The Maillard Reaction
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SOS doesn't like the sound of floating point math?
I didn't want to hijack this thread: http://forum.cakewalk.com/tm.asp?m=1476793 So I started my own. What's up with this quote from this page: http://www.soundonsound.com/sos/aug07/articles/qa0807_1.htm "When working with 24-bit digital systems, it makes absolute sense to maintain... about 20dB of headroom above the nominal signal level, with most peaks reaching no higher than about -10dBFS. Only the rarest fast transients should kick up above that. When working in this way, the system noise floor will still be a good 90-100dB below the nominal level, which is directly comparable with a good-quality analogue console. Operationally, working with this kind of headroom contingency means no longer having to worry about clipping and overloads, and internal mixing and signal processing generally sounds cleaner and more analogue-like because you are not forcing the system to use floating-point maths (not all systems appear to work correctly in this regard)." I can't seem to get through a SOS article without spewing my food all over the place. :-) Don't they have editors? Comments? best regards, mike
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John
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 20:39:35
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He may only live with PT. I don't think he knows what he is talking about or what is going on in the box.
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bitflipper
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 20:54:45
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What they're talking about is the tendency to "lose bits" when your signal is too hot in a floating-point system. The beauty of floating point is that there is - practically speaking - no such thing as an "over". If your signal is too hot, you just borrow some bits and make an exponent. Unfortunately, those bits are lost forever once you bring it back down under 0db and convert to integers. So if you always have plenty of headroom you don't have to worry about that phenomenon.
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John
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 21:02:08
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Well Bit you may be right but I know that Sonar 7 sounds a lot better then Sonar 3 did when its pushed. Same hardware but different audio engine. For me its a whole new world. Sonar seems able to deal with this issue. BTW its doing this while monitoring to a 24 bit interface. So whether its going to a file or out its always going to be 24 bits.
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The Maillard Reaction
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 21:14:07
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ORIGINAL: bitflipper What they're talking about is the tendency to "lose bits" when your signal is too hot in a floating-point system. The beauty of floating point is that there is - practically speaking - no such thing as an "over". If your signal is too hot, you just borrow some bits and make an exponent. Unfortunately, those bits are lost forever once you bring it back down under 0db and convert to integers. So if you always have plenty of headroom you don't have to worry about that phenomenon. I'm not clear on how where you lose bits but I'll assume you are... So is it a progressive phenomenon? That's the part that I guess I need to learn more about. It seems like you are saying that it can be a floating point system but there is some threshold where it's not operating with a floating point? thanks, mike
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Jim Roseberry
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 21:25:26
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When Cakewalk moved to a 64Bit Float mix engine, they made "rounding error" such a non-issue... it's not even worth discussing. If your mix doesn't sound good in Sonar 7, I guarantee that mixing with 24Bit integer resolution won't fix it.
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The Maillard Reaction
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 21:35:35
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Just for the sake of my own education is there a good place to read about this rounding error? Would I look within the context of 32bit floating? My initial experience with floating point math was in Photoshop with image manipulation... I guess I always assumed the rounding error was always minimized to the last bit. Is it just that at 64 bits that last bit is so a small unit it's inconsequential? thanks, mike
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droddey
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 21:50:41
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When you use a non-floating point representation, every calculation in the end has to fall on an integral number. So if you divide 10 by 3, the actual value is 3.333333333..... forever. But in an integral system, that has to either become 3 or 4, since there is no in between. So you've either lost a third or gained two thirds. No biggie in a single operation, but over the course of possibly thousands of operations that a particular sample might go through from tracking out to the final resulting mixdown, it can add up. With a floating point system, the result is 3.33333..... out to the number of possible fractional digits within the 32 or 64 bit floating point representation (38 I think for 32 and 308 for 64 bit.) So the rounding error is incredibly small for a 64 bit floating point system, and pretty darned small for a 32 bit one.
post edited by droddey - 2008/09/04 22:17:30
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The Maillard Reaction
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 22:02:28
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Hi Dean, I guess the part that befuddles me is the idea that 3.3333333 may be a less accurate representation? I always assumed that floating point was way more accurate and the rounding was some small portion of the rounding you just described in integer sets. (e.g. 10/3 = 3 or 4). That's what made that passage in the SOS article seem so remarkable. best, mike
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droddey
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 22:15:57
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It is way more accurate, definitely. And I agree that I'm not sure how the author came to that conclusion necessarily.
