Why upsampling? Part 2


Free Download Mp4Gain
picture

Why upsampling? Part 2

Upsampling

For every doubling of the sampling frequency, the spectral density of the noise is reduced by half and the signal-to-noise ratio increases by 3 dB. Since the resolution limit for the pressure level is approximately 1 dB, these decibels are unlikely to have a noticeable effect on sound perception in the high-frequency region. Based on these numbers, it is absolutely impossible to draw tentative conclusions about the change in sound quality.

In order to relate the spectrum of quantization errors, sampling frequency and sound quality, in this article it is proposed to use a tonal signal as a music model, as is usual to evaluate the quality of sound paths. This approach relies heavily on materials published in the “Sound Engineer” magazine.

The results can be summarized as follows. Unlike analog audio, digital audio is the product of amplitude modulation. This is manifested in a rigid functional dependence of the quantization error spectrum of the frequency multiplicity factor of the audio signal F and the sampling frequency fs, represented as the ratio of prime numbers y and x (k = fs / F = y / x). The frequency spectrum of quantization errors is always discrete and is determined solely by the multiplicity factor; the components of this spectrum are also determined solely by the amplitude of the audio signal, expressed in quanta. This means that the mechanism for shaping the quantization error spectrum does not depend on the number of bits used. With an increase in the quantization bit depth, the spectrum does not change in shape and composition, but only changes in level by 6 dB with each additional digit. (There are situations where a change in bit depth leads to a change in spectrum, – Ed.) The auditory perception of the quantization error spectrum is largely determined by the frequency response of hearing, which, in turn, it depends largely on the sound pressure level.

The frequencies of digital sound are divided into multiples when x = 1 and submultiples when x> 1. At multiple frequencies, the spectrum of quantization errors is harmonic and the main pitch is the frequency of the audio signal. If y is an even number, then the spectrum contains only odd harmonics. If y is an odd number, then the odd and even harmonics of the audio signal are present in the spectrum.

At multiple sub-frequencies in the quantization error spectrum, the components appear below the frequency of the audio signal, down to zero, and the lower limit of the spectrum Fn (x) is determined by the formula x – Fn (x) = F / X. In this case, the frequency Fn (x) becomes the fundamental pitch of the sound for quantization errors, and all other components, including the frequency of the sound signal, are converted to its harmonics. If the number is even at the submultiple frequency yskr, then the spectrum contains only odd harmonics of the frequency Fn (x). If yskr is an odd number, then the spectrum contains odd and even harmonics of this frequency. Low-frequency components in the quantization error spectrum lead to the appearance of harmonics in the form of pitch or consonance. They are especially noticeable at high frequencies in the audio signal when there is no frequency masking effect.

To clarify, we will give an example of a quantization error spectrum at an audio signal level of minus 30 dB with 8-bit quantization. Let fs = 48 kHz and F = 12800 Hz, then the multiplicity factor k skr = y / x = 48000/12800 = 15/4 and therefore the lower cutoff frequency Fn (x) = F / x = 3200 Hz, and the spectrum consists of odd and even harmonics of this frequency.

1.jpg

Figure 1. Quantization error spectra at submultiple frequency deviation

When the frequency of an audio signal deviates from a submultiple value by a small amount, sidebands appear around all harmonics of the spectrum, including zero (Fig. 1a), the number of spectrum components increases dramatically, and the limit bottom of the spectrum decreases, since the current value of x increases a lot.

Suppose, for example, that the frequency increment of the audio signal is 1 Hz, then the value of the multiplicity factor k = y / x = 48000/12801 = 16000/4267 and the lower limit frequency of the deviation spectrum becomes Fno = 12801/4267 = 3 Hz, and the interval between the components of the spectrum decreases to 6 Hz (Fig. 1b).


Free Download Mp4Gain
picture


Mp4Gain Main Window
picture


Mp4Gain Features
picture


Free Download Mp4Gain
picture

Why upsampling?

Why upsampling?

Upsampling

When it comes to improving digital sound quality, experts in this field agree on only one thing: with an increase in sample rate, sound quality improves dramatically.

Why upsampling?
When it comes to improving digital sound quality, experts in this field agree on only one thing: As the sample rate increases, the sound quality improves dramatically. Also, under the word “improvement”, everyone already understands something for himself. All the variety of opinions on this topic boils down to the following: the sound becomes clearer, softer, more natural, the low frequencies are perceived more clearly.

However, these nuances are only noticed by listeners trained with a good ear for music on specially selected sound material and using technically advanced equipment.

