WEBVTT - TechStuff Listens In On Sound Files

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<v Speaker 1>Brought to you by the two thousand twelve Toyota Camry.

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<v Speaker 1>Hey there, tech stuff listeners, this is Jonathan Strickland, and

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<v Speaker 1>Get in touch with technology with tech stuff from house

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<v Speaker 1>stuff works dot com. Hello again, everyone, and welcome to

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<v Speaker 1>tech stuff. My name is Chris Poulette and I am

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<v Speaker 1>an editor at how stuff works dot com. Standing across

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<v Speaker 1>from me. Actually it's sort of cat corner as usual.

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<v Speaker 1>As senior writer Jonathan the pre show puns they burn guys.

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<v Speaker 1>You you should be thankful that you missed out on

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<v Speaker 1>that one. What a gem that was it. I'm reeling

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<v Speaker 1>is what I am. You know, I love puns, but

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<v Speaker 1>Chris takes his love of puns to a level that

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<v Speaker 1>I thought was unattainable by humans, and yet somehow he

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<v Speaker 1>has managed it. You all take that as a compliment.

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<v Speaker 1>That's neither here nor there for this particular podcast, other

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<v Speaker 1>than the fact that you guys know we love puns. Waca, waca.

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<v Speaker 1>And we're gonna talk today about sound files and why

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<v Speaker 1>there are so many different why are there so many

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<v Speaker 1>sound files, never mind sound file formats, and also, um,

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<v Speaker 1>just kind of get into the particulars of various popular

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<v Speaker 1>sound files. Maybe we'll talk about some of the more

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<v Speaker 1>rare ones that you can encounter too. Um and and

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<v Speaker 1>if this any of this sounds familiar, then you're probably

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<v Speaker 1>a long time listener of tech stuff. We did an

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<v Speaker 1>episode many many, many moons ago on the MP three format.

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<v Speaker 1>I was just a kid then, yeah, boy, when we

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<v Speaker 1>had stars in our eyes and and and uh and

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<v Speaker 1>lunch and our belly. Uh. That's back when we used

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<v Speaker 1>to record in the afternoon. Anyway, so we do this

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<v Speaker 1>in the mornings now. We want to talk about different

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<v Speaker 1>types of sound files. And before we get into specifics, uh,

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<v Speaker 1>talk a little bit about categorizing sound files. There's really

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<v Speaker 1>a couple of different ways you can look at it.

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<v Speaker 1>One is digitized sound files versus synthesized sound files. Now,

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<v Speaker 1>digitizes where you're taking you're you're creating sound files out

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<v Speaker 1>of bits, out of zeros and ones that are little

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<v Speaker 1>tiny pieces of information that essentially tell a speaker how

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<v Speaker 1>to move in and out to create whatever the sound is.

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<v Speaker 1>And there are a lot of different factors that go

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<v Speaker 1>into determining how well the speaker can recreate any particular sound.

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<v Speaker 1>Basically involves how much information you're able to put within

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<v Speaker 1>that particular kind of file uh and uh. For one

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<v Speaker 1>of the more most popular sound files of this type

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<v Speaker 1>is the wave type of sound file. And so as

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<v Speaker 1>a digital sound file or digitized version of a sound file,

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<v Speaker 1>um and so, there are a lot of different things

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<v Speaker 1>that make up the quality of that sound. Synthesized is

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<v Speaker 1>a little bit different. Synthesized is a type of sound

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<v Speaker 1>file where the file contains information in it that says

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<v Speaker 1>something along the lines of play this note as if

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<v Speaker 1>it were played by this instrument. So play a c

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<v Speaker 1>as if it were on a tenor saxophone, right, and

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<v Speaker 1>then the software itself, and the hardware is able to

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<v Speaker 1>take that instruction set and uh send out the appropriate information.

