What does the quality of an mp3 depend on? high resolution mp3


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What does the quality of an mp3 depend on? high resolution mp3

high resolution mp3
high resolution mp3

Factors influencing hearing quality

high resolution mp3
high resolution mp3

High quality

Lately, very high quality audios have been promoted… are they really convenient?

We could say that if we strictly base ourselves on technical aspects, they could be considered of higher quality.

For example, they get to use sample rates of more than double the highest currently used.

The same happens with the bit rate, they use numbers that until now were not used at all.

Pewro first we must ask ourselves if the equipment we use to read them (the computer, a cell phone, an mp4 player) are capable of handling these qualities and if the speakers or headphones are also enabled and built to do the same.

Otherwise we will end up paying a lot for this super audio and effectively get the same.

It is worth additionally thinking about whether our ears could differentiate between one and the other.

To what extent our ear perceives the difference between 4800 and 96000 as a sample rate.

What we must avoid is falling victim to the “numbers”, which will show us that in theory they will sound better, but avoid touching reality – for example the human ear or the quality of our speakers – and therefore the theory ends up being misleading.


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Sample rate, where it comes from

Sample rate, where it comes from

Sample rate

Where does the sample rate for CD-audio 44100 hertz come from?

Sample rate

The standard sample rate for CD-audio is 44100 Hertz. Where and why were these 44100s originally chosen for CD audio production?

Starting from the condition (see Nyquist-Shannon-Kotelnikov) of reproduction of the upper limit of the spectrum at 20 kHz, the sampling frequency should have been chosen above 40 kHz. But at the time of the creation of these standards and the development of CD-DA technology (the second half of the 70s of the last century), there was no generally accepted medium in which to record, edit and store digital sound. And for this, it was decided to use standard VCRs, which in those days worked in U-matic format. The digital signal was encoded by a special encoder into a black and white video pseudo-signal and recorded on a video cassette. The structure of the digital signal had to be linked to the frequency and structure of the fields of the television signal used for recording.

This decision was complicated by the fact that different video recording standards are used in Europe and the US: 525 lines at 60 Hz and 625 lines at 50 Hz, while not all lines can be used to record information. The selected frequency should fit the structure of both video signals. 44100 Hz meet this requirement.

In a 60 Hz NTSC video signal, 35 lines are not used for recording, leaving 490 active lines per frame, or 245 in the field for digital audio recording. When writing three samples to a string, the sample rate will be:

60 × 245 × 3 = 44100.

In a 50Hz PAL signal, 37 lines are not used, leaving 588 active lines per frame, or 249 per field, so the frequency will be:

50 × 249 × 3 = 44100.

Although digital sound at that time had nothing to do with the video signal, video equipment was used in the production of the CD, which determined the choice of sampling frequency.

Basics of digital sound theory Part 4

Basics of digital sound theory Part 4

Sample Rate

The MP3 algorithm allows you to compress the sound 20 to 30 times while maintaining good quality.

Sample Rate

The full quality of the CD is believed to be preserved at a bit rate of approximately 160 Kbps (the concepts of “sample rate” and “sample bit depth” do not apply to MP3 files). However, in most cases, much more compressed audio is quite acceptable. Therefore, in Flash animations, MP3 compression is usually used, which gives a bit rate of the order of 16-32 Kbps. The Flash player supports a range of bit rates ranging from 16 to 160 Kbps. You must select the most suitable based on film size and sound quality requirements. It is often worth leaving the MP3 file at the same quality as imported (therefore, the Use imported mp3 quality setting is on by default). If the quality changes, then the change should be in the direction of decreasing quality, but not increasing.

If the sound is processed in an external editor, you can take into account the fact that the Flash player supports not only the MP3 algorithm, which is part of the MPEG1 Layer 3 standard, but also newer algorithms (MPEG2 and MPEG2.5), that provide better sound quality when bit depth is low. In addition, the player supports MP3 encoding with both constant and variable bit depth (in the latter case, the best compression ratio is achieved).

The MP3 format is optimal for rash projects. Therefore, in practice, it is practically only used. Furthermore, MP3 files can be loaded dynamically, and they also have very useful ID3 tags with information about this sound.

