Digital Audio
Digital Audio
Written by Adobe
Wednesday, 14 July 2010 03:42 - Last Updated Wednesday, 14 July 2010 04:36
Understanding sound
Sound waves
Sound starts with vibrations in the air, like those produced by guitar strings, vocal cords, or
speaker cones. These vibrations push nearby air molecules together, raising the air pressure
slightly. The air molecules under pressure then push on the air molecules surrounding them,
which push on the next set of molecules, and so on. As high-pressure areas move through the
air, they leave low-pressure areas behind them. When these waves of pressure changes reach
us, they vibrate the receptors in our ears, and we hear the vibrations as sound.
When you see a visual waveform that represents audio, it reflects these waves of air pressure.
The zero line in the waveform is the pressure of air at rest. When the line swings up to a peak, it
represents higher pressure; when the line swings down to a trough, it represents lower
pressure.
Waveform measurements
Several measurements describe sound waveforms:
Amplitude Reflects the change in pressure from the peak of the waveform to the trough.
High-amplitude waveforms are loud; low-amplitude waveforms are quiet.
Cycle Describes a single, repeated sequence of pressure changes, from zero pressure, to high
pressure, to low pressure, and back to zero.
Frequency Measured in hertz (Hz), describes the number of cycles per second. (For example,
a 1000-Hz waveform has 1000 cycles per second.) The higher the frequency, the higher the
musical pitch.
Phase Measured in 360 degrees, indicates the position of a waveform in a cycle. Zero degrees
is the start point, followed by 90º at high pressure, 180º at the halfway point, 270º at low
pressure, and 360º at the end point.
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Digital Audio Fundamentals
Written by Adobe
Wednesday, 14 July 2010 03:42 - Last Updated Wednesday, 14 July 2010 04:36
Wavelength Measured in units such as inches or centimeters, is the distance between two
points with the same degree of phase. As frequency increases, wavelength decreases.
Digitizing audio
When you record from a microphone into a computer, for example, analog-to-digital converters
transform the analog signal into digital samples that computers can store and process.
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Digital Audio Fundamentals
Written by Adobe
Wednesday, 14 July 2010 03:42 - Last Updated Wednesday, 14 July 2010 04:36
To reproduce a given frequency, the sample rate must be at least twice that frequency. For
example, CDs have a sample rate of 44,100 samples per second, so they can reproduce
frequencies up to 22,050 Hz, which is just beyond the limit of human hearing, 20,000 Hz.
The following table lists the most common sample rates for digital audio:
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Digital Audio Fundamentals
Written by Adobe
Wednesday, 14 July 2010 03:42 - Last Updated Wednesday, 14 July 2010 04:36
When you record audio in Soundbooth, the sound card starts the recording process and
specifies what sample rate and bit depth to use. Through Line In or Microphone In ports, the
sound card receives analog audio and digitally samples it at the specified rate. Soundbooth
stores each sample in sequence until you stop recording.
When you play a file in Soundbooth, the process happens in reverse. Soundbooth sends a
series of digital samples to the sound card. The card reconstructs the original waveform and
sends it as an analog signal through Line Out ports to your speakers.
To sum up, the process of digitizing audio starts with a pressure wave in the air. A microphone
converts this pressure wave into voltage changes. A sound card converts these voltage
changes into digital samples. After analog sound becomes digital audio, Soundbooth can
record, edit, and process it—the possibilities are limited only by your imagination.
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