lossless audio

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Mr. Pedantic

Diamond Member
Feb 14, 2010
5,027
0
76
2 Channel 44000Hz 16-bit PCM has a bitrate of 1375 kb/s (approx the quality of a CD). The same can be placed into a 128kb/s MP3 which for most, is pretty much transparent.

So 29.78 seconds of audio goes from 5 megabytes to 477 kB.

That's just regular old MP3 with its age-old crappy quality. AAC can get similar performance at nearly half the bitrate. At those rates, the loss is barely perceptible. You could lower it to noticeable levels and get away with it in fast action games for things like gun fire. In which case, 32 kb/s (which is the bitrate needed to go from 5mB to 120kB) may, in fact, be plenty.
I'm not so sure. I can hear pretty bad degradation of quality and artifacting even at 64kbps mp3. In the end it just comes down to preference. And I don't prefer my sound to be in 32kbps aac.
 

Cogman

Lifer
Sep 19, 2000
10,284
138
106
I'm not so sure. I can hear pretty bad degradation of quality and artifacting even at 64kbps mp3. In the end it just comes down to preference. And I don't prefer my sound to be in 32kbps aac.
MP3 and AAC are two completely different codecs. AAC is like MP3 on steroids. Most independent blind testing agrees that AAC is far superior to MP3s in quality (And those studies are a couple of years old, when AAC implementations were fairly new, no doubt, the latest/greatest implementations have gotten even better).

Yes, you can hear artifacts pretty badly in 64bit MP3s, But if you read what I said, I recommended 128 MP3s for the minimum MP3 bitrate, which, as I said, for most is tolerable and some are even unable to tell a difference.

The OT was on sound in video games, and in the end it comes down to "What is the minimum bitrate I can shove into this game without people noticing." You, the user, have no say in that (other then purchasing the game or not). And lets be real, how often have you been playing a game and said to yourself "Gee, the sound quality in this game really sucks."

This isn't about music quality sound. To which I would say a minimum 128kb/s AAC should be use or 196kb/s MP3. This is about things like gunshots which only need to be loud, and sound somewhat like a gun. Preserving the original sound is not the biggest issue on the plate.
 

0roo0roo

No Lifer
Sep 21, 2002
64,795
84
91
early games used far less than cd quality for sound effects, for many things you don't notice it much. hell they'd let you set the 11/22/44hkz setting..8/16bit. you could get away with lowering it a bit and not sounding too horrible. standards were lower then too of course. i'm just not sure i'd hear artifacts in explosion sounds lol
 
May 11, 2008
21,538
1,271
126
Sound quality is important but when you have good samples, not an issue.
Long ago the amiga had very good sound while being 8 bit.

http://en.wikipedia.org/wiki/Amiga#Sound

No todays sound effects rely more on positional sound effects. That will probably cost more calculation power then decompressing (assuming Creative is left out). Perhaps someone found a solution to combine 3d sound and compression with a minimal amount of calculations.

Come to think of it, is sound effects through use of creative cards still less cpu intensive with the new windows vista / W7 cpu only audio programming model ?
I would think not.
 

Cogman

Lifer
Sep 19, 2000
10,284
138
106
Sound quality is important but when you have good samples, not an issue.
Long ago the amiga had very good sound while being 8 bit.

http://en.wikipedia.org/wiki/Amiga#Sound

No todays sound effects rely more on positional sound effects. That will probably cost more calculation power then decompressing (assuming Creative is left out). Perhaps someone found a solution to combine 3d sound and compression with a minimal amount of calculations.

Come to think of it, is sound effects through use of creative cards still less cpu intensive with the new windows vista / W7 cpu only audio programming model ?
I would think not.
Yes it is less intensive. But it is less intensive by the same margin that it was 10 years ago. In other words, the same level of processing power is still required to process sounds, however, general processing power has increased dramatically to turn it into a non-issue.
 