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<v Speaker 1>So it's a little bit different. It's not looking at

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<v Speaker 1>zeros and ones and saying, all right, move the speaker

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<v Speaker 1>out this much this quickly in order to um create

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<v Speaker 1>this sound. It's more like, all right, here here's what

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<v Speaker 1>here's the sound we have to make. Now let's do

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<v Speaker 1>what needs to be done to make it. So it's

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<v Speaker 1>it's kind of two different perspectives. And a very very

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<v Speaker 1>popular version of the synthesized type of sound file would

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<v Speaker 1>be the mini yes files and mini files are uh

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<v Speaker 1>not just for PCs that those were really I mean

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<v Speaker 1>the mini files really made so that synthesizers could communicate

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<v Speaker 1>with each other. Um so no, no, I was just

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<v Speaker 1>going to say, so, if you're thinking of a digitized,

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<v Speaker 1>digitized uh sound file, you might play an actual guitar

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<v Speaker 1>and record it into a digital file and play it back,

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<v Speaker 1>versus uh plugging um a USB keyboard into your computer, uh,

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<v Speaker 1>you know, and using software and saying, oh, I want

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<v Speaker 1>this to sound like a grand piano and hitting a

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<v Speaker 1>c and it you know, makes the approximation of that sound,

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<v Speaker 1>rather than taking an actual instrument and digitizing it right,

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<v Speaker 1>and in general, a digitized file is going to be

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<v Speaker 1>larger than the synthesized files. Synthesized files, like I said,

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<v Speaker 1>are just giving general instructions to recreate a sound. Digitized

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<v Speaker 1>has to hold all that information in it. Now, um,

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<v Speaker 1>you could have a pretty small digitized version of a

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<v Speaker 1>sound file, but the means that you don't have as

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<v Speaker 1>much information there, which means the sound you're going to

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<v Speaker 1>get is not necessarily going to be that um nice.

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<v Speaker 1>The fidelity will not be high low fi actually um

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<v Speaker 1>although it is not the same. It reminds me of

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<v Speaker 1>the differences between h vector and raster graphics files. You know,

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<v Speaker 1>with the with a photo being made up of individual

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<v Speaker 1>pixels and um, you know vector file line drawings being

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<v Speaker 1>uh more manipulative. You know, you can do more with it,

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<v Speaker 1>and it has less information in it because it can

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<v Speaker 1>be manipulated like that. Yeah, it reminds me a lot

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<v Speaker 1>of just the just the very basic analog versus digital, right,

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<v Speaker 1>because with analog you've got this continuous signal that can

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<v Speaker 1>change and pitch and in volume. But it's it's you know,

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<v Speaker 1>if you look at a an analog like a sound

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<v Speaker 1>wave from an analog source, it's this curvy wave that

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<v Speaker 1>you know that that's unbroken, right, whereas a digital one

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<v Speaker 1>is either on or off, and you know, it's a

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<v Speaker 1>little more complicated than that, but it looks like I

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<v Speaker 1>feel like it, it looks different from an analog sound wave.

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<v Speaker 1>So um, those two different approaches define the characteristics of

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<v Speaker 1>that sound file. Now, the other big way of dividing

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<v Speaker 1>up the sound files, and the one that I think

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<v Speaker 1>is UH is one of those that most people have

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<v Speaker 1>heard about, UM, and it's mainly applies to the digitized

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<v Speaker 1>form I means synthesize as well, but digitized is really

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<v Speaker 1>where a lot of the sound file discussion revolves around uncompressed, lossless,

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<v Speaker 1>and lossy file formats. So let's talk a bit about

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<v Speaker 1>what those means. So uncompressed it is probably the easiest, sure,

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<v Speaker 1>because it just means it's a sound file that doesn't

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<v Speaker 1>you haven't compressed it at all, You haven't lost any information.

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<v Speaker 1>Whatever information was in that sound file UH at the

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<v Speaker 1>very beginning, or or the sound being recorded into some

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<v Speaker 1>sort of device, is is replicated as close as possible,

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<v Speaker 1>depending upon the the abilities of that file format. Yeah,

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<v Speaker 1>if you if you take a musical instrument. Um, you know,

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<v Speaker 1>like a like an actual musical instrument. And uh, let's

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<v Speaker 1>say a guitar string. You luck the string and it's

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<v Speaker 1>going to play reverberated a certain frequency. UM. But there

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<v Speaker 1>there is more to it than that, I mean, is

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<v Speaker 1>it uh slows it starts to to change somewhat. Um.

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<v Speaker 1>Some guitars hold pitch better than others, and you can

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<v Speaker 1>kind of hear it fluctuate somewhat. Um. But as you

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<v Speaker 1>play a song or you know, with a band or

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<v Speaker 1>an orchestra for example, UM, you're going to hear a

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<v Speaker 1>richness of sound if you're right there. Um. And that's

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<v Speaker 1>because there are It covers a wide range of frequencies um.