• Nellymoser. A relatively new compression algorithm developed by Nellymoser Inc. Designed to compress human speech. His main idea is that a human voice can include vibrations with frequencies in a fairly narrow range. The upper and lower components can be discarded. Very low amplitude harmonics are also eliminated. The result is compression comparable to MP3 compression, but the sound quality is higher. More details about the Nellymoser algorithm can be found on the developer’s website http://www.nellymoser.com/.

The Nellymoser algorithm codec is included in the player only in Flash MX.

In the Flash IDE, Nellymoser compression is called Speech. You can adjust the quality / size ratio when using Nellymoser compression by changing the sample rate.

You can also include uncompressed audio in your SWF movie. In the development environment, this mode is called Raw. In this case, you can change the bit depth and sample rate. In theory, you can use uncompressed audio if sound quality is significantly more important than movie size (or, even less likely, if you need to save computing resources). In practice, however, it is better to use MP3 compression with a high bit rate (more than 120 Kbps).

Storage formats
There are quite a few audio formats. By default, Flash only allows you to import two of them.

• WAV. The main format for storing uncompressed audio on the Windows platform. Supports mono and stereo audio, various samples, and bit depths. Usually it is WAV where the analog signal is digitized, and only then is one of the compression algorithms applied. WAV files are extremely large, which is why this format has been significantly replaced by MP3. However, WAV is still the main format for professional sound editors like SoundForge.

• MP3. Audio format using the compression algorithm described above. The main format in the case of Flash, as it perfectly combines good sound quality and a small file size. Also, sound files in this format, unlike WAV files, can be dynamically loaded into a movie using the loadSound () method of the Sound class.

If you have QuickTime 4 or higher installed, you can import files in AIFF, QuickTime, Sun AU formats additionally.

Basics of digital sound theory Part 3

Basics of digital sound theory Part 3

Sample Rate

Compression algorithms

Sample Rate

Let’s try to calculate how much disk space an average CD-quality digitized music composition will occupy. Obviously, for this it is necessary to use the formula t KBF size â‹… â‹… â‹… = where F is the sampling frequency, B is the sample capacity, K is the number of strings, t is the time.

Assuming 44.1 kHz herbal, B = 2 bytes, K = 2 channels, and t = 300 seconds, we get that the digitized song will occupy approximately 50MB.

This means that only about 10 uncompressed songs can be burned to CD. Since every second of digitized CD quality sound takes up almost 200 Kb, this sound will be very problematic to use on telephony, radio or the Internet. Even if you digitize the sound as a single channel with a sample rate of 11.05 kHz and a bit depth of 8 bits, each second will occupy 11 KB.

For ordinary telephone networks, this is too much for sound to be transmitted in a continuous stream. A problem arises: somehow it is necessary to reduce the size of the sound files.

It is solved quite effectively by using various compression algorithms.
Flash Player supports the following types of compression.

• ADPCM (Adaptive Differential Pulse Code Modulation – Adaptive Difference Pulse Code Modulation). This type of compression is based on two ideas. First, it was found that in the vast majority of sounds we perceive, slowly changing low-frequency components prevail. From this fact it follows that the difference between adjacent samples is often small (or rather, significantly less than the absolute value of the samples themselves).

This means that the digitized audio signal can be represented not by the samples themselves, but by the differences between them, which are smaller in magnitude and therefore require fewer bits for description. Second, the coding of the difference between adjacent samples is done taking into account the magnitude of the amplitude and frequency composition, since the human ear has sensitivity limits (the so-called adaptation).

The ADPCM algorithm is actively used in IP telephony. It is poorly suited for streaming music due to the significant distortions it introduces into sound (distortions, of course, get into speech, but are hardly noticeable in speech). The compression ratio for ADPCM is typically low, ranging from 8: 1 to 3: 1. The ADPCM Flash Player codec allows 2, 3.4, or 5 bits to represent the difference between samples. Actually, you can achieve acceptable sound quality with a bit rate (bit rate, that is, the “weight” of a second of sound) of 16 Kbit.