Modelworks

Lifer
Feb 22, 2007
16,240
7
76
early games used far less than cd quality for sound effects, for many things you don't notice it much. hell they'd let you set the 11/22/44hkz setting..8/16bit. you could get away with lowering it a bit and not sounding too horrible. standards were lower then too of course. i'm just not sure i'd hear artifacts in explosion sounds lol

The older games used oscillators to produce sound because they had no DAC, it was all square, triangle waves mixed together. Then they came out with chips like the AY3-8912 sound chip which still wasn't a DAC like we have now. It could do some things like speech , though poorly. DAC came out and they went to things like WAV which were often too big to use for high quality. MP3 compression is really when things started to change.
 

videogames101

Diamond Member
Aug 24, 2005
6,783
27
91
Because FLAC is open source and therefore Satan incarnate. On a serious note, the difference between 192kbps VBR LAME mp3 and FLAC is only noticeable if you pay attention, and in games often your focus is on the visual not the audio.
 

f4phantom2500

Platinum Member
Dec 3, 2006
2,284
1
0
most people don't have the equipment or the ear to know the difference. it's just simply not worthwhile for the developers. also possibility of computing overhead. i'm fairly certain that having a surround field of ambient, real-time effects, a la modern games, would be a lot of data if it were lossless. i suppose you could argue that 2 channel lossless would be ideal over 5.1 lossy, but most people would rather have 5.1 for games, especially since they won't be able to tell the difference anyway. besides, if you compare the sound setup that the average pc gamer uses to a good setup, even if it's "just" a good pair of speakers or headphones, you'll notice that there are a lot of subtle nuances in games that most people don't have the equipment and/or ear to resolve anyway. heck, i use a modded x-fi and my ad700 headphones provide quite a bit more detail than my z-5500 speakers, and that's about as good as you're gonna get in the computer speaker world.
 

bunnyfubbles

Lifer
Sep 3, 2001
12,248
3
0
MP3 and AAC are two completely different codecs. AAC is like MP3 on steroids. Most independent blind testing agrees that AAC is far superior to MP3s in quality (And those studies are a couple of years old, when AAC implementations were fairly new, no doubt, the latest/greatest implementations have gotten even better).

Yes, you can hear artifacts pretty badly in 64bit MP3s, But if you read what I said, I recommended 128 MP3s for the minimum MP3 bitrate, which, as I said, for most is tolerable and some are even unable to tell a difference.

The OT was on sound in video games, and in the end it comes down to "What is the minimum bitrate I can shove into this game without people noticing." You, the user, have no say in that (other then purchasing the game or not). And lets be real, how often have you been playing a game and said to yourself "Gee, the sound quality in this game really sucks."

This isn't about music quality sound. To which I would say a minimum 128kb/s AAC should be use or 196kb/s MP3. This is about things like gunshots which only need to be loud, and sound somewhat like a gun. Preserving the original sound is not the biggest issue on the plate.

not sure why you have this super hard-on for AAC, but mp3 is actually very good at bit rate ranges from 192-256, often beating AAC in blind listening tests.

but you're right, AAC is much better at lower bit rates, however there are other formats that are just as good if not better than AAC for such uses, such as Ogg, which is opensource/freeware
 

0roo0roo

No Lifer
Sep 21, 2002
64,795
84
91
Because FLAC is open source and therefore Satan incarnate. On a serious note, the difference between 192kbps VBR LAME mp3 and FLAC is only noticeable if you pay attention, and in games often your focus is on the visual not the audio.

pay attention on some ungodly expensive equipment perhaps.
plus people have little frame of reference for what an audio artifact is in an audio explosion sound effect anyways. i'm sure you could double blind test down to 128kbps easy with game sound effects and most couldn't tell that from flac.
 

f4phantom2500

Platinum Member
Dec 3, 2006
2,284
1
0
pay attention on some ungodly expensive equipment perhaps.
plus people have little frame of reference for what an audio artifact is in an audio explosion sound effect anyways. i'm sure you could double blind test down to 128kbps easy with game sound effects and most couldn't tell that from flac.

