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by gwbas1c
1474 days ago
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> which is the same as square waves ... There is stuff far outside human hearing coming from the speaker because of these square waves. Maybe back in the 1980s on some of the early consumer digital equipment; but those problems were solved in the early 1990s by oversampling in the DAC, and then using some basic analog filtering far above the human hearing range. IE, a consumer DAC will oversample a 44.1khz signal to (example) 705.6khz in the digital domain; and then use a very gentle analog lowpass filter to deal with the ultrasonic distortion. At that point the difference between the original analog signal and the one coming from the DAC is approximately as accurate as if there was no DAC in the first place. (Granted, some people can hear up to 27khz, which is why some people like 96khz sampling rates.) |
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You're writing about the sampling end. I said the physical speaker creates high frequencies on playback based on material properties of the device - and I gave a decent reference where you can read the discussion on it.
No amount of filtering at the sampling end will remove physically created noise due to the physical playback membrane that moves air to create sound waves.
I am fully aware of using bandpass filters during sampling. I use them all the time to remove things I don't need before doing things like wavelet transforms to pull music information out of the result. And I often design things up front based on the physical playback mechanism if I know it ahead of time. Or if the hardware (such as embedded devices) will only sample at certain rates, or certain bit depths. Knowing as much about the entire audio path up front helps design each and every piece of the complete signal path.
Here's a simple example: basic speakers are an electromagnet coil - apply voltage V and the membrane jumps to a position. Different values for V make different positions.
Quantized playback, going through an DAC, will create distinct voltage levels. 8 bits will give 256 such levels. 16 bits, 65536 levels.
When that hits a speaker, the speaker membrane jumps to that level. There is some noise with inertia and momentum and point to point, but the end effect is the same - the speaker trying to make a square wave edge. There is no uniformly smooth movement from position to position - only jumps.
This can be seen by putting a mirror on the speaker, and bouncing a laser off it to a large wall, and record the wall in high speed - you see jumpy movement. Fiddle sometime with a pure tone sent at various bit depths to a speaker and watch the laser.
Now, these movements create frequencies in output not in the original analog signal, not in the digital signal, but purely as a physical artifact. And they depend on the playback device - all sorts of work and research is spent on speaker tech, materials, reproducible construction, and on and on, to make the output physical waveform as uniform and smooth as possible over all the possible input voltage jumps and frequencies desired. But all are imperfect, similarly to how all physical lenses (well, except 1-1 and flips) must distort images. It is all about the tradeoffs.