Wednesday 11 February 2015

Audio Limitations of Games Platforms

Audio Limitations of Games Platforms

How can the following information limit the recording of sound?
DSP – Digital Signal Processor:
DSP is used Measure, filter and/or compress continuous real-world analog signals in to digital ones. This effects the recording of sound because some of the raw audio data may be lost when converting the signal.
RAM – Random Access Memory:
RAM is used to run and access data in applications, if the ram is too low for the application being used to record the sound it may not be able to run as fast of efficiently, effecting the quality of audio recorded.
File format (e.g. Mp3, Wav and Aiff):
Audio files can be compressed (lossy) or uncompressed (lossless), if recording to a lossless file format the amount of data would be a lot higher. However, if compressing as you record you will use a lot more RAM and CPU power.
Audio output (e.g. Mono, Stereo, and Surround):
Mono- single channel or track of sound
Stereo- sound is in two separate audio channels or tracks through 2 speakers
Surround- at least four and up to seven independent audio channels and speakers placed in front of and behind the listener
When recording for a certain output you must record the sound in the same way, e.g. if you want the output to be surround sound you would need to record all sound in all directions simultaneously witch would increase the data needed.
PCM – Pulse Code Modulation:
A method used to convert an analog signal into a digital signal and back to an anolog using three steps: Sampling, Quantization, and Coding.

In what types of scenario may you use the following audio recording equipment?:
Multi-track recording-
Midi – Multi Instrument Interface-
DAT-
Analogue-
Software Plug-in’s-

Software Sequencer-

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