Beruflich Dokumente
Kultur Dokumente
Import and export WAV, AIFF, AU, FLAC and Ogg Vorbis files.
Fast "On-Demand" import of WAV or AIFF files (letting you start work with the
files almost immediately) if read directly from source.
Import and export all formats supported by libsndfile such as GSM 6.10, 32-bit
and 64-bit float WAV and U/A-Law.
Import MPEG audio (including MP2 and MP3 files) using libmad.
Import raw (headerless) audio files using the "Import Raw" command.
Create WAV or AIFF files suitable for burning to audio CD.
Export MP3 files with the optional LAME encoder library.
Import and export AC3, M4A/M4R (AAC) and WMA with the optional FFmpeg
library (this also supports import of audio from video files).
FEATURES FOUND IN SOUND-
EDITING SOFTWARE
Sound Quality
Supports 16-bit, 24-bit and 32-bit (floating point) samples (the latter
preserves samples in excess of full scale).
Sample rates and formats are converted using high-quality resampling and
dithering.
Tracks with different sample rates or formats are converted automatically in
real time.
FEATURES FOUND IN SOUND-
EDITING SOFTWARE
Editing
Easy editing with Cut, Copy, Paste and Delete.
Unlimited sequential Undo (and Redo) to go back any number of
steps.
Edit and mix large numbers of tracks.
Multiple clips are allowed per track.
Label tracks with selectable Sync-Lock Tracks feature for
keeping tracks and labels synchronized.
Draw Tool to alter individual sample points.
Envelope Tool to fade the volume up or down smoothly.
Automatic Crash Recovery in the event of abnormal program
termination.
FEATURES FOUND IN SOUND-
EDITING SOFTWARE
Accessibility
Tracks and selections can be fully manipulated using the keyboard.
Large range of keyboard shortcuts.
Excellent support for JAWS, NVDA and other screen readers on
Windows, and for VoiceOver on Mac.
FEATURES FOUND IN SOUND-
EDITING SOFTWARE
Effects
Change the pitch without altering the tempo (or vice-versa).
Remove static, hiss, hum or other constant background noises.
Alter frequencies with Equalization, Bass and Treble, High/Low Pass
and Notch Filter effects.
Adjust volume with Compressor, Amplify, Normalize, Fade In/Fade
Out and Adjustable Fade effects.
Remove Vocals from suitable stereo tracks.
Create voice-overs for podcasts or DJ sets using Auto Duck effect.
FEATURES FOUND IN SOUND-
EDITING SOFTWARE
The higher the bitrate of a track, the more space it will take up on
your computer. Generally, an audio CD will actually take up quite a
bit of space, which is why it's become common practice to
compress those files down so you can fit more on your hard drive
(or iPod, or Dropbox, or whatever). It is here where the argument
over "lossless" and "lossy" audio comes in.
BIT RATE
Calculating bit rate
Videos are also compressed when they are streamed over a network.
Streaming HD video requires a high-speed internet connection. Without
it, the user would experience buffering and regular drops in quality. HD
video is usually around 3 mbps. SD is around 1,500 kbps.
Lossless compression means that as the file size is compressed, the audio
quality remains the same - it does not get worse. Also, the file can be restored
back to its original state. FLAC and ALAC are open source lossless compression
formats. Lossless compression can reduce file sizes by up to 50% without losing
quality.
Lossy compression permanently removes data. For example, a WAV file
compressed to an MP3 would be lossy compression. The bit rate could be set at
64 kbps, which would reduce the size and quality of the file. However, it would not
be possible to recreate a 1,411 kbps quality file from a 64 kbps MP3.
With lossy compression, the original bit depth is reduced to remove data and
reduce the file size. The bit depth becomes variable.
MP3 and AAC are lossy compressed audio file formats widely supported on
different platforms. MP3 and AAC are both patented codecs. Ogg Vorbis is an
open source alternative for lossy compression.
Not all audio file formats will work on all media players.
