NoKey
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Is the Total the Sum of the Parts..(Bouncing)
Dear forum people, So many things to figure out, put off some details aside. But now would like to ask this question that I noticed a while back, and now seem to have verified: I seem to notice that if I bounce the MIDI track to a Wave and then mix the voice track with that wave, the result seems not as good as if I mix directly from the MIDI playing the synths and the voice track unto a resultant wave. Effects only on vocals so it's the same for both cases. Am I right on this? Thanks for any replies.
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AT
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/29 20:59:35
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No, I haven't noticed a sound difference between midi and a bounced wav. And they shouldn't be different - they should produce the same sound if you are bouncing to 24 bit files. If you are bouncing to 16 bit there might be a slight degradation, but it will be the same for you CD. @
https://soundcloud.com/a-pleasure-dome http://www.bnoir-film.com/ there came forth little children out of the city, and mocked him, and said unto him, Go up, thou bald head; go up, thou bald head. 24 And he turned back, and looked on them, and cursed them in the name of the Lord. And there came forth two she bears out of the wood, and tare forty and two children of them.
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NoKey
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/30 02:47:30
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Thanks AT. I have it at 24 bit all the time. If I record an audio track from the MIDI data, the audio track sounds identical to the sound I hear from just playing the MIDI track to its synths. That's for sure. But I am not yet too sure if recording audio as it is being produced by the audio card, with an existing audio track is the same as mixing two individual equivalent pre-recorded tracks by bouncing. I have been using fast bounce of audio tracks..I will do some more tests later and also check using slow-bounce, or even record as they are being played. Also, I might have had some volume levels differences, from audio to MIDI tracks. I did do some other testing that for my system, the MIDI-volume default of 100 corresponds to -2.1 db for an audio track from it to sound equally loud. So, I will also check myself with that in mind. Thanks again.
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NoKey
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/30 03:58:27
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Dear people, Well, I just did another more controlled test, and this time I went back to an earlier project that had the MIDI and vocals recorded. I wiped all previous mixes, and left the vocal and the MIDI tracks only. I recorded an audio track "X" from the midi (by playing the MIDI and recording), and checked it to sound as close as possible in level to what I hear if I play and audition the MIDI. I can do that by mute unmute and solos. Audio track X sounds identical to the MIDI when played, in volume and quality. Am using AKG 240 headphones, no speakers. Then I mixed the vocal and the "X" onto a track "Q" by sonar-bounce function. Then while PLAYING only the Vocal and the MIDI track, I recorded another audio track "Z". No volume levels changed. Now, since I had tracks Q and Z right next to each other, it thought why not compare by sight? So, I dragged their tracks so they have just about the same height. Then I compared the waves. They look different. Track Z looks proportionally and noticeable a little taller (more volume) BUT NOT ONLY THAT, the shapes are NOT identical in some parts, doing away with my initial thought that it'd be a volume difference. In shapes, it's much easier to notice and tell that they are not equal. Of course, they do sound different, and Z, as far as I can tell has "better quality of sound", even if readjust the volumes, which were supposed to be normalized to begin with. I think in this case, the ear can be easy to fool me, but not the sight. I have checked carefully all track's inputs/outputs for consistency. The microphone is DOWN so there are no external sounds. Any comments? Can some one be willing to test on his/her system this (just going to an existing project that has plenty of music/vocal content)? I am only using wave-in wave-out. I am using no buses, or special audio sends, since I don't use those anyway yet. Or any comments or suggestions on why this is so? Thanks.
post edited by NoKey - 2010/05/30 04:12:19
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The Maillard Reaction
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/30 08:20:06
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2 things to consider right off the bat. 1) The waveform drawing display in Cakewalk is a crude approximation and sometimes identical content will not look identical. That's not meant as a criticism... just an observation. 2) I interpret what you are saying is that you are comparing a digital bounce to an actual analog "bounce". Is that correct? If that's the case... then that explains the differences you see in the waveform. It's the same... but different. best regards, mike
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Beagle
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/30 08:45:22
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what soundcard are you using? does it have an EQ or other FX built into it that are being used without your direct interaction during the process of bouncing?
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Kalle Rantaaho
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/30 09:13:38
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What soft synth and what kind of a sound are you using? In VERY many cases a synth produces a different variation of the sound every time it's played, which would add to the various reasons to not having identical wav's.
