bitflipper
Sorry, Craig, but you're inadvertently propagating well-intentioned misinformation.
... amp sims, virtual instruments, etc. can easily generate signals that go above the clock, and fold back into the audio range.
This is a true statement, but anti-aliasing will be handled internally within a well-designed synth or distortion processor. If you have to increase your sample rate to make some plugins work better, then you need better plugins.
Saying I need better plug-ins is all well and good, but that's sort of like saying all my plug-ins should be 64-bit, which they should be. But some aren't, so I have to use bridging, which is a flawed technology but serves its purpose.
If AD sounds harsh at 44.1KHz it's a design flaw in AD. What is the sample rate for AD's samples? 44.1 KHz. Playing them back at the same rate they were recorded should yield the best fidelity. If it doesn't, and the reason is aliasing, then there is distortion happening within AD that either shouldn't be there or that should have been handled internally with upsampling and filtering.
The
samples sound fine at 44.1 until you start adding
synthetic processes like boosting the treble, adding saturation, etc. It doesn't matter to me why the results are an improvement, because I need to make the best-sounding music I can with the tools I have today. I agree upsampling and oversampling helps, but both rely on interpolation and in the case of oversampling, stuffing in zeroes and interpolating on playback because attempting to interpolate while recording creates its own issues. Running at 96kHz for sounds that are generated synthetically provides "real" data for each sample.
Consider the most common scenario for generating "illegal" frequencies within your project: harmonic distortion. You might call it an exciter, an amp sim, a tape sim, a revitalizer, a tube emulator, or a saturator - they're all adding harmonics that can potentially include frequencies above Nyquist.
As can harmonic-rich waveforms from synthesizers like Z3TA et al; it's not just distortion.
Such processors most often add odd-order harmonics. For example, a distorted 10 KHz signal's third harmonic of 30 KHz would exceed Nyquist at 44.1 KHz but not at 96 KHz. However, the fifth, seventh and ninth harmonics still exceed Nyquist, even at 96 KHz. IOW, raising your sample rate is only a partially-effective band-aid for mitigating problems in your plugins that shouldn't be there in the first place.
But wishing the problems weren't there in the first place doesn't make them go away; raising the sample rate does. Most of the foldover with 96kHz bounces back into a range that's above 20kHz so we don't hear it.
But I also don't think it's just about aliasing. One result that made so little sense I re-did the experiment to make sure was that the imaging of TH2 with its included reverb at 44.1kHz "wandered" compared to the same preset at 96kHz, where the image was rock-steady. The sound quality was the same. I'm theorizing that reverb is sufficiently complex that doubling the processing rate somehow tightened up the calculations and reduced variations between the left and right channels.
I checked with designers at Native Instruments and IK Multimedia when I first started running amp sims at 96kHz and I thought they sounded better, but didn't trust my ears. I asked if i was hearing things or whether there was an actual reason why they sounded better. I don't have their responses on this computer, but I can look it up. Independently, both of them mentioned improved computational precision as the main reason why, not distortion. Perhaps the experience with the TH2 reverb supports that.
The bottom line is I got incontrovertibly better sounds out of virtual instruments and plug-ins by running the project at 96kHz, even when sample rate converted to 44.1kHz and played back through a 44.1 audio engine.
To hear what I mean,
here's a link (expires in six days) to download two files produced by the Z3TA+ 2. One was recorded with the project running at 44.1kHz, the other with the project running at 96kHz and converted back down to 44.1kHz. I'm not even going to say which is which, because it's audibly obvious which file reproduces high frequencies more cleanly and accurately. I recommend that anyone who wonders whether running a project at 96kHz can improve the sound listen to these two files.
P.S. I also read on the web that digital filters aren't perfect, which may be part of the story as well.