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LostChord
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 22:29:14
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May I suggest you refer to this: http://en.wikipedia.org/wiki/Floating_point Look at the sections on representable numbers and accuracy problems. The more operations you perform with floating point numbers the greater the accumulated error. With integers the only operation that involves potential loss of data is division. Structure your algorithms to take this into account and I would suggest that integers are going to be far more accurate so long as you can avoid overflow issues. With regard to the 'is it 3 or is it 4' discussion if your D/A converter is integer you have to make that call anyway. cheers
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droddey
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 22:37:59
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But if you have 308 decimal digits to work with, the fact that certain numbers cannot be represented doesn't have quit as much of an effect. Probably many such calculations would introduce less of a problem than a single integral division would, right? The difference between the exact integer and the repeated fractional representation would be in the last fractional digit, which would be a tiny deviation in a 64 bit floating point value. How many of those would it take to make a difference of 1/3 or 2/3 that a single integral division of the above type would cause? So if you can't actually store 0.1, but you can store 0.999999999999999999999999999999999999999999999999999999999 (for instance), how many additions of such a number would it take to drift as much as that single integral division? The deviation is only 0.000000000000000000000000000000000000000000000000000000001 in that case. And the converter is just one of the operations each sample goes through. It would be overwhelmed probably by the downstream manipulations during processing, I would think. So the fact that the conversion is integral wouldn't seem to me to be much of a factor, unless you never did any processing of the recorded smples.
post edited by droddey - 2008/09/04 22:42:08
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The Maillard Reaction
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 22:56:00
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"With integers the only operation that involves potential loss of data is division" Thanks I'll read that link, but isn't this statement true for floating point as well... except for certain results of multiplication operations? in other words. 3.333333333333333333333333333333333333333333333333333333333333333 + 3.333333333333333333333333333333333333333333333333333333333333333 ----------------------------------------------------------------------------------------------------- = 6.666666666666666666666666666666666666666666666666666666666666666 or 3.333333333333333333333333333333333333333333333333333333333333333 - 3.333333333333333333333333333333333333333333333333333333333333333 ----------------------------------------------------------------------------------------------------- = 0.000000000000000000000000000000000000000000000000000000000000000 3.333333333333333333333333333333333333333333333333333333333333333 x 3.333333333333333333333333333333333333333333333333333333333333333 ---------------------------------------------------------------------------------------------------- = 11.11111111111111111111111111111111111111111111111111111111111110888888888888888888888888888888888888888888888888888888888888888 aka = 11.1111111111111111111111111111111111111111111111111111111111111 In either Integer or Decimal systems you only round at the end of your bit depth. You can call it an over, or you can call it very small number. so what's that mean? :-) best regards, mike
post edited by mike_mccue - 2008/09/04 22:59:21
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space_cowboy
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 23:05:25
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THat must have taken a ton of time. Wow.
Some people call me Maurice SPLAT Pro lifetime, ADK 6 core 3.6Ghz with 32 GB RAM, SSD 1TB system drive, 3 3TB regular drives for samples, recordings and misc. Behringer X Touch, UAD Apollo Quad. 2 UAD2 Quads PCI (i think - inside the box whatever that is), Console 1. More guitars (40??) and synths (hard and soft) than talent. Zendrum!!!