The ADPCM algorithm is significantly inferior to MP3, so it is not worth using such compression in principle. MP3 compression will provide an order of magnitude better quality with the same bit depth. The presence of the corresponding codec is explained by the principles of backward compatibility: the MP3 codec is built into the player only in Flash 4. Before that, only the ADPCM codec was used, which is probably due to the free distribution of this algorithm. The reason ADPCM is still used in IP telephony is that it does not require as extensive math calculations as MP3, so compression can be done on the fly.

• MP3. One of the first and most common compression algorithms based on the so-called psychoacoustic compression. It uses the following characteristics of the human ear:

or if a soft sound follows a very strong one, then we don’t hear it. Therefore, it can be discarded;

or a sound component with a large amplitude masks components close to it in frequency, but with smaller amplitudes. Therefore, they can be slaughtered without noticeable loss of quality;

or the ear’s sensitivity to frequency distortion is low, therefore, if the components are close, they can be considered the same;

o We misperceive very low and very loud sounds, so fewer bits can be allocated for their encoding than for sounds with an average frequency.

Technically, the MP3 algorithm is implemented as follows. The sound is divided into chunks of a certain length called frames, and a forward Fourier transform is applied to each set of samples. Its result is the decomposition of a sound wave into elementary sinusoids of different frequencies: harmonics. The harmonic coefficient determines its contribution to the resulting wave. Harmonic coefficients are compared and the least significant are discarded.

Basics of Digital Sound Theory Part 2

Basics of Digital Sound Theory Part 2

Sample rate

A sample rate of 44.1 kHz is not always ideal.

Samplerate

When transmitting data over a low-bandwidth network, the quality of the sound must be sacrificed in favor of its size, in practice sampling frequencies two, four and eight times lower than 44.1 kHz are usually used:

• 22.05 kHz: the so-called radio quality. Used when encoding the sound of FM radio stations. In the case of Flash, it is good for creating background music and event sounds. For the transmission of a human voice, it is even somewhat redundant;

• 11.025 kHz – telephone quality. A sample rate more suitable for the human voice. Used in 1P telephony;

• 5.5 kHz: sound about to lose the information component. This sample rate can be used to transmit low sounds as well as speech (albeit with mediocre quality).

Flash Player supports sample rates 44.1: 22.05; 11,025; 5.5 kHz. The choice of frequency should be determined by the type of sound, as well as the importance of maintaining the size of the SWF file. However, it should be remembered that there is no point in increasing the sample rate of the audio fragment compared to the initial one. This will not increase the quality, but will only unnecessarily increase the size of the movie.

Bit depth of samples
Bit depth determines how many different amplitude values ​​can be captured during digitizing. If the bit width is 4 bits, then the range of the amplitude value from zero to the maximum will be divided into only 16 bins. Naturally, the error when rebuilding the analog signal will be very high. This bit depth is suitable for representing very simple sounds as well as speech (its quality will be low).

The 8-bit width allows 256 amplitude values ​​to be represented. This is the bit depth used by FM radio stations. It is enough to present any sound in satisfactory quality. 16-bit encoding is optimal. At the same time, it can work with 65,536 amplitude options, which is enough to cover the entire audible range.

The 16-bit format is used for CD recording. Higher quality quantization is only justified in the case of studio sound processing.

Flash Player supports 8-bit and 16-bit quantization for uncompressed formats (for example, WAV) and only 16-bit for compressed formats (MP3 belongs to them). Keep this in mind when importing a sound file into a movie.

Number of channels The
Stereo sound is designed to give the playback sound a natural dimension. This is achieved due to the fact that a different component of sound is reproduced from each speaker. In general, the sound of each channel is a separate sound file, so the size of the stereo sound is proportional to the number of channels supported.

Conventional non-professional sound cards work with two-channel audio. The Flash player also supports the same number of channels. With ActionScript, you can mix the sound of the channels by playing the left channel on the right speaker and the right channel on the left. How this is done, we will talk a bit below.

If the sound is encoded in MP3 format, you can choose one of three stereo formats.

• Dual channel. Each channel receives half of the stream and is separately encoded as mono. It is mainly recommended in cases where different channels contain a fundamentally different signal, for example text in different languages.