There are many hypotheses that explain why sound quality is improved by higher sampling. Many technicians are inclined to believe that this relationship is due to distortions that arise from filtering and interpolation during audio signal reconstruction.

On a modern technical level, high-quality interpolators may be practically impossible to implement, therefore, instead of improving them, manufacturers simply increase the sample rate. Maybe it’s not about them at all.

Another version, which many music lovers adhere to, is that at a low sampling frequency, for example 44100 Hz, digital sound is completely devoid of nuances of high sounds, the main frequencies of which are above 7 kHz. , and at lower frequencies there are very few harmonics for a high quality perception of music.

In fact, many musical instruments generate vibrations of up to 100 kHz. It is true that the fraction of energy that falls in the frequency band above 20 kHz is 0.01 to 2% for sounds of a harmonic nature and 0.02 to 68% for sounds created by a cymbal, triangle or striking the metal edge of a drum (hoop shot – editor’s note).

Even the frequency range of speech in hissing-hissing sounds extends up to 40 kHz. Supporters of this version are not ashamed that a person cannot perceive sounds with a frequency higher than 20 kHz. Ultrasound is assumed to be perceived bypassing the auditory system, for example through bone conduction.

Discussions that harmonics above 20 kHz make a significant contribution to sounding have culminated in the creation and widespread introduction of analog-to-digital converters using 96 kHz and 192 kHz sample rates; The sample rate is expected to increase to 384 kHz.

Based on modern knowledge of human perception of sound, it must be assumed that the relationship between digital sound quality and sampling frequency is due to the transformation of the quantization error spectrum in the audio frequency range.

In technical literature, this topic is considered only for a particular mathematical model, when music is represented by a signal with a uniform distribution in level and frequency. In this case, the quantization errors are converted to noise with a uniform spectral density from 0 Hz to the Nyquist frequency.

Relationship between sound quality and sample rate

Relationship between sound quality and sample rate

SAMPLE RATE

The conversion of an analog signal to digital consists of two steps: sampling in time and quantization in amplitude.

sample rate

Time sampling means that the signal is represented by a series of samples (samples) taken at regular intervals. For example, when we say that the sample rate is 44.1 kHz, this means that the signal is measured 44 100 times in one second.

The main problem in the first stage of converting an analog to digital signal (digitization) is the choice of the sampling frequency of the analog signal. The higher the frequency, the closer the digital signal is to the analog. However, in proportion to the increase in frequency, they increase:

The intensity of the digital data flow and the bandwidth of the interfaces are not unlimited, especially if several channels are recorded / played simultaneously;
The computational load on digital processors and their computing capabilities are also limited;
The amount of memory required to store the digital signal is increased.
Obviously, a compromise is needed. The choice of the sampling frequency affects the frequency range of the received digital sound and the maximum frequency of the analog signal, correctly represented in the digital one. It is believed that a person hears frequencies in the range of 20 to 20,000 Hz. According to the well-known Kotelnikov theorem, in order for an analog signal (continuous in time) to be accurately reconstructed from its samples, the sampling frequency must be at least twice the maximum audio frequency.

An audio frequency equal to half the sampling frequency is called the Nyquist frequency and is the maximum frequency that a given digital system can store and reproduce correctly. Therefore, if the actual analog signal that we are going to convert to digital format contains frequency components from 0 to 20 kHz, then the sampling frequency of that signal must be at least 40 kHz. The most common sample rates today are 44.1 kHz (CD) and 48 kHz (DAT).

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 ⋅ ⋅ ⋅ = 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.

Sample rate and bit depth

Sample rate and bit depth

uno2

When describing digital recording devices, two fundamental concepts are used: sample rate and bit depth. In this article, we will see what it is.

Sampling rate
The sample rate is the rate at which the logger captures samples of the input signal. When recording sound in digital form, in fact, individual samples or, in other words, values ​​of sound intensity are recorded at separate points in time.

The sample rate for recording devices is usually the following standard values: 44.1 kHz; 48 kHz and 96 kHz. The higher the sample rate, the more samples will be taken in 1 second and the better the digital sound quality we will get as a result.

What is the meaning of these numbers? They mean the number of times the recorder reads the sound intensity value from the input signal per second. The sample rate is measured in kilohertz (kHz), 1 kHz = 1000 samples per second.

For example, if the recording is made with a sampling frequency of 48 kHz, this means that the sound recorder measures and records the sound intensity value 48,000 times per second.