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<v Speaker 1>In some cases frequencies that we can't actually hear. But

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<v Speaker 1>sometimes those high frequencies we can't hear interact with what

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<v Speaker 1>one another and create harmonics that we can here. And

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<v Speaker 1>sometimes it's it's something that you can feel, um, and

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<v Speaker 1>that that adds to the depth of the music. Like well,

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<v Speaker 1>I mean we've we've sort of talked about bone conduction

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<v Speaker 1>before too. UM. So what what the compression does essentially

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<v Speaker 1>is determined whether or not you know, it should include

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<v Speaker 1>all the different frequencies and the amount of compression that

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<v Speaker 1>someone would use to create a file basically says well,

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<v Speaker 1>I'm going to cut out this much of the info

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<v Speaker 1>in this file. Um, and you can dial that up

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<v Speaker 1>or down as as you decide to compress that file. Right,

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<v Speaker 1>So a lossless file would be compressed, but would not

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<v Speaker 1>You don't lose any of the actual information there. So um,

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<v Speaker 1>it's the compression level. Your mileage may vary. You might

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<v Speaker 1>it might not be a significantly smaller file than an

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<v Speaker 1>uncompressed file, but it does mean that you have found

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<v Speaker 1>ways to try and uh minimize that file size. For one,

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<v Speaker 1>here's an example. In an uncompressed file, Let's say that

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<v Speaker 1>you have a minute of silence between sounds. All right,

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<v Speaker 1>An uncompressed file is going to encode that minute of

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<v Speaker 1>silence the same way it would as if there were

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<v Speaker 1>sound present, So that file size is going to reflect

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<v Speaker 1>the the total amount of time of the recording, not

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<v Speaker 1>just the time when something is actually happening. A lossless

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<v Speaker 1>one may encode that same file, but use a an

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<v Speaker 1>algorithm that that doesn't encode that minute of silence, so

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<v Speaker 1>that that makes the overall file size smaller. M okay, Um, yeah,

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<v Speaker 1>that that's you think about that that could result in

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<v Speaker 1>a in a huge savings of information because you know,

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<v Speaker 1>if you're you're trying to capture the depth of sound

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<v Speaker 1>that is present with an entire orchestra and there's literally

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<v Speaker 1>nothing there, then you've recorded a lot of nothing and

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<v Speaker 1>that that takes up space. So then then you have

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<v Speaker 1>the lossy formats. And this is what you were kind

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<v Speaker 1>of an into with the whole the frequencies that are

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<v Speaker 1>outside the range of human hearing. Um, I wanted to

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<v Speaker 1>explain what it was there that you would lose. Yeah, ideally,

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<v Speaker 1>with a lossy format, the only things you lose are

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<v Speaker 1>things that we could not perceive. So, in other words,

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<v Speaker 1>any frequency that's below or above the range of human hearing,

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<v Speaker 1>which is about twenty hurts to twenty killer hurts. Anything

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<v Speaker 1>outside of that range of frequencies, UH is outside the

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<v Speaker 1>range of normal human hearing that hurts and UH. And

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<v Speaker 1>so the the idea is that if there are any

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<v Speaker 1>frequencies that are either above or below that range, those

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<v Speaker 1>would get cut out, they would not be encoded in

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<v Speaker 1>the file, and that would decrease the size. There are

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<v Speaker 1>other ways that lossy formats tend to compress files, and

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<v Speaker 1>there are things that you can choose to do when

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<v Speaker 1>you're creating a lossy file format that will affect the

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<v Speaker 1>quality of the recording to some extent. Yeah, and there

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<v Speaker 1>are a lot of different factors, and I'll talk about

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<v Speaker 1>them in just a second, but Lawsy definitely has more

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<v Speaker 1>of a stigma against it because the idea is that,

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<v Speaker 1>you know, there are ties where you will listen to

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<v Speaker 1>music and you think, wow, that that really does sound

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<v Speaker 1>like it's a lot different from that that that live

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<v Speaker 1>performance I saw. Like you you might go to a

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<v Speaker 1>live performance and then get a digital copy of that

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<v Speaker 1>live performance. Some bands do that, you know, where they'll

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<v Speaker 1>record their their shows and then the fans can end

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<v Speaker 1>up buying a digital copy of something that they saw,

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<v Speaker 1>and depending on the encoding, it may not really reflect

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<v Speaker 1>what you experienced. For instance, there might not be a

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<v Speaker 1>four pound guys standing next to you stepping on your