SONAR PE 8.5.3, Asus P5B, 2,4 Ghz Dual Core, 4 Gb RAM, GF 7300, EMU 1820, Bluetube Pre - Kontakt4, Ozone, Addictive Drums, PSP Mixpack2, Melda Creative Pack, Melodyne Plugin etc. The benefit of being a middle aged amateur is the low number of years of frustration ahead of you.
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NoKey
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/30 11:08:10
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Hi all, again. Mike-mccue, thanks for the comment which I consider correct, but I had already checked the waves at audacity too, by exporting the resultant waves, and they do differ. -------------------------------- Beagle, thanks for your comment. Due to it I went and checked and I did have a hardware FX for surround in my Audigy 2 ZS card, which I am not sure if it was affecting, because for a long time since learning about mixing and sonar, I have been using only Stero (not the 4 speakers)...And due to your comment, I re-did the test again and did still find differences still by inspecting the waves. I will do some more tests to see if that effect is active even if the system is set for stereo only, because that's supposed to be for when the speaker settings are set to 4 channels. I do consider your comment very pertinent, and I need to study it in case it is favorable, even, for quality or not, and so I know what I am doing and get control on these things. --------------------------------------------- Thanks Kalle for the comment on synths..I do not unconsider it. I am using the Proteus VX and a Yamaha Soft Synth VSTi, and the Native B4...There are no loops nor things that I could attribute to viewable differences, though, but there could be. **************** I DO HAVE this newer observation, after quite a few hours of testing and observing, after my previous posts, that are consistently reproduce-able: Mainly, I can see differences in the areas where there is vocals. In the vocal track, I DO HAVE the audio effect plug-in "T-SLEDGE" which works only for playback, because I don't echo that track. So, more and more, it does now seem to me, that the observable difference in shapes (in the areas of the vocals in the mix) seem to be due to the way that the bouncing interacts with that audio VST effect. So, maybe it is what that VST audio effect does IN REAL TIME (during playback), vs how it respond when called by Sonar to do a bounce that includes it. I'll do some more tests with the same project later, without the VST on the vocal and report back. I do thank the interest and help very much. PS.: Slow bounce and fast-bounce of audio tracks made no difference, as expected.
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mattplaysguitar
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/30 17:13:53
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The ultimate comparison test to see if two tracks are different is this: - Obtain your two tracks and get the volumes the same (or as close as possible. - Flip the phase of one of the tracks If you can hear sound, then play around with the volume of one of the tracks and see if you can get the volume to go down. Set it so the volume is as low as possible. If this results in no sound, you tracks are EXACTLY the same. If there is sound, the sound that you can hear is the difference between the two tracks. Everything that is the same about them will have been cancelled out.
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Middleman
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/30 17:21:45
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Take all effects off your tracks then do your test. If the raw tracks without other processing are still coming out different, then it has to be your sound card processing. If things come out OK then your VST is suspect but frankly, I have never heard of this happening.
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AT
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/30 17:29:01
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One thing to consider is the audigy card. the old ones emu chips operated natively at 16 bits/48 kHz. Any other output/recording results in 'on the fly" conversion that you can hear. @
https://soundcloud.com/a-pleasure-dome http://www.bnoir-film.com/ there came forth little children out of the city, and mocked him, and said unto him, Go up, thou bald head; go up, thou bald head. 24 And he turned back, and looked on them, and cursed them in the name of the Lord. And there came forth two she bears out of the wood, and tare forty and two children of them.