This number may seem unimaginably huge, but here the phenomenon called Nyquist frequency is worth remembering. The Nyquist frequency is named after the person who first discovered it. Defines the highest sound frequency that can be recorded at a given sample rate.

In short, the maximum tone that can be digitally fed is about half the sample rate.

Therefore, when recording at a sampling frequency of 48 kHz, the maximum audio frequency that can be recorded is 24 kHz. This is sufficient, considering that the human ear hears frequencies on average from 20 Hz to 20 kHz.

Bit depth
When talking about digital recording devices, you can often hear the words “16-bit”, “24-bit”, and so on. Some mean the number of information units with which the value of each sample obtained from the digital recording can be represented.

The higher the value of this number, the more accurately you can record the value of each sample and the higher the sound quality you will get as a result.

Do not think that the greater the number of bits, that is, the greater the bit depth, the greater the intensity value that can be set. Here is meant representation precision.

Modern recorders are usually 24 bits wide. It should be noted that recording with a large bit depth takes up a lot of space on the storage device, but this is not so important, because modern media has a huge volume and is becoming more and more affordable.

What is the sample rate and bit rate?

What is the sample rate?

Sample Rate

Frequency is defined as the number of cycles of periodic motion per unit of time. The SI unit of frequency is called hertz (Hz, after its inventor Heinrich Hertz). One hertz corresponds to one cycle (or complete oscillation) per second.

Sample Rate

Example. Sound waves have a frequency in the range of approximately 20 to 20,000 Hz. This means that at any point along the path of the sound wave, the pressure will fluctuate from high to low, 20 to 20,000 times per second.

In digital audio, the maximum frequency that can be successfully recreated is half the sample rate. Therefore, with a sample rate of 44.1 kHz, frequencies up to 22.05 kHz can be recreated. Wave frequency refers to how many times per second a wave moves from its highest point to its lowest point and vice versa. It is usually measured in hertz (Hz) or cycles per second. The frequency of the wave determines its height. High-frequency waves have a high pitch, while lower frequencies have a lower pitch. The average person can hear frequencies from 15 or 20 Hz to about 20,000 Hz (20 kHz).

Analog wave The wave amplitude refers to half the distance between the highest point of the wave and the lowest point. The greater the amplitude of the wave, the greater its volume, which is generally measured in decibels (dB). The decibel range for human hearing is complex and depends on the frequency of the sound in question, the age of the person and the listening environment, but varies from approximately 0 to 120 dB, with each 10 dB change corresponding to a doubling of the perceived volume.

Absolute Threshold: ATH is the volume level at which a certain sound can be detected 50% of the time.

What is the bit rate?

Bit rate refers to the data transfer rate (that is, how many bits are transmitted in a given time), generally expressed in bits per second. Common units of bit rate are kilobits per second (Kbps) and megabits per second (Mbps). The term is also commonly used when talking about digital sampling and sample rates. For example, the MP3 audio compression algorithm is often configured to output files at a bit rate of 128 kbps. This means that the file contains an average of 128 kilobits for every second of audio (960 KB per minute). This is in contrast to CD audio, which is encoded as 44,100 16-bit stereo samples per second: 1411.2 kbps (16-bit x 44100 Hz x 2ch).

Often times, bytes are written in uppercase and are multipliers (for example, “KB” for kilobytes) and lowercase factors are bits (for example, “kb” for kilobytes). All modern computers use 8-bit bytes.

MP3 bit rate
The MP3 bit rate can be misleading. For example, an MP3 “constant bit rate” (CBR) of 128 kbps will use approximately 128 kilobits for every second of encoded audio (so the file size in bits divided by the length of the audio is approximately 128,000), and Your frame headers will appear at regular intervals, but internally, frame-by-frame, you can encode audio at bit rates higher or lower than 128 kbps by using a bit pool (the ability of a frame to use spare bits from a previous block). However, the size of this bucket, and thus the amount of variability, is limited, so 128 kbps will be very close to the effective bit rate throughout the file.

See also: 8D surround sound and how to do it
As another example, “128 kbps VBR MP3” is often incorrect, as the purpose of VBR is to allow each of the internal MP3 sectors to have its own bit rate. When people refer to the VBR MP3 bit rate, they are generally referring to the actual average bit rate of their frames. If the length of the encoded audio is known, then the “bit rate” can be the data size of the file divided by its duration, which will be fairly close to the same number. However, the length of an MP3 VBR cannot be accurately determined without scanning all the frames.