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<v Speaker 1>toe every five minutes, um right as so they might

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<v Speaker 1>be giants show owen too anyway, So the idea there

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<v Speaker 1>being that that depending on how they're encoding it, you

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<v Speaker 1>might not have as rich a listening experience as you

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<v Speaker 1>otherwise would with an uncompressed or lossless format UM. Now,

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<v Speaker 1>the way that the audio is compressed and stored is

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<v Speaker 1>called a codec. Now, codec and file type are two

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<v Speaker 1>different things. You should not confuse the two. It's easy

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<v Speaker 1>to to get confused. But Kodak is Uh. They are related,

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<v Speaker 1>but not the same. Right. There's some some codex and

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<v Speaker 1>file sizes that tend to go together all the time,

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<v Speaker 1>but they are not one and the same. And some

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<v Speaker 1>of the things that can affect how that sound file

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<v Speaker 1>will sound include things like the sample rate. Sample rate

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<v Speaker 1>is when you're converting analog audio into digital information. Uh,

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<v Speaker 1>you use an analog to digital converter or a d C,

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<v Speaker 1>and this is what takes that signal, that continuous signal

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<v Speaker 1>and converts it into a bunch of zeros and ones

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<v Speaker 1>and uh, it kind of chops the signal up into

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<v Speaker 1>segments and does this conversion. So the higher the frequency

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<v Speaker 1>is of your sample rate, in general, the closer to

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<v Speaker 1>the original sound it's going to be. Uh CD audio.

0:14:16.920 --> 0:14:19.920
<v Speaker 1>If you guys, you may not remember these, There were

0:14:19.920 --> 0:14:24.640
<v Speaker 1>these things called compact discs. I have to I remember

0:14:24.640 --> 0:14:28.760
<v Speaker 1>when compact discs were a new thing. I remember thinking

0:14:28.880 --> 0:14:30.960
<v Speaker 1>this will never take off, and let me listen to

0:14:30.960 --> 0:14:36.320
<v Speaker 1>back cassette um or vinyl album or wax cylinder or

0:14:36.400 --> 0:14:39.000
<v Speaker 1>this bard that I hired to follow around and sing

0:14:39.040 --> 0:14:45.840
<v Speaker 1>sagas to wire recorder. Yeah anyway, Uh so the CD

0:14:45.960 --> 0:14:49.080
<v Speaker 1>audio is something like forty four point one killer hurts

0:14:49.080 --> 0:14:51.920
<v Speaker 1>as I recall something like that. That that's the frequency

0:14:52.080 --> 0:14:55.520
<v Speaker 1>for their sample rate. Um. And in general, you want

0:14:55.520 --> 0:14:59.600
<v Speaker 1>to sample rate that's about um. Well, that that's high

0:14:59.720 --> 0:15:02.520
<v Speaker 1>enough that you're going to get a good experience when

0:15:02.520 --> 0:15:05.440
<v Speaker 1>you get playback. And depending on your application, you may

0:15:05.480 --> 0:15:08.720
<v Speaker 1>not need a very high sample rate. So, for example,

0:15:09.080 --> 0:15:13.120
<v Speaker 1>for telephone uh fidelity, when you're speaking on the phone

0:15:13.120 --> 0:15:15.440
<v Speaker 1>to someone else, that simple rate is much you know,

0:15:15.440 --> 0:15:17.520
<v Speaker 1>and we're talking about digital phones. They're doing the same thing.

0:15:17.520 --> 0:15:20.720
<v Speaker 1>They're converting an analog signal into a digital information and

0:15:20.720 --> 0:15:23.520
<v Speaker 1>transmitting it and then decoding it and putting it back

0:15:23.520 --> 0:15:27.560
<v Speaker 1>into analog. Uh, their simple rate is much lower. Because

0:15:27.800 --> 0:15:30.880
<v Speaker 1>in general, we've become used to the idea that a

0:15:30.880 --> 0:15:34.840
<v Speaker 1>telephone quality conversation does not need to have high fidelity.