192 vs flac isn't *that* hard to differentiate and doesn't require equipment that necessarily costs a lot of money. you can get a pretty well resolving setup for fairly cheap these days. but, i gotta agree with you in regards to game sound effects. an explosion would be harder to differentiate than, say, an orchestra. especially in the context of a video game, and especially with the setups that most gamers use. even most headphones that are specifically marketed for gaming aren't all that great.
 

Cogman

Lifer
Sep 19, 2000
10,284
138
106
not sure why you have this super hard-on for AAC, but mp3 is actually very good at bit rate ranges from 192-256, often beating AAC in blind listening tests.

but you're right, AAC is much better at lower bit rates, however there are other formats that are just as good if not better than AAC for such uses, such as Ogg, which is opensource/freeware

I've never seen a blind listening test that favors MP3s over AAC in anything. I've seen that they are about on par at 256kb/s, but never "MP3s are better". Thats more of an issue of "If you through enough bits at it, it will be good."

The same thing happens with Video codecs. H.264 is able to be superior to the old MPEG-2 standard. However, if the bitrate is say, 10000kb/s for a SD stream, then the difference is moot. The will look the same.
 

jimhsu

Senior member
Mar 22, 2009
705
0
76
The point is basically if you don't have access to the original, you really can't tell the difference except at ungodly low bitrates (~32 kbit or so) -- for "most" music. Plus, sound is more than bitrate -- I've heard awesome music and effects encoded at 64 kbit or even lower; and total crap encoded at 320 kbit/lossless. Would I want my awesome sound effects encoded at a higher bitrate? Sure. But I don't have access to the original, so I can only guess that it sounds that much better. Throwing bits at the problem won't help if the source, recording, mastering, etc are crap.
 

f4phantom2500

Platinum Member
Dec 3, 2006
2,284
1
0
The point is basically if you don't have access to the original, you really can't tell the difference except at ungodly low bitrates (~32 kbit or so) -- for "most" music. Plus, sound is more than bitrate -- I've heard awesome music and effects encoded at 64 kbit or even lower; and total crap encoded at 320 kbit/lossless. Would I want my awesome sound effects encoded at a higher bitrate? Sure. But I don't have access to the original, so I can only guess that it sounds that much better. Throwing bits at the problem won't help if the source, recording, mastering, etc are crap.

dude you can totally tell the difference between a 128k and 256k mp3 (assuming the uncompressed song is good). maybe i misunderstood you but the way i read that post it seems like you think only super low bitrates sound discernibly bad, but that simply isn't the case. the better your listening setup is (source, speakers/headphones, interconnects, etc), the more you'll be able to hear of a file, the more you'll be able to scrutinize it. there is a limit, of course, but it's definitely not below 192k.

i agree with your point about having a good original, though, crap in crap out. the chain is only as strong as its weakest link. unfortunately (or...fortunately?) for most people, the weakest link is their ears. i know people with crappy car speakers or crappy headphones and they think it sounds amazing. i know lots of people who use an ipod with the stock earbuds and they think it sounds awesome, which really answers the whole question of sound quality in games. it's definitely good enough; while i could go on about how bad 128k sounds compared to lossless, the vast majority of consumers wouldn't be able to hear the difference on their setup or with their ears regardless. a lot of it you have to know "how" to listen to the music. it's like appreciating visual art. you don't just hear the music, you have to really delve in and listen (well, at higher bitrates. at 128k it's not too hard to tell). most people lack the ability and, furthermore, the concern to do this, especially with games.
 

Cogman

Lifer
Sep 19, 2000
10,284
138
106
dude you can totally tell the difference between a 128k and 256k mp3 (assuming the uncompressed song is good). maybe i misunderstood you but the way i read that post it seems like you think only super low bitrates sound discernibly bad, but that simply isn't the case. the better your listening setup is (source, speakers/headphones, interconnects, etc), the more you'll be able to hear of a file, the more you'll be able to scrutinize it. there is a limit, of course, but it's definitely not below 192k.

