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Re: Stereo > Mono Downmixing on iOS
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Re: Stereo > Mono Downmixing on iOS


  • Subject: Re: Stereo > Mono Downmixing on iOS
  • From: Brian Willoughby <email@hidden>
  • Date: Tue, 05 Apr 2011 19:09:00 -0700


On Apr 5, 2011, at 05:27, tahome izwah wrote:
2011/4/4 Brian Willoughby <email@hidden>:
On Apr 3, 2011, at 23:49, tahome izwah wrote:
Care to share any pointers?

Sample Rate Conversion is one good example. See:

http://src.infinitewave.ca/

Apple's AudioConverter SRC in CoreAudio comes in very close to the top of
the list in quality. That site does not strictly have a "list" but you can
browse the various SRC implementations and find the best performers
interactively. That said, the iZotope 64-bit SRC is just about the only one
which outdoes Apple's (presumably 32-bit) implementation. I'm fairly
certain that the 64-bit implementation is the bulk of the reason for the
increased performance. Note the noise floor of 24-bit and 32-bit SRC
algorithms, and compare the nearly-silent 64-bit implementation.

"Nearly silent" is a matter of context. For everything I've done so far 32 bit floating point precision has always been "enough" (another POV term). IMHO, nobody can reproduce let alone actually hear noise below -100 dB DFS in a digital system so I was curious if there is really some sort of double blind study that would clearly show that 64bit is better than 32bit from a perceptual perspective. Of course, you can never use too many bits, but I have always been more inclined to doubt the usefulness of doubling the bandwidth in practice. Hi end audio and voodoo seem to have a lot in common, and unless someone can really provide some shred of proof that 64bit is really making my DSP sound better I'll happily settle for using twice the bus bandwidth to provide good sound instead of halving it to provide supposedly better sound.

My 2 cents, FWIW

The only problem with your 100 dB S/N ratio is that it treats all "noise" as if it is the same. Noise from analog sources is typically Gaussian and entirely uncorrelated to the signal. The human ear +brain system is well evolved to ignore natural Gaussian noise. In contrast, digital noise such as quantization noise, truncation noise, rounding noise, and even some dithering noise can be detected because it is either highly correlated to the signal or at the very least non- Gaussian in nature.


Another factor is that it is entirely possible and well-proven that signals below the noise floor can still be discerned by the human hearing system. Thus, if your algorithms are entirely oblivious to what occurs below -100 dBFS, then there could easily be audible problems.

Basically, different algorithms need different bit depths. Summing is certainly fine in 24-bit fixed or 32-bit float. Gain operations can produce 48-bit results, depending upon the number of significant digits in the scaling factor. Once you leave the time domain and enter the frequency domain, various aspects of the math can result in requirements for very deep words. Sometimes this can be avoided by allowing the frequency response to vary slightly away from the ideal desired response. However, sometimes it is not possible to avoid the need for significantly more than 32-bit resolution.

Since this thread started with stereo-to-mono down-mixing, it's fairly easy to say that 32-bit is plenty. Only if other processing were added would a wider bit-depth be needed.

Brian Willoughby
Sound Consulting

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  • Follow-Ups:
    • Re: Stereo > Mono Downmixing on iOS
      • From: tahome izwah <email@hidden>
References: 
 >Re: Stereo > Mono Downmixing on iOS (From: Bob Lang <email@hidden>)
 >Re: Stereo > Mono Downmixing on iOS (From: Roman Thilenius <email@hidden>)
 >Re: Stereo > Mono Downmixing on iOS (From: Richard Dobson <email@hidden>)
 >Re: Stereo > Mono Downmixing on iOS (From: tahome izwah <email@hidden>)
 >Re: Stereo > Mono Downmixing on iOS (From: Brian Willoughby <email@hidden>)
 >Re: Stereo > Mono Downmixing on iOS (From: tahome izwah <email@hidden>)

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