0:15:35.080 --> 0:15:36.880
<v Speaker 1>And if you've ever spoken on the telephone with me,

0:15:37.160 --> 0:15:41.680
<v Speaker 1>you know the quality of my conversations is quite low. Well, um,

0:15:41.880 --> 0:15:43.600
<v Speaker 1>that doesn't really have that much to do with this

0:15:43.680 --> 0:15:46.680
<v Speaker 1>sound quality. Oh, you're right, You're right, I got off

0:15:46.720 --> 0:15:48.960
<v Speaker 1>on a little tangent there. Well, no, if you if

0:15:49.000 --> 0:15:52.320
<v Speaker 1>you take a I'm speaking in general terms here, but

0:15:52.360 --> 0:15:57.040
<v Speaker 1>if you take a podcast file, maybe a half hour

0:15:57.120 --> 0:16:01.600
<v Speaker 1>podcast file, um from an audio store, and you buy

0:16:01.680 --> 0:16:06.800
<v Speaker 1>a five minute song from that same audio store, that

0:16:07.000 --> 0:16:10.240
<v Speaker 1>the song is probably going to be a larger file

0:16:10.800 --> 0:16:14.800
<v Speaker 1>because there is a greater range of sound um that

0:16:14.880 --> 0:16:17.400
<v Speaker 1>they are trying to preserve to create that audio file

0:16:17.440 --> 0:16:20.240
<v Speaker 1>than to to or that music file. Then for the

0:16:20.320 --> 0:16:23.520
<v Speaker 1>voice because um, you know, the voice files don't really

0:16:23.560 --> 0:16:27.680
<v Speaker 1>need to convey the same range of frequencies to just

0:16:27.920 --> 0:16:30.720
<v Speaker 1>and still sound good and beyond the sample rate. There

0:16:30.720 --> 0:16:34.200
<v Speaker 1>are other factors that also informed the quality of a

0:16:34.200 --> 0:16:38.720
<v Speaker 1>particular sound file and digitized sound file. The resolution, it's

0:16:38.800 --> 0:16:40.960
<v Speaker 1>just you know, sound files can have resolution, just like

0:16:41.240 --> 0:16:46.720
<v Speaker 1>an image file. It's um. Essentially, it comes into the

0:16:46.760 --> 0:16:50.840
<v Speaker 1>how how the a d C measures the incoming um

0:16:51.080 --> 0:16:55.200
<v Speaker 1>signal voltage and converts it into digital code. So the

0:16:55.280 --> 0:16:59.800
<v Speaker 1>accuracy of that is dependent upon how many bits are

0:16:59.840 --> 0:17:02.600
<v Speaker 1>you in the process. So in other words, the more

0:17:02.680 --> 0:17:07.120
<v Speaker 1>data you include about the sound, the more accurately you

0:17:07.200 --> 0:17:10.560
<v Speaker 1>can recreate the sound when you play it back. So

0:17:10.680 --> 0:17:13.680
<v Speaker 1>in other words, if and this makes sense, it's it's

0:17:13.720 --> 0:17:16.359
<v Speaker 1>just like any other kind of experience where you're trying

0:17:16.400 --> 0:17:19.359
<v Speaker 1>to recreate something that you've seen. The more data you have,

0:17:19.520 --> 0:17:23.400
<v Speaker 1>the better chances you have of recreating it accurately. So

0:17:23.440 --> 0:17:26.120
<v Speaker 1>if I'm in a room and you were to give

0:17:26.160 --> 0:17:29.480
<v Speaker 1>me a stone tablet and a chisel and a hammer

0:17:29.560 --> 0:17:32.040
<v Speaker 1>and tell me to take notes, those notes would be

0:17:32.160 --> 0:17:35.080
<v Speaker 1>very very limited. If you gave me a pen and paper,

0:17:35.160 --> 0:17:36.760
<v Speaker 1>there would be a little bit better. If you gave

0:17:36.800 --> 0:17:42.880
<v Speaker 1>me a a computer with a working keyboard unlike mine, um,

0:17:43.119 --> 0:17:44.960
<v Speaker 1>I would be even better. If you gave me a

0:17:45.040 --> 0:17:48.440
<v Speaker 1>keyboard like mine, it would probably be back to stone tablet. Anyway,

0:17:49.720 --> 0:17:55.000
<v Speaker 1>that's another part that determines another factor that determined sound quality,

0:17:55.040 --> 0:17:58.800
<v Speaker 1>and then data rates. This is really anyone who's converted

0:17:58.880 --> 0:18:02.280
<v Speaker 1>any sound file into P three format or format similar

0:18:02.320 --> 0:18:05.160
<v Speaker 1>to the m P three format knows about data rates.