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Philip
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/30 19:48:25
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An excellent thread for me! (+1 to all) For me it seems: 1) Bouncing is exact 'science': 2) Freezing tracks sucks in the Sonitus EQ and VST Fx's (Fx-bin) 3) Exporting tracks ads post fader reductions/boosts. 4) The summation of tracks is exact 'science' also. If I doubled a 'clean' track (one without fx's, automations, MIDI coding, etc.) ... I'd 'expect' roughly twice the decibels, IIRC ... on the receiving buss. 5) But some synth samplers, like EWQL, Toontrack stuff, etc. vary samples and/or other parameters ... making it tricky for me to handle mixing sums/summations and such. 6) In Sonar 8.5.3, I have been oft unable to get consistent audio track outputs ... especially those containing Gain-clip envelopes and multi-splices ... unrelated to latency/buffers. (IIRC, No other Sonarites have reported 'my' level problems with S 8.5.3) In the past I've had suspicians with: 1) Soundcards (even my RME ff400) 2) DAW Motherboards (yes ... plus the fact I've messed with the registry a bit)
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NoKey
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/30 23:47:34
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LATEST DISCOVERY: ------------------------- Since my previous observations show that the areas, where visual differences can be observed more readily, is in the VOCALS; after my last thread (and sleep over the issue), I thought "why not just do the same things to the VOCAL track alone, with its VST audio effect?" So I did, and here's the most INTERESTING FIND: ---------------------------------------------------------- (All audio tracks have the same wave1 wave2 output) 1. The vocal audio Track-1 has only one VST audio effect: T-SLEDGE (Preset = 'Limiter+0db'). This track was recorded raw. I have the said effect enabled for playback all through this steps. 2. In Sonar LE, I play the vocal Track-1, only and record it to audio Track-9, "The Played Track" 3. Then, I bounce the vocals Track-1, including its effect, to audio Track-8, "The Bounced Track" 4. I compare by sight the Played Track with the Bounced Track and then I notice that the differences are more notorious where the wave is not symmetrical (vertical-wise, of course), AND not only that, but that where one wave protrudes UPWARDS in asymmetry, the other protruded DOWNWARDS in asymmetry, thereby hinting some phase reversal! 5. So I thought of reversing the polarity of the bounced wave, but Sonar LE does not seem to have that function. 6. So, I exported the BOUNCED wave out into Audacity and there I inverted it, and saved that wave as "inverted" wave. 7. Then, I imported that INVERTED wave into the Sonar project, onto a track that is right next to the PLAYED wave, and lo and behold: THE Played Wave and the Inverted Wave look identical, as far as I can tell!!! CONCLUSSION: Sonar LE, in this case and track, as tested, incorrectly INVERTS the output, when bouncing, as compared to when playing the track. At first, I thought it might only have to do with the VST effect when bounced, but the more now I feel is that it looks as if Sonar inverts the phase of the entire wave bounced, and I suspect this could be general, but will do some more checks to see if bouncing inverts the wave, as well of any others I consider pertinent, as time permits. Also, I don't see how this could have to do with the Audigy-2 Zs card, and will say that though bouncing be an exact since, there can still be errors in the implementation of any science. As to errors in this testing, yes, there can be too, of course. I have made every effort to avoid them, though; ...and, as usual, the best is if others can corroborate or reject by testing in their own systems, as I would like to find the truth on this, and would appreciate any interest and efforts to this. I'll report any other interesting or seemingly important things for consideration. Thanks for all pointers and comments.
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Middleman
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/30 23:57:40
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Don't know Sonar LE but is there a phase button that is accidently engaged? That would account for what you are seeing.
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NoKey
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/31 00:55:59
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UPDATE: ---------- Now I went again and did record the same vocal track-1 (no vst anymore) unto Track-PLAYED and inspected it, and where the phase inversion is taking place is RIGHT at this point!! I also did some bounces and bounces of the bounced, and NO, BOUNCING of Sonar DOES NOT introduce a phase shift, so Sonar is OK (Happy about it). So I inverted in Audacity the Track-PLAYED and it indeed is identical to the ORIGINAL vocal track. I am in the ASIO mode now...Will later do same tests in the MME mode, as perhaps it the problem might be there. I don't have a clear clue now of where the cause might be, hardware, sofware, or ASIO at this point. The other test I will do is using the built in card of this laptop, in the MME or WDM, for that has no ASIO. I will report back. Thanks. Middleman, thanks for the suggestion..I don't recall a phase option on Sonar LE.