DIFFERENCE BETWEEN AUDIO FORMAT
WAV and AIFF: Both WAV and AIFF are uncompressed formats,
which means they are exact copies of the original source audio.
The two formats are essentially the same quality; they just store
the data a bit differently.
AIFF is made by Apple, so you may see it a bit more often in
Apple products, but WAV is pretty much universal.
However, since they're uncompressed, they take up a lot of
unnecessary space.
Unless you're editing the audio, you don't need to store the
audio in these formats.
THE LOSSLESS FORMATS
MP3: MPEG Audio Layer III, or MP3 for short, is the most common lossy format around. So
much so that it's become synonymous with downloaded music. MP3 isn't the most efficient
format of them all, but its definitely the most well-supported, making it our #1 choice for lossy
audio. You really can't go wrong with MP3.
AAC: Advanced Audio Coding, also known as AAC, is similar to MP3, although it's a bit more
efficient. That means that you can have files that take up less space, but with the same sound
quality as MP3. And, with Apple's iTunes making AAC so popular, it's almost as widely
compatible with MP3. I've only ever had one device that couldn't play AACs properly, and that
was a few years ago, so it's pretty hard to go wrong with AAC either.
Ogg Vorbis: The Vorbis format, often known as Ogg Vorbis due to its use of the Ogg container,
is a free and open source alternative to MP3 and AAC. Its main draw is that it isn't restricted
by patents, but that doesn't affect you as a user—in fact, despite its open nature and similar
quality, it's much less popular than MP3 and AAC, meaning fewer players are going to support
it. As such, we don't really recommend it unless you feel very strongly about open source.
THE LOSSY FORMATS: MP3, AAC, OGG
Lossy Lossless
• Lossy compression permanently • Files can be restored back to
removes data. their original state.
• Once you’ve removed the data,
• Shrinks the whole file, keeping
it’s gone for good.
all of the quality.
• Lossy compression reduces the
size and quality of the file. • Lossless compression can
reduce file sizes by up to 50%
• The original bit depth is reduced without losing quality.
to remove data and reduce the
file size. • Lossless Formats : FLAC (Free
• Retains apparent original quality Lossless Audio Codec), ALAC
by removing sounds beyond (Apple Lossless)
human hearing.
• Lossy Formats: MP3, AAC, OGG
COMPRESSION
Byte conversion table
1024 KB = 1 MB(Megabyte)
1024 MB = 1 GB(Gigabyte)
1024 GB = 1 TB(Terabyte)
1024 TB = 1 PB(Petabyte)
FUNDAMENTALS OF DATA
REPRESENTATION: SAMPLED
SOUND
(there is no sound in outer space as space is a vacuum and there is no solid, liquid
or gas to transmit sound through!).
FUNDAMENTALS OF DATA
REPRESENTATION: SAMPLED
SOUND
A speaker works by moving its centre cone in and out, this causes the air
particles to bunch together forming waves.
If your ear is in the way, then the waves of sound particles will collide with your
ear drum, vibrating it and sending a message to your brain.
When you hear different volumes and pitches of sound all that is happening is
that each sound wave varies in energy for the volume (larger energy waves, the
louder the sound), or distance between sound waves which adjusts the pitch,
(smaller distances between waves leads to higher pitched sound).
FUNDAMENTALS OF DATA
REPRESENTATION: SAMPLED
SOUND
Sound is often recorded for two channels, stereo, feeding a left and right speaker
whose outputs may differ massively.
Where one channel is used, this is called mono. 5.1 surround sound used in
cinemas and home media set ups use 6 channels.
A computer representation of a stereo song, if you look carefully you'll see the
volume of the song varying as you go through it
FUNDAMENTALS OF DATA
REPRESENTATION: SAMPLED
SOUND
FUNDAMENTALS OF DATA
REPRESENTATION: SAMPLED
SOUND
Sound waves in nature are continuous, this means they have an almost
infinite amount of detail that you could store for even the shortest sound.
This makes them very difficult to record perfectly, as computers can only
store discrete data, data that has a limited number of data points.