i agree with your point about having a good original, though, crap in crap out. the chain is only as strong as its weakest link. unfortunately (or...fortunately?) for most people, the weakest link is their ears. i know people with crappy car speakers or crappy headphones and they think it sounds amazing. i know lots of people who use an ipod with the stock earbuds and they think it sounds awesome, which really answers the whole question of sound quality in games. it's definitely good enough; while i could go on about how bad 128k sounds compared to lossless, the vast majority of consumers wouldn't be able to hear the difference on their setup or with their ears regardless. a lot of it you have to know "how" to listen to the music. it's like appreciating visual art. you don't just hear the music, you have to really delve in and listen (well, at higher bitrates. at 128k it's not too hard to tell). most people lack the ability and, furthermore, the concern to do this, especially with games.

I would just like to add one thing, The audio industry is one of the biggest industries built on the placebo effect out there. Everything from "vacuum tubes is the best!" to "Digital doesn't compare to analog, LP All the way!" are mainly built on fallacious assumptions and misrepresentations of the truth.

http://www.theaudiocritic.com/downloads/article_1.pdf <-- An Excellent read

Short of hearing damage, we all hear the same thing. Yes, we all can't split chords from each note without training, but we can all hear said chords.
 

f4phantom2500

Platinum Member
Dec 3, 2006
2,284
1
0
BTW a double blind test to prove that even most musicians have a hard time telling the difference between 128/256.
http://www.maximumpc.com/article/itunes_256_vs_128_bit?page=0,1

They ran the test twice, once with the "crappy" earbuds, and once with the more expensive ear-buds. Guess what? People did WORSE with the more expensive ear-buds.

That article won't load for me, so I can't read the specifics of their testing, but I'm going by my own experiences; it's not that one person can physically hear more from a speaker than another person, it's that the second person doesn't have the same level of mental ability to audibly discern the difference in two sound files as the first person. It's largely based on experience; you have to know what to listen for. So if the first person is just better at listening, then they'll be able to discern better. It's analogous to looking at a blurry picture. If you have one person who looks at crisp, clear, high-resolution images often, they will easily be able to tell you that the picture is blurry. However, if you ask a person who is accustomed to seeing blurry images, they wouldn't notice as many of the flaws in the image as the first person.

Although I'm not sure exactly what headphones were used (I'm assuming the iPod stock buds and possibly Apple's $80 or whatever buds) in that test, or what their source was (iPod out of the headphone jack?), it sort of makes sense that they did worse with the more expensive buds. Think about it. The stock buds are not very resolving, so the difference between 128 and 256k would be smaller than on better headphones. Listening to the good headphones even at 128k should sound better than the iPod buds at 256k. Furthermore, if they aren't accustomed to listening to headphones as good as the "good" ones they used in the article, they would have no real idea on what to listen for when trying to discern the difference between 128 and 256k. However, if someone is content with that, then more power to them; the less you can discern, the less you have to spend to be satisfied...but, as I've said before, if you have good enough gear and know what to listen for, the difference is quite clear. For my portable rig, I use an iPod Nano 4G > LOD (Line Out Dock, a cable that lets you utilize the iPod's docking port as an audio source for an external headphone amplifier [provides better sound than the headphone jack; avoids use of the iPods (crappy) internal amplifier and (crappy) associated circuitry of the iPod]) > iBasso T3 portable headphone amplifier > Yuin PK1/Yuin G1A/Head-Direct RE0 headphones. I would be quite surprised if the setup they were using in testing were comparable to what I use. Now, of course, there is definitely a factor of diminishing returns in the world of audio, and there is surely placebo effect; after all, to the individual, the listening experience is completely up to interpretation. However, there is still a very real factor of returns within this realm. A lot of it has to do with personal preference, as different headphones/speakers will have a different sound signature, if you will, but there are levels or tiers of sound quality that components are capable of replicating, and unless your gear is capable of reproducing reference-level audio quality, there is still room for improvement, whether you can hear it or not. If not, then good for you. If so, you might find yourself on a begrudgingly slippery slope to audio bliss...and an empty wallet.

Oh also many musicians have damaged hearing, to some extent, from being around loud music for years.
 