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LostChord
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 23:11:53
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A/D conversion gives you an integer which is then converted to (a possibly approximate) floating point value. The D/A conversion sends it back to integer. Stuff happens in between which could be quite computationally intensive. There will be varying degrees of error and at some point 0.9 will be considered 0 or 1 depending on a choice of round/chop in the conversion (and maybe chop is the better way to go to avoid some clipping). So do you do that on a per track basis or do it at a bus level or what? There can be a lot of tracks in a mix. Your summing them. In my early programming days (commercial programming in Fortran 4, a while ago) we used to keep money in cents where possible. When we had to produce a report in dollars and cents these values had to be divided by 100 - this involved conversion to floating point so we didn't lose the cents. It did not take very long for a running total printed at the bottom of the report to disagree with the hand calculated total derived from the individual printed values. Hoops had to be jumped though to get them to agree. So I think the number of operations required to make a difference may not be that great. We are not dealing with 300+ decimal digits.... if it's 24 bit sampling we are only dealing with about 8 (24/(2^3).... 8 is approximately 10) and the precision is likely to get pegged back to that level quite frequently during the processing (wild guess). So I'm not sure 64 bits is going to solve everything.
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LostChord
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 23:23:43
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In reply to mike_mccue. Mike I'm not going to quote all that! With the subtraction you are probably correct for the rest probably not. Reason is that your decimal representation is an approximation of the binary floating point value and already involves some rounding just to display it. So add them together and the last digit may flop around a little because your now rounding the sum of bits subject to individual rounding before. Ditto the multiplication.
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droddey
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 23:40:09
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There can be a lot of tracks in a mix. Your summing them. In my early programming days (commercial programming in Fortran 4, a while ago) we used to keep money in cents where possible. When we had to produce a report in dollars and cents these values had to be divided by 100 - this involved conversion to floating point so we didn't lose the cents. It did not take very long for a running total printed at the bottom of the report to disagree with the hand calculated total derived from the individual printed values. Hoops had to be jumped though to get them to agree. So I think the number of operations required to make a difference may not be that great. We are not dealing with 300+ decimal digits.... if it's 24 bit sampling we are only dealing with about 8 (24/(2^3).... 8 is approximately 10) and the precision is likely to get pegged back to that level quite frequently during the processing (wild guess). At 24 bits, there are 16 million possible amplitude values. This just isn't a quantization problem really. That's more than enough to give you a very accurate level for each sample, and they are generally super-sampled even beyond that, so it's not just an infinitely thin sample. So the quantization error for 24 bit sampling is trivially small. And it only happens twice in terms of conversion. Once on the way in, and once once on the way out when the user listens to it (unless you are also using hardware inserts during processing.)
post edited by droddey - 2008/09/04 23:41:53
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The Maillard Reaction
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 23:51:47
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re: "already involves some rounding just to display it." I'm failing to see how 32 bit fixed: 00000000000000000000000000000003. or 00000000000000000000000000000004. is any more or less arbitrary than this 32 bit float 3.3333333333333333333333333333333 in either case the intial sample value is arbitrary and rounded at it's last digit. I'm non plussed by the interface conversion... that's seems to me to be symptomatic of contemporary technology. But I would enjoy seeing some specific examples where you could see how points along the stream are effected by some basic audio operations. I'd like to see Dean's theory (which my farmer logic is sympathetic too) played out to see how the rounding plays out in a head to head comparison. Other than that I'm pretty much sold on SONAR's 64bit engine... I just figure there's always something to learn... even if it's just another perspective rather than a collection of facts. Does anyone know of a comparative analysis rather than an anecdote? best regards, mike
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LostChord
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RE: SOS doesn't like the sound of floating point math?
2008/09/04 23:54:03
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And it only happens twice in terms of conversion. Once on the way in, and once once on the way out when the user listens to it (unless you are also using hardware inserts during processing.) If I have 8 tracks going to 8 D/A converters then it is happening 8 times. If I mix those down to stereo on a bus the number of times it happens will be a design decision on the part of the developers. It might still be 8. This could account for some of the reported differences in behaviour in the original SOS piece.