• Stereo. The channels are scrambled separately, but the scrambler program can give one channel more space than the other if necessary. Most standard format.

• Joint stereo. The stereo signal is divided into two new channels. One is the average of the original channels and the other is the difference between the channels. In this mode, the sound quality is obtained more frequently than in others.

Unfortunately, in the Flash development environment, you cannot specify which stereo format is used. Therefore, if sound quality is of paramount importance, then the creation of MP3 files with the required parameters should be done using one of the specialized programs.

Basic concepts of digital sound theory

Basic concepts of digital sound theory

Sample Rate

Sound is, in general, the vibrations of an elastic medium.

sample rate

The sound is caused by mechanical vibrations of some object (this can be a string, vocal cords, etc.) in contact with the environment. The frequency of vibration (measured in Hertz) determines the pitch. The higher the frequency, the louder the sound. The human ear can perceive sound vibrations from the air with a frequency of 20 Hz to 20 kHz. The ear perceives the amplitude of the vibration as volume. The higher the amplitude, the louder the sound.

Electromagnetic waves are a direct analog of sound waves. The latter are less susceptible to dispersal by the environment, the information they carry is easier to store and process. Electromagnetic waves are the most important secondary carrier of sound. The transformation of acoustic waves into electromagnetic waves (as well as the reverse operation) is carried out due to the usual induction effect, which consists in the appearance of a current in a conductor when it is placed in an alternating magnetic field.

Simply put, the oscillation of the loudspeaker membrane magnet near the coil induces an alternating current in it. If this current is applied to another speaker, then the magnet on its membrane will move, creating a corresponding sound.

This is how the telephone and the radio work.

Sound converted to electromagnetic waves can be easily stored. For this, some parameter of the carrier must be compared (the depth of the plate track or the degree of magnetization of the film) with the amplitude of the oscillations (that is, the strength of the induced current in the speaker coil) . Sound converted directly to electromagnetic waves is called analog sound. Its main characteristic is the direct correspondence of the electromagnetic waves transmitted or recorded with the acoustic ones.

Digital sound is relatively new. Its main difference from analog is discretion. When digitizing, a special device, an analog-to-digital converter (ADC), measures at regular intervals (approximately 0.001-0.0001 seconds) the magnitude of the amplitude of an electromagnetic wave corresponding to an analog sound form and writes its value to a file with a specified precision. This value is generally called sample, or in jargon, sample (of the sample in English, sample). The same digitization is often called sampling or sampling.

By converting sound from digital to analog (this is done by a device called a digital-to-analog converter (DAC)).

The interpolation (approximation) of the intermediate values ​​of the amplitude is carried out according to the known ones. Since the sampling frequency is usually high, this operation allows you to fairly accurately reconstruct the original analog signal.

The digital form of sound is characterized by five parameters.

1. The sampling rate;
2. Bit size of the samples.
3. The number of channels or tracks.
4. Compression / decompression algorithm (codec).
5. Storage format.

Since each of these parameters is quite specific, we will consider them separately.

Sampling rate
The sample rate determines how many samples per second will be taken when digitizing. If we compare digital sound with digital images, then the sample rate will correspond to the resolution (a more “realistic” analogy is the frame rate in cinema). The higher the sampling frequency, the better it is possible to reconstruct the analog signal based on the digital form of the sound (more precisely, the higher the sampling frequency, the broader the spectrum of frequencies that can be recorded during digitization).
The famous Nyquist-Kotelnikov theorem states that for the correct reconstruction of an analog signal from its digital recording, it is necessary that the sampling frequency be at least twice the maximum sound frequency.

Since the upper listening limit is 20 kHz, ideally the sample rate should be at least 40 kHz. This is why the standard sampling frequency used for recording CDs is 44.1 kHz (so-called CD quality). However, the sample rate can be higher, but this sound quality is only used by recording studios and especially demanding music lovers.

Audio sample rate and bit depth – in simple, understandable language

Audio sample rate and bit depth – in simple, understandable language

Bit Depth and Sample Rate

What is the sample rate (sample rate)? What is bit depth?

Sample Rate & BitDepth

Even if you are not dealing directly with digital sound recording, you will be interested!