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Howard

Lifer
Oct 14, 1999
47,982
10
81
There's a pretty good difference between 128 and 196. With a good bass setup like my three enclosed 12" subs, I wouldn't recommend anything under 224VBR unless you like listening to muffled farts.
Bass and high treble are the most tolerant of poor compression.
 

Born2bwire

Diamond Member
Oct 28, 2005
9,840
6
71
BTW a double blind test to prove that even most musicians have a hard time telling the difference between 128/256.
http://www.maximumpc.com/article/itunes_256_vs_128_bit?page=0,1

They ran the test twice, once with the "crappy" earbuds, and once with the more expensive ear-buds. Guess what? People did WORSE with the more expensive ear-buds.

I'm surprised about that (though the article doesn't load). I don't have too hard of a time telling the difference between 128 and lossless. I would be hard pressed to tell a difference with 256 though. I think I ended up encoding my stuff at 256 or 320 VBR and I really can't tell a difference between that and my CD's. As I recall though, there are simple ABX software plug-ins that should allow you to test yourself.
 

Modelworks

Lifer
Feb 22, 2007
16,240
7
76
How the encoder was set up has a lot to do with the output of the codec. Most people prefer to do the click to encode option , but most codecs have a lot of other settings that can change the output quality based on the source material. In the MP3 codec there are quite a few options that will effect the output and different MP3 encoders require different settings
 

adwilk

Senior member
May 27, 2005
214
0
0
I would just like to add one thing, The audio industry is one of the biggest industries built on the placebo effect out there. Everything from "vacuum tubes is the best!" to "Digital doesn't compare to analog, LP All the way!" are mainly built on fallacious assumptions and misrepresentations of the truth.

http://www.theaudiocritic.com/downloads/article_1.pdf <-- An Excellent read

Short of hearing damage, we all hear the same thing. Yes, we all can't split chords from each note without training, but we can all hear said chords.

We do all "hear" the same thing but we certainly perceive it differently- pleasing or otherwise. The audio world is certainly one of the most placebo affected product industries.

Double Blind- level matched testing "proves" that you can't tell the difference between interconnects, DACs, and solid state amplifiers provided that none of the devices are malfunctioning.

One constant, however, is that regardless of the source material louder is perceived to sound better. Compressed audio is generally louder due the elimination of dynamic range.

On my own hi-fi rig, I really cannot tell the difference between DD, DTS vs the HD Lossless codecs on virtually any movie. Some DD material on movie "A" sounds better than HD material on random movie "B". Far more important than compression in most cases is how the source material is actually recorded and mastered.

For those of you saying that you can absolutely tell the difference between say 192 and 256... unfortunately, unless you've done blind or at least level matched testing, your statements mean ABSOLUTELY nothing. Certainly there is a pretty decent level of diminishing returns involved as well...
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,080
136
I'd say 0.00000001% of all humans can discern the difference between 128kbps Mp3 and better.

I guess I must be in that group. When ripped straight from a CD I can tell the difference between 320k and 128k. On a good sound system.
 

speedy2

Golden Member
Nov 30, 2008
1,294
0
71
Funny how people can go nuts over TV's. Contrast Ratio, backlight type, size, etc. But, no one hardly ever is concerned with the audio stuff on anywhere near the same level
 

Cogman

Lifer
Sep 19, 2000
10,284
138
106
Funny how people can go nuts over TV's. Contrast Ratio, backlight type, size, etc. But, no one hardly ever is concerned with the audio stuff on anywhere near the same level

You know NOTHING about the audio industry. People obsess like CRAZY over audio equipment at the same level if not higher than they obsess over other electronics. They care about the type of cable that hooks up their audio system, the type of interconnects, the brand of speakers. The audio range of speakers, the sample rate of their CDs.

Hell. For tvs, most people only know "Oh, it is x big and 1080p" but couldn't tell you anything about the bitrate of the incoming video stream, or even if it was REALLY coming in at 1080p vs 720i.

Yet in the audio industry, anyone that has any sort of audio file could tell you the bitrate of said file and some even the codec used to compress it.
 
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