Dolby's TrueHD 96K Upsampling To Improve Sound On Blu-Rays
Stowie101 writes in with a story about your Blu-ray audio getting better. "The audio on most Blu-ray discs is sampled at 48kHz. Even the original movie tracks are usually only recorded at 48kHz, so once a movie migrates to disc, there isn't much that can be done. Dolby's new system upsamples that audio signal to 96kHz at the master stage prior to the Dolby TrueHD encoding, so you get lossless audio with fewer digital artifacts. The 'fewer digital artifacts' part comes from a feature of Dolby's upsampling process called de-apodizing, which corrects a prevalent digital artifact known as pre-ringing. Pre-ringing is often introduced in the capture and creation process and adds a digital harshness to the audio. The apodizing filter masks the effect of pre-ringing by placing it behind the source tone — the listener can't hear the pre-ringing because it's behind the more prevalent original signal."
44.1khz audio is already transparent to the human ear. Blind studies have been done where a 16 bit 44.1khz ADC-DAC pair was inserted into a high resolution analog audio source. No significant difference was observed.
Don't waste money on the placebo effect.
Give me Classic Slashdot or give me death!
No kidding. A/B/X or GTFO.
Dumb, dumb, dumb. An ideal sample rate upconversion results in something that *is* identical to the source. Mathematically. It's like re-encoding a 64kbps MP3 to 192kbps. If anything you are going to *lose* quality due to inherent errors in the process.
Make me a friend and I'll mod you up
May I be the first to say this- fuck Bluray, and fuck Cinavia.
I used to buy Bluray disks. Hell, I own a whole shelf full of them (about 80 titles in total). Every single one eventually got ripped to my NAS in two formats- a relatively lossless MKV file containing the original video and audio streams (up to DTS-HD MA), and a lossy x264 version for playing on crappy devices like the PS3 or 360.
Then Cinavia rolled around, which did two things:
1) It purposefully corrupts the audio stream in an attempt to encode digital information into it (go read their patents- the harder you try to pry Cinavia into an audio stream, the more damage is done to the original quality)
2) It prevented me from playing my legally purchased and legally ripped (it's legal in my country to rip disks and things you BUY) disks off my NAS on my PS3
What pisses me off the most though is that Sony is pushing Cinavia on everyone as hard as they can. AFAIK all new BR players need to be equipped with it, and most of the new BR disks are supposed to have it as well. And they're still advertising the disks as "Lossless", when in fact the audio is NOT lossless- it's lossy, the degradation of which is brought about solely by Cinavia's presence.
Before anyone yells [citation needed] at me, here's your proof straight from the Wikipedia page (http://en.wikipedia.org/wiki/Cinavia):
"Cinavia's in-band signaling introduces intentional spread spectrum phase distortion in the frequency domain of each individual audio channel separately, giving a per-channel digital signal that can yield up to 20 kilobits per second—depending on the quantization level available, and the desired trade-off between the required robustness and acceptable levels of psychoacoustic visibility. It is intended to survive analogue distortions such as the wow and flutter and amplitude modulation from magnetic tape sound recording. On playback no additional audio filters are used to cover up the distortions and discontinuities introduced."
So there you have it. Lossless is no longer lossless, because Sony insists on using this stupid fucking DRM on their stupid fucking format (as usual). Dolby's new gimmicky technology might claim to give you better lossless audio, but none of that matters the moment they drive Cinavia into the stream.
-AC
The title is misleading if the actual goal of this is to apply an apodizing filter. I suspect the reason it's called "Advanced 96K Upsampling" is because that's much easier to get people to buy into that than a "Apodizing Filter" sticker.
The article explains how the audible benefit comes from the application of the Meridian apodizing filter, which changes the analog signal reproduced from digital data by reducing the pre-ringing. IIRC the trade-off is that post-ringing increases. The claimed benefit is that since the ringing now occurs after the "real" music of larger amplitude and as a result the ringing is masked or could be considered like an acoustic echo that naturally occurs.
The 96K upsampling is just a side-effect of wanting the extra samples when you are applying the filter.
Here's a decent summary of what is supposed to happen to the analog audio signal as a result of the filter application: Technical analysis of the Meridian Apodizing filter.
That being said, from what I've read over the past few years I think people are kind of mixed on whether or not the filter makes things better, worse, or just different but not better.
I'd prefer if they kept movies with the "100db difference". It is far easier to apply a dynamic compressor plugin than it is to undo studio-mastered dynamic compression. In fact, I hope they do the same with music as well, so that eventually we can apply as much compression as we want for a given environment/situation.
do you have a cite for that? I don't believe it.
even home recording is laughed at (technically) if you are not using 24/96. recording at 48k is just absurd. playback at 48k is fine, though; but I'm not at all convinced that million dollar (at least) movies capture audio at 48k.
if that really is true, then people have been ripped off on their blue ray purchases. one of the supposed benefits is 'better sound' and if you still get 48k (and likely 16bit audio too; as its not common to use 48/24 mode) at record time, nothing the BD can do will ever make it better than dvd. yes, dvd uses compression on dolby 5.1 or dts but its compression is actually nearly lossless *compared* to most consumer playback (not a huge S/N dac+preamp+amp) systems.