Are you new to the world of digital music? Not sure what all these designations and complex numbers mean?

Hmm, no wonder! After all, every day there is more and more information. And knowing everything is almost impossible.

Yes, this is not necessary! You need to know the essentials.

Sample rate and bit depth are sound engineering concepts that you should know if you decide to make music in a computer environment.

Even if you haven’t had to record music in a virtual environment yet, but have dealt with audio (be it on a portable digital player, a player on a computer, or elsewhere), you may have seen some numbers in the properties of audio: “16 bit, 24 bit, 44100 Hz, 48000 Hz …”

The material is presented briefly and is accessible even to the uninitiated. Just the essentials.

So what are sample rate and bit depth? What is it for?

To begin with, we agreed that in different sources you can find: Sample rate and Sample rate. The abbreviations are equivalent. Call it what you like the most.

And bit and bit depth. It’s the same, the same, it just sounds different.

So.

Sample rate (sample rate) …

All inanimate music (music produced by a computer, music center, etc., that is, not live) has this parameter. This is the number of samples per second. Without going into details, I will say that 44100 Hz is optimal for humans. Since at a higher value, the sounds to be sampled will be practically inaccessible to our ears, we will simply not hear them, because they will be out of earshot.

I’ll explain a bit more in datell about sample rate. Discrete means discontinuous. That is, the sampling process is the processing of each bit of information one by one (that is, discretely and not all at once). In our case, this happens 44100 times per second. By Nyquist’s theorem, the required sampling rate for normal perception should be twice the hearing threshold. Since an average person listens up to 16 KHz (KiloHz or 16000 Hz), and something (normal for a healthy young person) up to 20 KHz, the sampling frequency was determined at 44.1 KHz (44100 Hz), that is, twice the threshold. audibility of the human ear. Why not 40 kHz (40,000 Hz)? Taken with margin (nobody canceled errors and noise on the route and after the CD release).

I hope everything is clear now.

The bitness (Bitness) is a kind of resolution of these same samples. Why am I calling this permission? Just so you prefer to understand by analogy what is what.

Grab your monitor – the higher the resolution, the better the picture, right? At low resolution you will see individual pixels and the eye will no longer be happy as before. I smile

Bitness is dynamic range, that is, the oscillation of your audio up and down (in terms of volume, power, so to speak), the nuances of performance.

The higher the audio bit rate, the more space the audio will occupy on your hard drive (on your computer); keep in mind.

For projects that are important to you, I advise you to use 24 bits and a sample rate of 48000 Hz. THIS IS A STANDARD. Then, for CD output, it will be possible to downgrade the data to 16 bits and 44.1 kHz.

But some people prefer to work on 24/96 (24 Bits – bit depth, 96 KHz – sample rate) or 24 / 88.2. The taste and the color …

For most projects, 16 / 44.1 is adequate (16 bit – bit depth, 44100 Hz is equivalent to 44.1 KHz – sample rate).

The sample rate and bit depth go directly next to each other and never go alone. That is their destiny.

Why is 44,100 used as the high quality sample rate?

Why is 44,100 used as the high quality sample rate?

Sample Rate

Why did we choose 44.1 kHz as the recording sample rate?

Sample Rates

People’s ears hear a sound whose frequency varies between 20 Hz and 20 kHz. By Nyquist’s theorem, the recording speed must be at least 40 kHz. Is this the reason for choosing 44.1 kHz?

Explain in more detail, the sample rate means how many “frames” should be recorded per second to have high quality audio.
According to the famous theorem created by a famous scientist named Nyquist, the sampling frequency must be at least twice the maximum frequency that we will record … then, as the human ear can hear approximately 20 kHz at most, twice that would be 40,000 per which was proposed 44,100 as a standard sampling frequency for high fidelity audio.

It is true that, like any convention, the choice of 44.1 kHz is something of a historical accident. There are several other historical reasons.

Of course, the sample rate must be higher than 40 kHz if you want high-quality audio with a 20 kHz bandwidth.

