1 bit Ato D is simple... at the clock rate a 1 means go up in voltage while 0 means go down in voltage. each 1 brings the signal voltage out up 1mv (or whatever step they have) and each 0 brings it down the same so a sine wave would be 111111101010000000000101011111111101010000000001010111111 It is actually a crappy way of doing AtoD but is extremely cheap. ---------- > From:> To:
> Cc: Wearable Computers Mailing List <
> > Subject: Re: Hardware Sound Compression? > Date: Monday, November 02, 1998 8:56 AM > > On Sun, 1 Nov 1998, Rodney Arne Karlsen wrote: > > > I think if you converted the audio to 1bit information like in an audio CD > > that would bring down the size. 1 bit vs. 16 bit at same quality. I am not > > shure how the 1 bit DAC works, baybe somone in the group could explain it to > > us. > > I'm not sure about how 1-bit DAC works, either, although I suspect that it > is something that decreases a manufacturer's costs more than it increases > sounds quality. I think they put it on portable CD players for purely > marketing reasons, eg. "Now with 1-bit DAC and Fritzen Jammin circuits!" > In any case, CDs still store the audio information in 16 bit per sample > per channel, 44,000 (or is it 48,000? I forget) samples per second. Sum > total: about 10MB per minute of music. > > There are only two ways to decrease the storage requirements for sound that > I know of. The first is the easiest. You simply decrease the sample size > and/or rate. This has the obvious effect of decreasing quality as well. > However, in a wearable, CD-quality audio is probably not the biggest > concern, and telephone-quality audio would be acceptable for verbal alerts > and such, and is relatively low bandwidth. > > The other way to decrease your storage requirements is to go the route of > mp3s (MPEG-II, layer three, to be precise), which uses perceptual encoding. > This is the process of removing the parts of the sound that we know from > experience that a human won't be able to hear. To use a slightly flawed > example, if you recorded the sound of a pin dropping on a table, you'd be > able to hear that in the playback; and if you recorded a brick dropping on > the same table, you'd be able to hear that in the playback as well; but if > you recorded the pin and the brick dropping at the same time, you probably > wouldn't be able to hear the sound of the pin over the sound of the brick. > So, why encode the sound of the pin in the first place? To achieve this, mp3 > encoding breaks up the signal into 40 different frequency bands, and cuts > the sound into 70 (or is it 72?) frames a second. It performs this > pin-vs-brick comparison on all the frequency bands in each frame. > The problem with perceptual encoding is that it is processor-intensive. As > has been noted on this list, it would take a very fast processor to encode > CD-quality sound at realtime, and it takes at least a Pentium-100 or so to > decode the same in realtime. Not to mention patent problems with the > Fraunhofer Institute. > > I hope I didn't bore those of you who already know this. I wanted to > get it out there for everyone, just in case. > > Paul Archer > > ---------------------------------------------------- > A key to the understanding of all religion is that > a god's idea of amusement is Snakes And Ladders with > greased rungs. -- Terry Pratchett, "Wyrd Sisters" > ---------------------------------------------------- > > -- > Subcription/unsubscription/info requests: send e-mail with subject of > "subscribe", "unsubscribe", or "info" to
> Wear-Hard Mailing List Archive (searchable): http://wearables.ml.org -- Subcription/unsubscription/info requests: send e-mail with subject of "subscribe", "unsubscribe", or "info" to
Wear-Hard Mailing List Archive (searchable): http://wearables.ml.org
From Wear-Hard Mailing list Archive (WH)
Maintained by R. Paul McCarty
Archive created with babymail