--
"It is now safe to switch off your computer."
make a system that amplifies dialog to the same level as everyfucking thing else in the movie so I dont have to constantly fiddle with my remote. Why is it in music we have the loudness wars where all sound is mashed into mindless noise at the peak of volume, but in movies there HAS to be a 100db difference between scenes
So let me get this straight - you're cutting down music because of the loudness war, but you want THE SAME THING in movies? Shoot, you already have it! Just pick the mix with the most letters and acronyms in the name!
I'll give you one example, and I hope you have this dvd and a shit-hot hi-fi to go with it so you can duplicate it.
2007's Titanic release, the 3-disk set in the blue case. This one has a "5.1 dolby mix" that I wager most people use -- this is what I call the "muggle mix." For people who don't know any better. THe dialog and music are fairly close -- in fact, the dialog is too loud. This mix is compressed, just like pop music. I play this one with the volume at -52db. (95db 1w 1/m speakers.) It sounds "meh". Sure, you hear everything, and everything's fairly close, but it's "meh". Just like compressed pop.
THen there's the 2.0 Dolby Stereo mix. This is the one you want, if you want it to sound like it did in a theater. This one's uncompressed. To get a natural dialog level, I set the volume at -36 or -34, depends on my mood. At this level the sound is completely natural. WHich means when people whisper, they whisper. When people talk, they talk. When they yell, its getting loud. When Rose makes her trek down E-Deck to bust Jack free, the whole house shakes along with the boat -- and is one of the best demo bits I've ever heard for movie sound.
Same with classical music. I play most of it on the same rig as above at -36 or -34. It's soft when the orchestra's soft, and it's fucking LOUD when the conductor sticks the baton up the orchestra's collective ass.
But when I play compressed pop, it's down to -52 for moderately compressed stuff (squirrel nut zippers) and -62 for MECO's Star Wars disco thingy, which is probably the most compressed music I have.
Movies have huge dynamic range. You can either accept this, or play the muggle track.
Or, get into your receiver's or source's setup, pick DRC = ON compress the snot out of it yourself. Every DD / DTS receiver or prepro has it. It may be called different things, but it's Dynamic Range Compression.
And it's the Devils Work. It should be banned from all recordings.
The "Civilized World" jumped the shark ca. 1973.
Oh, c'mon !!
This is one thing that simple does NOT make any sense
If the thing was recorded in 48KHz, it's at 48KHz, and no matter how one can "un-sampling" that shit and then re-recording it in 96KHz (even at 96MHz or 96GHz), it does not boost _anything_ !!
Muchas Gracias, Señor Edward Snowden !
There's no such thing as a square wave at a given frequency. A square wave is the sum of the fundamental and all odd harmonics, and a triangle wave is represented by another, similar series.
You might have sine, triangle, and square waves whose fundamentals are all at 20 kHz, but both the square and triangle waves will sound exactly the same as the sine wave if they are sampled and reproduced properly at 44.1 kHz. The antialiasing filter will remove the harmonics before the signals are digitized, resulting in three recordings of a sine wave.
Higher sampling rates allow you to use cheaper antialiasing filters, but that's hardly a constraint worth worrying about in a modern digital signal chain.
pre-ringing
Really? In an uncompressed audio? And the solution not only involves upsampling as a part of the process but requires the signal to stay upsampled?
My eyes are rolling at 15krpm.
Contrary to the popular belief, there indeed is no God.
Try a high but more audible frequency.
It may be less confusing if I put it this way: If you can't hear a sine wave beyond, say, 20 kHz, then you are not going to be able to tell the difference between a sine wave at 7 kHz and a square wave whose fundamental frequency is 7 kHz. That's because the lowest harmonic in the square-wave signal will be at 21 kHz. Your ears will filter it out, just as the antialiasing filter in the recording system would need to do.
Now, that being said, the argument has been made that intermodulation effects in the human ear can allow us to perceive sounds beyond the usual 20 kHz limit when they mix with each other. To the extent these effects occur when listening to the source material at a given level, you could argue that the ultrasonic parts of a performance should be captured and reproduced along with everything else, and that would require a higher sampling rate.
The showstopper for this argument is that any desirable sonic content resulting from IMD at ultrasonic frequencies could only be reproduced "properly" at a specific volume level, because distortion products by definition are generated by nonlinear processes.