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The Maillard Reaction
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RE: SOS doesn't like the sound of floating point math?
2008/09/05 00:02:46
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OK, with regards to my last post I see now that it only applies to the A/D. On the D/A the Integer is theoretically complete where obviously the float point has to finally round. best, mike
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LostChord
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RE: SOS doesn't like the sound of floating point math?
2008/09/05 00:07:39
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Mike, I'm not sure if I understand where the confusion is so apologies if I've got it wrong. The 32bit float value of 3.3333333.... is actually (or could be) 3.3333333 recurring. It doesn't truncate. When displaying to fixed precision a rounding descision is made, so: 3.3333(3....) displays as 3.3333 Now add them, you have 6.6666(6....), this gets rounded to give you 6.6667 when displayed. Displaying is equivalent to hearing in this context I think.
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droddey
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RE: SOS doesn't like the sound of floating point math?
2008/09/05 00:18:30
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If I have 8 tracks going to 8 D/A converters then it is happening 8 times. If I mix those down to stereo on a bus the number of times it happens will be a design decision on the part of the developers. It might still be 8. This could account for some of the reported differences in behaviour in the original SOS piece. It's still trivial. You have 16 million possible amplitude levels to use when tracking at 24 bits. It's just not an issue. The quantization of the amplitude levels is microsopically small. It will make no effective difference at all. If there are, say, 120dB of possible range, so that would come out to something like 133K values per dB. People can't even hear a tenth of a dB, much less a hundred thousandth of a dB. Once on disk, then it comes into the summing engine and is converted to a float and passed through the engine and finally converted back on the way out. For playback during maxiing, it's just going to go back to a 24 bit value, so again the rounding in the final conversion back will be very small. So the 'display' here has plenty of bits. For the final 16 bit mixdown, it will be worse, but it would be worse for a 24/48 bit fixed point as well, since in either case you are having to down-convert. So just can't see how a fixed point engine is ever going to be as accurate as a floating point engine, even including the possible conversions to/from fixed point that might have to occur.
post edited by droddey - 2008/09/05 00:20:13
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dke
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RE: SOS doesn't like the sound of floating point math?
2008/09/05 00:29:21
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I go along with droddey, It's my understanding that the greatest value of FP is during all the calculations made for effects, and other processing of the audio. Using integer math for proccessing, the accumulated errors/rounding are much higher than using FP. Dan
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LostChord
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RE: SOS doesn't like the sound of floating point math?
2008/09/05 00:39:38
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People can't even hear a tenth of a dB, much less a hundred thousandth of a dB. Agree 100% there  Which is why real comparative analysis is likely to be thin on the ground. In terms of the accuracy of fixed -v- floating point... both have their place. Packed decimal works really well in financial environments. I can appreciate your arguments, I can also imagine situations where poor engineering decisions could result very bad floating point performance. You are assuming good engineering decisions in all cases. It might also be possible for choice of audio bit-depth and sampling rates in a project to also muddy the waters here.
post edited by LostChord - 2008/09/05 00:42:32
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dontletmedrown
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RE: SOS doesn't like the sound of floating point math?
2008/09/05 00:48:50
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I think the guy is just describing what sounds more pleasant to him. BTW, he never said it sounded worse, he just described it as "more analog-like". I mean... I know I have my own strange audio descriptions for things that are difficult for me to put into words. For instance, to me SSL preamps have a sort of "papery" sound and my Presonus preamps sound "cloudy" in comparison. I was playing with a Thermionic Vulture and one setting sounded like eyelashes slapping against glass tubes. All I'm saying is maybe don't be so quick to hang this dude. Even though the Sonar can do the math, I would say it's not common practice to need such extreme gain-staging for a typical recording anyway. Is it really so hard to just stay out of the red?
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droddey
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RE: SOS doesn't like the sound of floating point math?