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NoKey
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/31 03:05:59
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UPDATE-2 ------------- I did some more tests to try to find some clues or conclussions. With a minimum of detail, it's like this: 1. With Sonar in MME mode, also the inversion results when playing a the above vocal wave (no FX) and recording while play in a separate track. 2. Play the wave track in Sonar, record it in Audacity while playing, ALSO results in a phase-inverted wave. 3. Furthermore, I removed the Audigy card rebooted and set system to play with the built-in chip which is, in my case a SoundMax HD chip. I verified the sound, played an mp3 at the Media player, etc. 4. In Sonar, using the SoundMax HD chip, MME driver mode, the inversion STILL IS THE SAME. ---- MORE INTERESTING THINGS: ================== Stil using the built-in chip SoundMax: 5. So I exported the Vocal audio track out to wave. 6. Loaded it into audacity, inspected it there and concluded that it is correct (not inverted). So, Export is ok. 7. Then, this test is VERY INTERESTING: In Audacity, with such wave, I hit record, and I have audacity so it record a track underneath the existing one, while playing it..And, guess what? ..The RECORDED wave is INVERTED....In all these tests, I've learned to know the test wave, and where to check for a very clear difference. So I no longer need to do inversions to see that they are OK or inverted. CONCLUSSIONS: So,....something quite unexpected is happening in audio, as I find here: 1. Two recording softwares when playing an audio track and recording another in itself of the same thing, the resultant wave is phase-inverted. 2. The two recording softwares, do the same thing, even on two different hardware audio cards. So which is wrong? Either BOTH softwares, or BOTH cards? Can any one confirm in his system? Now this ought to be easy to do, just need a wave form that has some observable ASYMMETRY. It has nothing to do with vocal track, or with VST audio effects. I hope someone can help on this and verify or deny this finding. In the meantime, I'll check to see if I can find a test audio wave with some asymmetry on purpose, that would make this testing easier. Thanks everyone.
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NoKey
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/31 03:55:46
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Hi again, Middleman. I thank you again on you comment on the phase reversal switch. Yes, I now find it, and all the tracks were Normal phase. However, now that I know where it is and more of what' happening, I will surely use the button.... In Sonar LE is two setps below the track number button..It looks like a circle witha forward slash splitting it.
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The Maillard Reaction
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/31 08:33:01
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NoKey, I'm not sure I see an answer to this question: "2) I interpret what you are saying is that you are comparing a digital bounce to an actual analog "bounce". Is that correct?" If this is the case I suspect you are simply observing that the analog summing is less linear than the digital summing. If that doesn't make sense search out the term "linear response" as it relates to transfer functions.
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AT
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/31 10:13:34
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Yea, i'm not sure of exactly what you are doing. NO offence, but it is kinda tedious to read through these posts. There is no reason to re-record audio unless you have a good card and some nice analog hardware. The cards that you mentioned aren't good candidates. And there are other issues - cables, etc. Stick to the digital bounce. While I applaud your scientific curiosity, it is kinda like jumping off a one and two story building to see which hurts more. @
https://soundcloud.com/a-pleasure-dome http://www.bnoir-film.com/ there came forth little children out of the city, and mocked him, and said unto him, Go up, thou bald head; go up, thou bald head. 24 And he turned back, and looked on them, and cursed them in the name of the Lord. And there came forth two she bears out of the wood, and tare forty and two children of them.
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Philip
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/31 10:30:14
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At least he's making 'recordings'. I love his sci-method, though I hate clinical methods and procedures. 1) Now ... if he'd update his gear abit: card, hardware, Sonar, etc. 2) Get a spicy song going
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Jeff Evans
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/31 11:20:35
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Hi NoKey I am a little confused about a few things. Can you clarify a few things for me. 1) Are the synths internal (virtual ) or external. 2) When you say you get a better sound from having the midi synths playing dircetly and being mixed with the audio, what is the sigal flow for that. How do you combine the output of the midi synths and the vocals? How do you get that stereo mix to the input of a track. All internally (digitally) or externally via a mixer and back in etc. Are the analog inputs and outputs used. It should not matter actually. I will create the same senario and do some tests. FYI that very interesting video that features Ethan Winer concerning audio myths: http://www.youtube.com/watch?v=BYTlN6wjcvQ Talks about feeding a track out and back into a sound card 5 times produced a wave that was indentical to the original wave in quality is interesting! Also for many years I had a big hardware external synth setup and often did not convert any of them into audio. I just mixed everything all at once on a large analog console. Quite complex mixes. Time was usually a factor. But after a while I decided to turn all the external instruments into audio and do internal bounces. It sounded exactly the same to me. (most of the time, but sometimes I prefered the internal bouncing! It seemed to have a slight improvement in separation, no loss in bottom end, less noisy) So would that not be a good case for the whole external analog thing to be better than the all internal version, yet the difference was very small. I did it to preserve the orignal tracks in case I did not have the instruments for any reason which turned out to be the case later.