0:18:05.240 --> 0:18:09.960
<v Speaker 1>You usually you have a choice of what what UH

0:18:10.200 --> 0:18:14.240
<v Speaker 1>data rates speed you can pick to UH convert a

0:18:14.320 --> 0:18:18.400
<v Speaker 1>sound file into an MP three, and generally higher is better.

0:18:18.480 --> 0:18:21.720
<v Speaker 1>It means that you're going to have a higher fidelity experience.

0:18:21.760 --> 0:18:23.800
<v Speaker 1>It also means the file size that's going to be larger.

0:18:24.480 --> 0:18:27.959
<v Speaker 1>And uh uh, I'd say, you know, a lot of

0:18:28.000 --> 0:18:32.720
<v Speaker 1>the sound files you would find, at least until fairly recently,

0:18:32.800 --> 0:18:34.640
<v Speaker 1>we're around the nice six kill a bit per second

0:18:34.720 --> 0:18:37.520
<v Speaker 1>or kill a bit per second range. We're starting to

0:18:37.560 --> 0:18:41.160
<v Speaker 1>see that get bumped up now, which is nice. Um.

0:18:41.200 --> 0:18:44.359
<v Speaker 1>Those are a lot of the cloud services have higher

0:18:44.800 --> 0:18:50.960
<v Speaker 1>bit data rates for their encoding. Um, and in general

0:18:51.040 --> 0:18:55.240
<v Speaker 1>that should translate to a higher fidelity experience. Yeah, I

0:18:55.280 --> 0:18:59.680
<v Speaker 1>mean you get right down to it. Well, frankly, everybody

0:18:59.720 --> 0:19:06.479
<v Speaker 1>here is sound differently, and that's that sounds strange probably um,

0:19:06.520 --> 0:19:09.800
<v Speaker 1>probably because you're hearing it differently than I am. Now, um,

0:19:09.840 --> 0:19:13.040
<v Speaker 1>because you know, it sort of depends on the range

0:19:13.080 --> 0:19:15.680
<v Speaker 1>of hearing. Now, I say that that kids can hear

0:19:15.720 --> 0:19:19.760
<v Speaker 1>a different range of sound than adults, um, and that

0:19:20.119 --> 0:19:22.280
<v Speaker 1>uh you know, they have studies that have been done

0:19:22.280 --> 0:19:24.600
<v Speaker 1>that that show that women hear different ranges of sound

0:19:24.600 --> 0:19:27.240
<v Speaker 1>than men do. And you know they're there are always

0:19:27.240 --> 0:19:31.440
<v Speaker 1>people who, um, listen to a Vinyl record for example,

0:19:31.520 --> 0:19:34.080
<v Speaker 1>and they'll they'll say, Wow, that sounds so much better

0:19:34.080 --> 0:19:36.160
<v Speaker 1>than a CD. And then other people prefer the sound

0:19:36.160 --> 0:19:39.760
<v Speaker 1>of C d s, which typically are are compressed uh

0:19:40.000 --> 0:19:44.320
<v Speaker 1>pretty pretty significantly at least too to get it to uh,

0:19:44.600 --> 0:19:46.760
<v Speaker 1>you know, the the audio file that that you hear

0:19:46.800 --> 0:19:50.960
<v Speaker 1>on the on the disc. Um. So you know, everybody

0:19:51.040 --> 0:19:55.320
<v Speaker 1>is different. Let's let's use that as a caveat. But um,

0:19:55.480 --> 0:19:58.399
<v Speaker 1>it's important to note that in general, the file size

0:19:58.520 --> 0:20:03.080
<v Speaker 1>the the information. You want more information encoded on there

0:20:03.119 --> 0:20:05.800
<v Speaker 1>because it's going to provide a richer sound, But it

0:20:05.880 --> 0:20:09.880
<v Speaker 1>does depend on the Kodec used to to create the file. Um.