FUNDAMENTALS OF DATA
REPRESENTATION: SAMPLED
SOUND
Sampled sound
To create digital music that sounds close to the real thing you need to look at the analogue sound
waves and try to represent them digitally.
This requires you to try to replicate the analogue (and continuous) waves as discrete values.
The first step in doing this is deciding how often you should sample the sound wave, if you do it
too little, the sample stored on a computer will sound very distant from the one being recorded.
Sample too often and sound stored will resemble that being recorded but having to store each of
the samples means you'll get very large file sizes.
To decide how often you are going to sample the analogue signal is called the sampling rate.
SAMPLE RATE
The sample rate is how many samples, or measurements, of the sound are
taken each second. The more samples that are taken, the more detail about
where the waves rise and fall is recorded and the higher the quality of the
audio. Also, the shape of the sound wave is captured more accurately.
Each sample represents the amplitude of the digital signal at a specific point
in time. The amplitude is stored as either an integer or a floating point
number and encoded as a binary number.
amplitude
The maximum displacement of a wave from a crest or trough to the middle.
integer
A whole number - in computing, a data type which represents signed
(positive) or unsigned (negative) whole numbers.
floating point
A data value in computer programming used to denote decimal numbers.
A common audio sample rate for music is 44,100 samples per second.
The unit for the sample rate is hertz (Hz).
44,100 samples per second is 44,100 hertz or 44.1 kilohertz (kHz).
Telephone networks and VOIP services can use a sample rate as low as 8 kHz. This
uses less data to represent the audio. At 8 kHz, the human voice can still be heard
clearly - but music at this sample rate would sound low quality.
SAMPLING RATE
Take a look at the following example:
SAMPLING RATE
SAMPLING RATE
To create digital sound as close to the real thing as possible you
need to take as many samples per second as you can.
That means that for a sampling rate of 44,100, sound waves will
have been sampled 44,100 times per second!
Comparison of the same sound sample recorded at 8kHz, 22kHz and 44kHz sample
rate. Note the spacing of the data points for each sample. The higher the sample rate
the more data points we'll need to store
SAMPLING RESOLUTION
Bit depth is the number of bits available for each sample. The higher the bit depth, the
higher the quality of the audio. Bit depth is usually 16 bits on a CD and 24 bits on a DVD.
A bit depth of 16 has a resolution of 65,536 possible values, but a bit depth of 24 has
over 16 million possible values.
16-bit resolution means each sample can be any binary value between 0000 0000 0000
0000 and 1111 1111 1111 1111.
To work out the size of a sound sample requires the following equation:
The difference is in the number of channels (signals) used. Mono uses one,
stereo uses more than one.
• In stereophonic sound more channels are used (typically two). You can use two
different channels and make one feed one speaker and the second channel
feed a second speaker (which is the most common stereo setup). This is used
to create directionality, perspective, space.
Mono Stereo
WHAT IS THE DIFFERENCE BETWEEN MONO AND STEREO?
In a common stereo setup of two channels: left and right, one channel is sent
to the left speaker and the other channel is sent to the right speaker.
Now, by controlling to which channel you send the signal you can control the
position of the sound.
Sounds with equal proportions on both speakers will appear to come from the
center.
Mono versus Stereo
Mono Stereo
If you are interested in sound editing you can start editing your own music using a
program called Audacity.
Using Audacity you can create your own sound samples with different sample
rates and sample resolutions, listening to the difference between them and noting
the different file sizes.
EXERCISE: SAMPLED
SOUND
1. Why might a digital representation of a sound struggle to
be a perfect representation?
2. Why might you choose to have a lower sampling rate
than a higher one for storing a song on your computer?
3. What is the sampling resolution?
4. What is the equation to work out the bit rate of a song
5. For the following sound sample work out its size:
Sample Rate = 16,000Hz
Sample Resolution = 8 bit
Length of Sound = 10 seconds
EXERCISE: SAMPLED
SOUND
6. Work out the sample rate of the following sound file:
Sound File = 100,000 bits
Sample Resolution = 10 bit
Length of Sound = 5 seconds