How to make 48.0 kHz was discussed (this matched well with 24fps and supposedly 30fps movies on North American television), but given the physical size of 120mm, there was a limit to the amount of CD data that could be stored and what an error detection and correction scheme is needed that requires some data redundancy, the amount of logical data that a CD can store (about 700MB) is about half of the physical data. With all of this in mind, at 48 kHz, we were told that it cannot hold all of Beethoven’s 9s, but that it can hold all of 9 on one record at a slightly slower speed. So 48 kHz is not.

However, why 44.1 and not 44.0 or 45.0 kHz or some nice round number?

Then in the late 1970s, there was a product called the Sony F1, designed to record digital audio onto readily available videotape (Betamax, not VHS). It was at 44.1 kHz (or more precisely 44.056 kHz). Thus, it will facilitate the transfer of recordings without oversampling and interpolation from F1 to CD or in the other direction.

My understanding of how this turns out is that the horizontal scan speed of the NTSC TV was 15,750 kHz and 44.1 kHz is exactly 2.8 times. I’m not entirely sure, but I think this means you can have three pairs of stereo samples per horizontal line, and for every 5 lines where you would normally have 15 samples, there are 14 samples plus an extra sample for some checking. for parity or redundancy in F1. 14 samples for 5 lines is the same as 2.8 samples per horizontal line and 15,750 lines per second, which is 44,100 samples per second.

With the transition to digital formats, audio was stored in the form of pseudo-video, which could be viewed as black or white (representing a binary format).

The frequency and field structure used by the television standard is as follows for 60 Hz video: 245 lines per field (excluding the first 35 skipped lines). With three samples per line, that is 60 x 245 x 3 = 44100 = 44.1 kHz.

This convention was later used for the CD format due to hardware compatibility issues (the first computer used to make master CDs used for CD replication was video-based).

Now, with the advent of color television, they’ve had to slow the horizontal line speed a bit to 15,734 lines per second. This setting results in 44,056 samples per second on the Sony F1.

Sampling frequency.

Sampling frequency.

Sample Rate

What is its importance for sound recording?

Sample Rate

Time sampling is a process that is directly related to the conversion of an analog signal to digital. Along with it, the data is quantized in amplitude. Time sampling means measuring a signal at the time of its entire transmission.

A sample is taken as a unit. If in words this is not entirely clear, then in an example it seems more convincing. Let’s say the sample rate is 44100 Hz, the same as that used on audio CDs.

This means that the signal is measured 44100 times in one second.

An analog signal is always higher in saturation than a digital one. And its transformation is an inevitable loss of quality.

The sample rate serves as a kind of benchmark: the higher it is, the closer the digital sound quality is to analog. This is clearly visible in the list below. Shows which sound frequency is best.

As you study it, you will see a direct relationship between sampling and track quality:

1,8000 Hz. This frequency is typical for telephone conversations and voice recording on a dictaphone with a simple set of functions. It is used in audio converted through the Nellymoser codec.
2. 22050 Hz is used in broadcasting.
3.44100Hz. As mentioned above, this frequency is typical for audio CDs, and this figure has long been identified with the highest quality level. And today the format does not lose its positions.
4.48000 Hz. These are the DAT and DVD formats, which have replaced AUDIO.
5.16000 – DVD-Audio MLP-5.1.
6.2822 400HZ is a high-tech Super Audio SACD format.
Also read 3D Builder Windows 10 what it is
The list clearly indicates which sound frequency is the best. In addition, technologies do not stop and new formats appear.

But before making far-reaching plans, a very significant nuance must be taken into account.

Its essence is simple: the higher the sampling frequency, the more difficult it is to achieve it technologically. This requires:

Provide high intensity transmission of digital streams. And this is not possible on all interfaces. And the more channels are involved in the recording (which is typical for musical ensembles), the more complicated the process will be;
be armed with a processor capable of powerful computing operations. But even with the most advanced examples, the possibilities for ultra-high quality sound are limited;
Use it to record computer equipment with a large amount of RAM.
Considering the above information, it is not surprising that the sound frequency equal to 44100 Hz is still the most in demand today.

It has been meeting even the most demanding quality requirements for decades, and at the same time there are all the technical possibilities to achieve it. This last factor is decisive for both normal users and most recording studios.

Even knowing what the best sound frequency is, to achieve this, it is necessary to take care of the technical equipment.