The point is that you cannot distinguish a square wave from a sine wave at the same fundamental frequency, if you can't hear the odd harmonics. You cannot have a square wave at a given frequency without the odd-order harmonics. If you don't have the odd harmonics, you don't have a square wave -- you have a sine wave.
Nitpicking arguments about the frequency of a signal in the time domain are not relevant. Human hearing operates in the Fourier domain -- almost literally, if you understand how the cochlea works -- not the time domain.
Not that this whole thing isn't absurd for the reasons already discussed above, but what no one bloody well seems to understand it that an audio stream is not a godamn bitmap picture. You can't improve audio quality of *audible frequencies* by increasing resolution of the horizontal axis (sampling frequency) beyond a rate which surpasses the Nyquist frequency for human hearing. Assuming a high quality anti-aliasing filter is used and excellent quality recording and playback equipment, audio sampled at 48kHz can be unambiguously represented up to about 24kHz. 96kHz is a waste of bits.
Vertical resolution (# of bits) is the only theoretical way to improve actual audio quality further... and beyond about 16-18 bits, it's also beyond the ability of even the most diehard audiophiles to discern (in properly conducted experiments.)
You can't improve audio quality of *audible frequencies* by increasing resolution of the horizontal axis (sampling frequency) beyond a rate which surpasses the Nyquist frequency for human hearing.
Nyquist-Shannon notwithstanding, the range of human hearing is wider than 20kHz.
http://www.cco.caltech.edu/~boyk/spectra/spectra.htm (a properly conducted experiment)
That article says nothing about the human hearing range other than making a reference to some other unproven hypothesis. The article does show that instruments produce frequencies will above 20kHz, which was never really in question.
The ear operates both in the time and frequency domains, in a manner analogous to using a very short fourier transform window when calculating a waterfall plot. As for sound above 20 kHz not being audible, studies show 120 kHz is perceptible through bone conduction: http://en.wikipedia.org/wiki/Ultrasonic_hearing and also see http://ieeexplore.ieee.org/iel5/5286202/5291232/05291285.pdf?arnumber=5291285 and other related studies showing ultrasound that is not necessarily consciously perceptible does affect perception of music.
"Politicians and diapers must be changed often, and for the same reason."
It doesn't matter if there's a mathematical difference, it matters if there's a perceptible one. There's a lot out there that you can prove mathematically is more like the actual original sound wave. None of that shit matters to reproduction for human enjoyment. What matters is if the difference is perceptible to humans. The sound wave could be totally different and if humans can't hear the difference it doesn't matter.
That is the whole thing behind lossy compression. You can do an imperfect deconstruction/reconstruction of a sound wave and humans will have trouble telling the difference, or find it impossible at higher bitrates. Telling the difference as an objective matter isn't hard, you can do it on a scope, FFT, with a diff, whatever. Telling the difference listening to it is impossible (with sufficiently high bitrate, like 256k MP3).
Also don't think that just because the AES is the society for audio engineers they are immune to audio voodoo. The world of pro audio is one I play in as a hobby, and there's voodoo that goes around in it to. A friend of mine is a professional audio engineer, and a good one, but he gets in to the voodoo. He has special cables, paints the edge of his CDs green with a marker, and things like that. He's convinced he can hear a difference.
That said, doubling the sampling rate isn't going to do anything for a digital signal. At best, the new signal will simply play each of the old signal's samples twice.
Actually upsampling can be useful when you apply digital filters. There is no such thing as an ideal filter, so if you modify one frequency band (e.g. in a equalizer) you end up modifying all others. The higher is the sample rate the lower is this sideband interference.
`echo $[0x853204FA81]|tr 0-9 ionbsdeaml`@gmail.com
I have one more thought on this: think of how much low level distortion is masked by how crappy speakers are in general. I think many blind tests will have to be revisited when we have truly low distortion speakers. Even electrostatic headphones are not that great. Then there's the French ionic headphones http://membres.multimania.fr/plasmapropulsion/Industrial_issues/Plasmasonic.htm but the bastards didn't measure distortion so one can only guess.
The best performing I've seen is glow discharge plasma. On Google patents you can check US 4,219,705. He used helium to create stable glow discharge (in air, glow discharge is very unstable and inevitably transitions to an arc) and then shaped it in such a way as to get a flat frequency response. Photo: http://3.bp.blogspot.com/_tb6Dp4NFH5w/SxWU_QWONKI/AAAAAAAAAnk/IgXp5VMkZlk/s1600/Plasmacell1.jpg Unfortunately, around 330 Watts in the discharge alone and only above 500 Hz (regular cone speaker for below 500) and you have to refill helium tank at welding shop periodically... But look at waterfall and impulse response: http://tinyurl.com/7d6pdnv and http://tinyurl.com/7xfppsz and THD
I decided to build this without helium. I realized I could do it once I came across microhollow cathode discharges: sandwitch a CRCLC->regulator). 135 uF total at around 3000 V is about 600 Joules or about twice a defibrillator.
