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Digital-to-Analog
Conversion
Sound cards use two
methods to convert digitally stored sound into real analog sound:
FM (frequency
modulation) synthesis creates a sound by artificially creating a wave that
is close to the sound wave produced by the instrument. For example, the
sound of a trumpet would be produced by imitating the sound wave produced
by the trumpet through a series of mathematical calculations. Wavetable
synthesis produces the sound by using a sample recording of the real
instrument. Wavetable synthesis produces better sound than does FM
synthesis, but is also more expensive.
Once the sound has been
converted back into an analog signal, you need speakers to play back the
sound using a sound card. Unlike speakers used for other sound equipment,
speakers made for computers have built- in amplifiers and extra shielding
to protect the monitor from the magnetic fields around regular speakers.
Storing Sound Files
Sound cards store sound
in files in two ways: MIDI and WAV files.
MIDI
(musical instrument digital interface, pronounced “middy”)
technology, a standard for digitizing sound, dictates a specific number of
sound samples and the quality of those samples. MIDI files have a .mid
file extension. Nearly all sound cards support MIDI.
Most synthesizers
support the MIDI standard, so sounds created on one synthesizer can be
played by another. Computers with a
MIDI interface can
receive sound created by a MIDI synthesizer and then manipulate the data
in MIDI files to produce new sounds. The MIDI standards include storing
sound data, such as a note’s pitch, length, and volume, and can include
attack and delay times. Data compression is used because sound files can
be quite large. Sampled files, which Microsoft calls
WAV files (pronounced, and stands for,
“wave”) have a .wav file extension. When Windows records sound using a
sound card, the sound is stored in a WAV file. Most game music is stored
in MIDI files,
but most multimedia sound is stored in WAV files.
Sound files are often
large. For example, CD-quality sound is recorded using a 16-bit sample
size and 44.1 kHz sampling rate with stereo. The calculations of data size
are:
o
16 bits X 44,100
samples/sec X 2 = 1,411,200 bits/sec or 176,400 bytes/sec This yields more
than 30 MB of disk space for a 3- minute song. Because of these large file
sizes, methods of compressing data have evolved.
Compressing Data
You can compress data
using several standards. Some apply to just audio and others to audio and
video. To see the standards currently installed under Windows,
double-click the Multimedia icon in
Control Panel, and then click the
Devices
tab. See the figure
below. Click the plus sign next to Audio
Compression Codecs.
Compressing and later
decompressing data is called CODEC
(Compressor/Decompressor).
A CODEC method that does not drop any data is called
lossless compression, and a method that works by dropping
unnecessary data is called lossy compression.
The term CODEC can also refer to hardware that converts audio or video
signals from analog to digital or from digital to analog. When the term is
used this way, it stands for coder/decoder. One of the better-known data
compression standards is MPEG, an international standard for data
compression for motion pictures. Developed by the
Moving
Pictures Experts Group
(MPEG),
it tracks movement from one frame to the next, and only stores what
changes, rather than compressing individual frames. MPEG is a type of
lossy compression. MPEG compression can yield a compression ratio of 100:1
for full- motion video (30 frames per second, or 30 fps).
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