Specs i5-2500K 3.5 Ghz - 8 Gb RAM - Win 7 64 bit - ATI Radeon HD6900 Series - RME PCI HDSP9632 - Steinberg Midex 8 Midi interface - Faderport 8- Studio One V4 - iMac 2.5Ghz Core i5 - Sierra 10.12.6 - Focusrite Clarett thunderbolt interface Poor minds talk about people, average minds talk about events, great minds talk about ideas -Eleanor Roosevelt
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NoKey
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/31 12:49:36
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Hi again, to all people that commented and have proper and understandable criticism: I will simplify the whole thing again: It turns out that in Sonar if one bounces one or more waves to antother track, the resultant wave will have say polarity "X". However, if one plays the same waves simultaneously, while recording the result in another track wave "Y", the polarity of Y may be opposite to that of X. Now, the fact that I did have some VST and even one inadvertent hardware effect, are found to have nothing to do with this. But, why can this be relevant? It can be relevant to people like me or others who have a sound source which is not a VST and hence have to PLAY/record somethings and bounce others. And of course this DOES NOT apply to recording exactly what one has (duplicating); but rather doing this to an existing track while adding some effect, or other things, or mixing. The idea of recording the existing audio track, onto another identical wave in another track, while playing the source track, was used only to show the veracity that the resultant wave was indeed inverted in my system. An example of where this can matter would be: Say you have a wave-a, and you want to add some hardware effect or software effect that forces one to play and record the result, rather than bounce it. And that somehow one wants to then bounce some of the original wave-a with the played-recorded result-b...Well, in that case obviously phase reversal could be important. I am clear already to myself on what's happening, and specially after I found lastly the following: It's a web site of a person who makes software to use sound-cards as an oscilloscope, so obviously he better be very familiar with waves, not only of the symmetrical type, but all kinds of waves, not just audio waves. Well, he has this paraphrased comment: "There are some sound cards that INVERT the phase of the incoming signal BEFORE doing the digital processing". Now, although I have no doubts on the fact that the two cards I tested INVERT the input signal, perhaps for others of us here, this might be of interest. Otherwise, for most things it may not make much difference, or not matter at all. But if one does get some things by bouncing and others by play-record, then it might matter. So, after all, the test is really very simple..A short vocal track or any wave with some assymetry can be used to play-record the wave, result in a second track (use no no vsts or effects), and just visually compare the resultant waves... A vocal wave with an intentional spike (like tap the mic a few times) can probably be a simple one to use. Thanks Jeff, for trying to duplicate some of what I said at the start of the thread, where I was only starting to find this out. But if you or others wish to report on this simple tests for phase inversion as said, it might be be interesting to know. No big project is needed for this test. Just open sonar and record a vocal with some spikes..Then play/record it into another track, and compare the two waves. If the spikes go up on one and down on the other, then the sound-card or sound interface reverses the polarity, otherwise it does not. As said some cards do, and some don't. And why I don't know. But I also read somewhere that some professional external DAC's do have a phase reversal switch. So maybe this is not necessarily a trivial finding or effort after all. Thanks everyone!