2008/09/05 00:50:16
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Certainly floating point math in a computer can be tricky and there are lots of gotchas to avoid, most in guiding a planetary probe probably than in a DAW, but still plenty of things to worry about.
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LostChord
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RE: SOS doesn't like the sound of floating point math?
2008/09/05 01:04:27
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most in guiding a planetary probe probably than in a DAW, but still plenty of things to worry about As in handing off between teams who are using different measurement systems.... think plugins. Lots of opportunities to screw up that are out of the control of the DAW developers.
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bitflipper
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RE: SOS doesn't like the sound of floating point math?
2008/09/05 11:46:16
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the part that befuddles me is the idea that 3.3333333 may be a less accurate representation Yeh, that's a difficult concept to grasp and seems counter-intuitive. In fact in the real world, decimals do make for a more accurate representation. But we're talking about the binary world of a computer, not the real world. It is not possible to accurately emulate real numbers in a computer because of the fixed number of bits we have to store them in. It's a quirk of the way floating-point numbers are stored digitally, wherein floating-point numbers offer a very wide range of possible values at the expense of precision. Consider that we're limited to the same 31 bits as an integer value (1 bit is the sign bit, so we really have only 31 bits to play with), and yet the float can represent a much larger number than the same 31-bit integer. How is this possible? It's because floats sacrifice accuracy for range. It's a fundamental flaw in the way computers do arithmetic. As a float's value increases, we need to use more of those 31 bits to represent the whole number portion, and have fewer bits left over for the fractional part. Usually, we can live with that because the fractional part becomes less and less important as the whole number part gets bigger. But if we make a big number small again as a result of some mathematical operation (e.g. lowering levels with a fader) we don't get those lost bits back and we're stuck with the lost accuracy. Every time you go over 0db, you lose one bit of resolution, even if its only +0.01db over. And if you go over in more than one stage of the mixing/processing (e.g. the track is > 0db, then the sum on a bus goes > 0db, and the master bus is > 0db), the loss is cumulative. That's why you want to avoid going over 0db, even though it's permissible in a floating-point system. Of course in an integer system like PT HD, it is simply not possible to exceed 0db - you just get a nasty-sounding digital over. This is why I always say that the main advantage of 32-bit float is that it's tolerant of sloppiness and forgiving to beginners. It really offers no other advantage over PT's 48-bit integer system. When you jump up to 64 bits, this phenomenon can be ignored because the consequence of losing a bit is way too trivial to worry about.
 All else is in doubt, so this is the truth I cling to. My Stuff
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The Maillard Reaction
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RE: SOS doesn't like the sound of floating point math?
2008/09/05 14:05:44
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Thanks for elaborating Bit! I think every statement I've read here seems accurate. But with respect (to all), it seems like a lot of speculation without an opportunity to follow an example project through a mix and observe specifically how the rounding effects the final output. I'm not asking this because I'm trying to determine an "ideal" tracking level... I do that in my personal comfort zone. I'm asking because I'm entertained by the notion that, assuming the gain structure is not producing overs at some juncture, one can hear a difference that they can attribute to the sort of number set used in the calculations. I sure have learned a lot though. I had never considered the detailed differences in the rounding issues. best regards, mike
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bitflipper
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RE: SOS doesn't like the sound of floating point math?
2008/09/05 15:08:53
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Well, a lot of this falls into the category of angels dancing on the head of a pin. In discussions about the minutia of digital audio processing, you rarely hear anybody ask "yes, but can you actually hear that?". But like somebody pointed out in my dither-don't-matter thread, you still take these things into consideration even though they're trivial concerns individually, because the quality of the end product is the sum of many little things, not any one big thing you did. Just like you take care when performing each and every part of a song, despite knowing that it might end up ultimately buried in the mix. The takeaway from this conversation, I think, is simple: leave yourself plenty of headroom at every step of the way.
 All else is in doubt, so this is the truth I cling to. My Stuff
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