One of the huge film-in-oil caps leaked (so much for "designed for pulse discharge") and the oil caught on fire and I was so startled by the mini-explosion that I broke the complex electrode structure. Haven't returned to this project yet, but I think there's something to this approach. There was also virtually no ozone (unlike the usual corona discharge speakers people drive with RF), but UV is definitely an issue to overcome.
"Politicians and diapers must be changed often, and for the same reason."
You can't improve audio quality of *audible frequencies* by increasing resolution of the horizontal axis (sampling frequency) beyond a rate which surpasses the Nyquist frequency for human hearing.
Nyquist-Shannon notwithstanding, the range of human hearing is wider than 20kHz.
http://www.cco.caltech.edu/~boyk/spectra/spectra.htm (a properly conducted experiment)
That said, doubling the sampling rate isn't going to do anything for a digital signal. At best, the new signal will simply play each of the old signal's samples twice.
Just because musical instruments produce frequencies above 20kHz (as shown in your link), it doesn't mean that the average human can hear them. Younger people can hear frequencies up to ~20kHz, and maybe a bit above, but most middle age adults probably cut off around 15kHz or lower. Here's one study showing 18-24 yr olds who can mostly hear 24kHz, but they're generating the sound at 117 dB -- a very dangerous level for more than just a few seconds. (http://informahealthcare.com/doi/abs/10.3109/00206098409070087?journalCode=ija)
Listening to loud sounds (>85dB) for extended periods of time will decrease the high frequency response of the human ear, so I wonder if high frequency hearing in children and teens of the last decade or two will have even worse hearing that their parents due to the ubiquitous white ear buds.
"X. Significance of the results
Given the existence of musical-instrument energy above 20 kilohertz, it is natural to ask whether the energy matters to human perception or music recording. The common view is that energy above 20 kHz does not matter, but AES preprint 3207 by Oohashi et al. claims that reproduced sound above 26 kHz "induces activation of alpha-EEG (electroencephalogram) rhythms that persist in the absence of high frequency stimulation, and can affect perception of sound quality." [4]
Oohashi and his colleagues recorded gamelan to a bandwidth of 60 kHz, and played back the recording to listeners through a speaker system with an extra tweeter for the range above 26 kHz. This tweeter was driven by its own amplifier, and the 26 kHz electronic crossover before the amplifier used steep filters. The experimenters found that the listeners' EEGs and their subjective ratings of the sound quality were affected by whether this "ultra-tweeter" was on or off, even though the listeners explicitly denied that the reproduced sound was affected by the ultra-tweeter, and also denied, when presented with the ultrasonics alone, that any sound at all was being played.
From the fact that changes in subjects' EEGs "persist in the absence of high frequency stimulation," Oohashi and his colleagues infer that in audio comparisons, a substantial silent period is required between successive samples to avoid the second evaluation's being corrupted by "hangover" of reaction to the first.
The preprint gives photos of EEG results for only three of sixteen subjects. I hope that more will be published.
In a paper published in Science, Lenhardt et al. report that "bone-conducted ultrasonic hearing has been found capable of supporting frequency discrimination and speech detection in normal, older hearing-impaired, and profoundly deaf human subjects." [5] They speculate that the saccule may be involved, this being "an otolithic organ that responds to acceleration and gravity and may be responsible for transduction of sound after destruction of the cochlea," and they further point out that the saccule has neural cross-connections with the cochlea. [6]
Even if we assume that air-conducted ultrasound does not affect direct perception of live sound, it might still affect us indirectly through interfering with the recording process. Every recording engineer knows that speech sibilants (Figure 10), jangling key rings (Figure 15), and muted trumpets (Figures 1 to 3) can expose problems in recording equipment. If the problems come from energy below 20 kHz, then the recording engineer simply needs better equipment. But if the problems prove to come from the energy beyond 20 kHz, then what's needed is either filtering, which is difficult to carry out without sonically harmful side effects; or wider bandwidth in the entire recording chain, including the storage medium; or a combination of the two.
On the other hand, if the assumption of the previous paragraph be wrong â" if it is determined that sound components beyond 20 kHz do matter to human musical perception and pleasure â" then for highest fidelity, the option of filtering would have to be rejected, and recording chains and storage media of wider bandwidth would be needed."
After all, I am strangely colored.
When dealing with digital inputs, too much accuracy in the audio stream produces harshness and digital fatigue.
Citations, Please. This sounds very much like analog fan boy bullshit. "Too much accuracy", really? I have seen quite a bit idiotic pseudoscience used to explain why analog is better than digital. If you just like vinyl over CDs that is fine, just say so, but don't try to snow job me with some jargon filled statement in an effort to back up your personal tastes.
HA! I just wasted some of your bandwidth with a frivolous sig!