post edited by NoKey - 2010/05/31 12:59:45
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Philip
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/31 13:46:00
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A 'necessary video": Like tube amps vs transistor amps ... Heehee! 'Expectation bias' seems the strain/lesson in the 1st 25%. We make: "Endless arguments over tweaks" and may succumb to fraud: Crystals. Power wires, Demagnatizers, Special fuses Comb-filtering from leather seat backs and untreated reflections is Ethan Winer's sweet agenda, IIRC. Time to buy some bass traps and position our audio input and output appropriately. Also we need to focus on: 1) Freq response 2) Distortion 3) Noise 4) Timing Masking, F-Munson effects (vox vs bass and treble @ low levels and high levels) Compare one thing at a time Double-Blind testing is excellent Levels must be matched for proper testing. Subjective terms ... warm cold sterile forward silky vs Hz Ethan Winer prefers we speak in terms of Hz. He demos how difficult it is to hear noise at -20dcbs below the music. (in Sonar) Dither fallacies: "In practice we can not tell dither (e.g., Sonar powr vs truncation!" Sound forge: triangular vs truncation, etc.) Room distortions overpower dither distortions. Sound Cards: SoundBlaster xfi vs Apogee 8000 (insignificant difference) "Pop mix" re-recorded ("out and back in again") After 20 generations through SoundBlaster: Things sound the same (to Philip's ears). 16 bits with no dither > 13 bits of tape. To test your questionable soundcard: Record CD-Walkman analogue output into soundcard input. Compare both for "transparency" (scientifically as per the Op). How many bits do you need: Below 16 bits: treble gritty distortion noise @ 8-9 bits. "Stacking accumulation is a myth" 24 vs 16 bits No Difference! Phase Shifts, Jitter clocks, etc.: "You're just parrotting know-it-alls" "You can't tell" (Winer demos 14 phase shifts): "But phase-shifter fx boxes are comb-filter fx's" ... very noticeable. The null test: various mixes nulling perfectly with one another (reversing polarity in Sonar) ... Gain staging in Sonar: Digital summing is not flawed; only F-Munson fx's are present. So called "VST sweet-spots" are also a myth. EQ reversal (null tests). Varying Mics might be made to sound the same with EQ (in Sonar) -------------------------------------------------- Jeff and Ethan Wines, I hope I did not misconstrue this excellent demo. It has been very helpful.
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NoKey
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/31 17:21:12
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Well, just in case, this clarification: AT and Jeff, when I say Play-Record, all the sounds are internal, nothing is coming in via analog cables. Jeff, I watched the video you linked. Very interesting. In the terminology of the Video, what I found is "polarity reversal" of the original wave vs the wave when recorded as played. Also, the quality difference I referred to was due to a hardware effect being on, as Beagle suggested. I realize that phase shift is hard to hear. And also that a phase reversal by itself is not hearable, only important if one does some adding of waves for whatever reasons. Thanks again.
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Jeff Evans
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/31 18:14:22
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Hi NoKey Your OP was about a quality shift at first and you have moved into the area of signal polarity. This is good because I had this problem with my previous computer. It had two hardware sound cards and after some experimentation I found that one of them was inverting the signal polarity. In a lot of cases it does not matter but if drums are taking up 10 channels and you have another sound card involved it could mean that two of those channels could end up with polarity reversal. Something to think about for those who have more than one audio interface. You may have to make adjustments to compensate. There may also be a reason why an all digtial bounce may invert the polarity. If you play back your mix plus all the tracks at the same time, (instead of soloing the mix track) if an inverted mix is present it could be used to lower the overall level rather than plunging it through the roof at the output. There are better signals too for testing signal polarity. Cool Edit Pro or Adobe Audition for instance can generate waveforms that are very suitable for signal polarity tests. I also found that what you saw in terms of the shape of the wave in a clip did not necesaarily agree with the polarity of the output. With an oscilloscope you can really check this. accurately. One test is to copy a test waveform and place it another track. Then route that track to the other sound card. In my case, both tracks displayed the wave correctly but one had an inverted signal at the physical output. These days I am all on one sound card and it is better from that point of view. The video is very interesting and it does highlight the fact that many people can get very excited about tiny little aspects of music production like how far noise is down at -70 db or -90 db etc but in reality it would be hard to hear -30 db. A lot of interesting tests too that we would all cringe at but in fact would be extremely hard in many cases to actually hear anything different. And these things are insignificant compared to other things like moving your monitors around and changing the surrounding room acoustics. I have done a lot of AB testing in the past and it was very revealing. It is hard to hear things sometimes. Like my setup of all the analog synths and analog mixing and OTB stuff compared to transferring individual parts over and doing all ITB mixes. It could stir up things like the debate of OTB analog mixes and summing compared to all ITB. There is much less difference to what people think. With care it is possible to create a huge analog sounding production in all digital environment, well I think so anyway.
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The Maillard Reaction
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Re:Is the Total the Sum of the Parts..(Bouncing)
2010/05/31 20:41:50
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NoKey, That's a very thoughtful post. FWIW, I Reamp guitar tracks frequently with my MOTU gear... I'll check tomorrow to see if the phase is inverted on the second pass. I don't think I've ever had an issue with it before and I usually use the direct track and the Reamped track in a blended mix. I use the MOTU ASIO driver and always do a round trip check and manual latency compensation before doing overdubs. best, mike
post edited by mike_mccue - 2010/05/31 20:42:59
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