120 lines
5.5 KiB
Markdown
120 lines
5.5 KiB
Markdown
|
+++
|
|||
|
title = "What is digital audio?"
|
|||
|
description = "What is digital audio?"
|
|||
|
chapter = false
|
|||
|
weight = 3
|
|||
|
#pre = "<b>1. </b>"
|
|||
|
+++
|
|||
|
|
|||
|
**Ardour** is a Digital Audio Workstation (DAW). Beforing using it to record and edit sound, it might be useful to review how digital audio works.
|
|||
|
|
|||
|
![analogue-digital](en/Ardour4_Digital_Audio_1.png)
|
|||
|
|
|||
|
{{<mermaid align="center">}}
|
|||
|
graph TD;
|
|||
|
A(fa:fa-microphone Analog input) --> B(Analog to digital conversion)
|
|||
|
B --> | digital numeric data, samples | C(Digital system)
|
|||
|
C --> D(Digital to analog conversion)
|
|||
|
D --> E(fa:fa-headphones Analog output)
|
|||
|
{{< /mermaid >}}
|
|||
|
|
|||
|
The diagram above shows how sound travels to and from your computer. The
|
|||
|
"Analogue to Digital Conversion" (ADC) and the "Digital to Analogue
|
|||
|
Conversion" (DAC) are done by the sound card or audio interface. The "Digital
|
|||
|
System" in this case is your computer running **Ardour.**
|
|||
|
|
|||
|
## Frequency and Gain
|
|||
|
|
|||
|
Imagine a loudspeaker. To move the air in front of it and make sound,
|
|||
|
the membrane of the speaker must vibrate from its center position (at
|
|||
|
rest) backwards and forwards. The number of times the membrane vibrates
|
|||
|
each second determines the **Frequency** (the note, or *pitch*) of the
|
|||
|
sound you hear. The distance the membrane travels from its resting point
|
|||
|
determines the **Amplitude** (the volume, or *loudness*) of the sound.
|
|||
|
Normally, we measure Frequency in **Hertz** (Hz) and Amplitude in
|
|||
|
**Decibels** (dB).
|
|||
|
|
|||
|
![speaker](en/Ardour4_Digital_Audio_2.png)
|
|||
|
|
|||
|
Check out the great animation on this page illustrating this process:
|
|||
|
|
|||
|
{{< youtube RxdFP31QYAg >}}
|
|||
|
|
|||
|
A microphone works like a loudspeaker in reverse: vibrations in the air
|
|||
|
cause its membrane to vibrate. The microphone turns these acoustic
|
|||
|
vibrations into an electrical current. If you plug this microphone into
|
|||
|
a computer's sound card and start recording, the sound card makes
|
|||
|
thousands of measurements of this electric current per second and
|
|||
|
records them as numbers. The number of **Samples** (i.e. measurements)
|
|||
|
made per second is called the **Sample Rate**, and the number of
|
|||
|
possible values each Sample can have is called the **Bit Depth**. The
|
|||
|
combination of Sample Rate and Bit Depth indicates how closely the
|
|||
|
digital signal can reproduce the sound it has recorded.
|
|||
|
|
|||
|
## Peaks and Clipping
|
|||
|
|
|||
|
When Ardour displays the Samples which have been recorded, they appear
|
|||
|
as the **Waveform** we see below. The center horizontal line indicates
|
|||
|
the membrane of the speaker at rest, and the **Peaks** of the Waveform
|
|||
|
indicate the maximum **Amplitude.**
|
|||
|
|
|||
|
![waveform](en/Ardour4_Digital_Audio_Waveform.png)
|
|||
|
|
|||
|
If we take a Waveform and increase its the Amplitude a lot, some of the Peaks may now fall outside the range that the computer can represent digitally. The computer's inability to represent Peaks
|
|||
|
outside the range of Amplitude is called **Clipping**, which results in
|
|||
|
a permanent loss of digital information, as well as a change in the
|
|||
|
sound quality which is recognizable as **Distortion**. Ardour marks
|
|||
|
clipped Peaks with the color red, as can be seen in the image below.
|
|||
|
|
|||
|
![clipping](en/Ardour4_Digital_Audio_Clipping2.png)
|
|||
|
|
|||
|
In the image above, one can also see the **Mixer Strip** on the far left,
|
|||
|
which gives a running measurement of the Peaks, as well as an indication
|
|||
|
at the top of the **Peak Meters** showing the maximum Peak so far. The red number indicates Clipping has occurred.
|
|||
|
|
|||
|
{{% notice tip %}}
|
|||
|
Clipping often can happen at the time of recording if you set your microphone levels too high.
|
|||
|
{{% /notice %}}
|
|||
|
|
|||
|
The range of decibels between the region's maximum peak and the clipping
|
|||
|
point is commonly referred to as **Headroom**, and common recording
|
|||
|
practice is to keep approximately three to six Decibels of Headroom
|
|||
|
between the maximum of your signal and the clipping point, with the
|
|||
|
clipping point itself being represented as 0 dB (zero Decibels). In
|
|||
|
other words, an audio region with a comfortable amount of Headroom would
|
|||
|
have its maximum peaks between −6 dB and −3 dB.
|
|||
|
|
|||
|
Also, because the Peaks of audio signals add together, care must be
|
|||
|
taken when **Mixing** several sources together to keep the combined
|
|||
|
signals from Clipping.
|
|||
|
|
|||
|
## Sample Rate and Bit Depth
|
|||
|
|
|||
|
To make audio playable on a compact disc, for example, the computer must
|
|||
|
generate 44,100 Samples per second. The Sample Rate determines the
|
|||
|
highest frequency which can be recorded or played back by the computer.
|
|||
|
A sampling rate of 44.1 kHz means that the highest frequency which can
|
|||
|
be represented is just under 22.05 kHz. Since normal human hearing lies
|
|||
|
within the range of approximately 20 Hz to 20 kHz, this is commonly
|
|||
|
accepted as a reasonable Sample Rate. Other commonly used Sample Rates
|
|||
|
include 48 kHz (DAT recorders) or 96 kHz (DVD audio).
|
|||
|
|
|||
|
Each Sample is recorded as a **16-bit number**. One **Bit** is a piece of
|
|||
|
information which is either 0 or 1. If there are 16 bits together to
|
|||
|
make one sample, then there are 2^16 (65,536) possible values for each
|
|||
|
sample.
|
|||
|
|
|||
|
Thus, we can say that CD-quality audio has a Sample Rate of 44.1 kHz and
|
|||
|
a **Bit Depth** of 16 bits. Professional music recordings are usually
|
|||
|
mixed using 24 bits to preserve the highest amount of detail before
|
|||
|
being mixed down to 16 bits for CD. Older computer games have a
|
|||
|
distinctively rough sound, using only 8 bits. By increasing the Sample
|
|||
|
Rate, we are able to record higher sonic frequencies, and by increasing
|
|||
|
the Bit Depth, we are able to use a greater **Dynamic Range** (the
|
|||
|
difference between the quietest and the loudest sounds possible to
|
|||
|
record and play).
|
|||
|
|
|||
|
Here is a great video tutorial explaining sampling rate and bit depth in a lot more detail.
|
|||
|
|
|||
|
{{< youtube zC5KFnSUPNo >}}
|