004-11-16 11:57 [#01397011]
Points: 4173 Status: Regular | Followup to qrter: #01397008



sucking my knob would be just fine...


 

offline ecnadniarb on 2004-11-16 11:58 [#01397012]
Points: 24805 Status: Lurker | Show recordbag



Point in this cut and paste jobby is what? The implication
you made was that I sampled specifically from autechres work
and were particularly negative about it. I was simply
stating the fact that the track was completely sequenced out
of individual drum hits and not taken from another specific
source. That's all.


 

offline plaster from splitska 10 on 2004-11-16 11:59 [#01397015]
Points: 4173 Status: Regular | Followup to ecnadniarb: #01397012



no problem mate...but it's too familiar that's why i
commented like that.
what did you use?


 

offline brokephones from Londontario on 2004-11-16 12:01 [#01397017]
Points: 6113 Status: Lurker



If you are implying that ecnadniarb (I don't think I know
him well enough to call him "Lee") sampled the autechre song
in question, you're wrong. He used a similar technique, but
you can cleary hear that it was a unique creation, not an
audio sample.


 

offline ecnadniarb on 2004-11-16 12:01 [#01397018]
Points: 24805 Status: Lurker | Followup to plaster: #01397015 | Show recordbag



Cubase with Kontakt and about 20 drum samples.


 

offline plaster from splitska 10 on 2004-11-16 12:04 [#01397021]
Points: 4173 Status: Regular | Followup to brokephones: #01397017



proove me that and i'll believe you.


 

offline brokephones from Londontario on 2004-11-16 12:10 [#01397025]
Points: 6113 Status: Lurker | Followup to plaster: #01397021



I don't care if you believe me.


 

offline mappatazee from ¨y¨z¨| (Burkina Faso) on 2004-11-16 12:12 [#01397028]
Points: 14294 Status: Lurker



Good threads have purpose.

This thread has a frightening lack thereof.


 

offline plaster from splitska 10 on 2004-11-16 12:15 [#01397029]
Points: 4173 Status: Regular | Followup to mappatazee: #01397028



sorry?


 

offline mappatazee from ¨y¨z¨| (Burkina Faso) on 2004-11-16 12:16 [#01397033]
Points: 14294 Status: Lurker | Followup to plaster: #01397029



Is your face burning with shame?


 

offline plaster from splitska 10 on 2004-11-16 12:21 [#01397044]
Points: 4173 Status: Regular | Followup to mappatazee: #01397033



no...should it be cos i'm doubting his beatz?


 

offline w M w from London (United Kingdom) on 2004-11-16 12:43 [#01397086]
Points: 21454 Status: Regular



Well I found all this interesting regardless of how well it
fits in the whole "Dide Birandunce sample teh ortectors or
not, lol" argument.

I think this is a good time for me mention the
bizarre sounds that stomachs make... It's like a
videogame sound or something, actually sort of similar to
that one boss in ghouls and ghosts (original) that is like a
big rock you stand on and it shoots up worms and you have to
kill the worm nests on it's body... I can't really think of
any mechanism, natural or artificial, that could possibly
make this sound. Maybe an octopus could make it. It kind of
goes like this:
baruwabaruwabaruwabaruwabaruwa, but that doesn't really
describe it well. Anyway I think music scientists should
study that stomach to make a cool musical instrument that
emulates it.


 

offline weatheredstoner from same shit babes. (United States) on 2004-11-16 13:52 [#01397213]
Points: 12585 Status: Lurker



I've sampled a snare hit from Lexaunculpt, does that make
everyone sad?


 


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