0:20:09.960 --> 0:20:11.640
<v Speaker 1>And that is that is one of those things that

0:20:11.760 --> 0:20:14.240
<v Speaker 1>to paraphrase the song, it ain't what you do, it's

0:20:14.280 --> 0:20:17.480
<v Speaker 1>the way that you do it. Um. And I think

0:20:17.480 --> 0:20:20.600
<v Speaker 1>that's probably where we're getting ready to go. But uh yeah,

0:20:20.640 --> 0:20:26.760
<v Speaker 1>I mean you you when MP three's became the popular standard, uh,

0:20:26.800 --> 0:20:31.480
<v Speaker 1>the popular bit rate for those was you know, k

0:20:32.720 --> 0:20:36.320
<v Speaker 1>um and um. You know that a lot of people

0:20:36.800 --> 0:20:40.720
<v Speaker 1>who can hear the difference in in sound files would say,

0:20:40.720 --> 0:20:43.399
<v Speaker 1>you know, that's crummy. It sounds terrible, but it was

0:20:43.440 --> 0:20:45.879
<v Speaker 1>acceptable for a lot of people, acceptable enough that they

0:20:45.880 --> 0:20:48.800
<v Speaker 1>would say, you know what, I'm willing to fork over

0:20:48.880 --> 0:20:51.040
<v Speaker 1>money for an MP three player, or I'm willing to

0:20:51.119 --> 0:20:53.359
<v Speaker 1>listen to my music at this bit rate. And now

0:20:53.840 --> 0:20:57.560
<v Speaker 1>that we've become more sophisticated in our tastes and have

0:20:57.680 --> 0:21:01.200
<v Speaker 1>more bandwidth available to us both an MP three player

0:21:01.400 --> 0:21:06.440
<v Speaker 1>audio players, let's say that, and UH in our internet connections, UM,

0:21:07.440 --> 0:21:10.800
<v Speaker 1>we're having more choices available to us. We also had

0:21:10.880 --> 0:21:15.280
<v Speaker 1>an era where the speakers that were available to us,

0:21:15.400 --> 0:21:18.000
<v Speaker 1>unless we were really spending a lot of money on

0:21:18.000 --> 0:21:21.560
<v Speaker 1>our our computer systems or what you know, our music

0:21:21.600 --> 0:21:26.520
<v Speaker 1>player systems, we're not really capable of playing at a

0:21:26.600 --> 0:21:29.720
<v Speaker 1>high enough fidelity for it to make a huge difference.

0:21:29.760 --> 0:21:32.840
<v Speaker 1>So you could even have two versions of the same file,

0:21:32.920 --> 0:21:37.480
<v Speaker 1>one recorded at a much faster data rate, and have

0:21:37.560 --> 0:21:40.960
<v Speaker 1>a hard time telling the difference, simply because the hardware

0:21:41.000 --> 0:21:44.680
<v Speaker 1>you were using to play back the music wasn't capable

0:21:44.760 --> 0:21:48.480
<v Speaker 1>of capturing those subtle differences or even not so subtle differences.

0:21:48.800 --> 0:21:51.119
<v Speaker 1>Because let's let's face it, some of the speakers that

0:21:51.200 --> 0:21:55.440
<v Speaker 1>came out years ago, we're pretty well they were definitely

0:21:55.480 --> 0:21:57.159
<v Speaker 1>sub standard compared to some of the ones you can

0:21:57.200 --> 0:22:01.280
<v Speaker 1>get today. Not saying that today's speaker are, you know,

0:22:01.520 --> 0:22:05.320
<v Speaker 1>the height of human achievement. We definitely have a huge

0:22:05.440 --> 0:22:09.320
<v Speaker 1>range on the market, and UH and it's not always

0:22:09.320 --> 0:22:11.040
<v Speaker 1>a case if you get what you pay for either.

0:22:11.280 --> 0:22:15.080
<v Speaker 1>That's a totally different podcasts how Uh, it just means

0:22:15.119 --> 0:22:20.040
<v Speaker 1>that that it wasn't as important back then. And also

0:22:20.480 --> 0:22:22.720
<v Speaker 1>we should talk about why there are so many different types,

0:22:22.880 --> 0:22:27.280
<v Speaker 1>so we know the ones people tend to hear about

0:22:27.320 --> 0:22:32.720
<v Speaker 1>a lot are wave files, uh MP three's, UM, A

0:22:32.720 --> 0:22:36.840
<v Speaker 1>A C files for some folks. Uh, there's the A

0:22:37.000 --> 0:22:41.359
<v Speaker 1>lack files A L A C sometimes flak for a

0:22:41.359 --> 0:22:43.919
<v Speaker 1>few people out there anyway, um, and then there are

0:22:43.920 --> 0:22:45.879
<v Speaker 1>a lot of other ones, but those are those are

0:22:45.920 --> 0:22:47.960
<v Speaker 1>some of the ones that are the most popular, But

0:22:48.080 --> 0:22:50.600
<v Speaker 1>there are If you were to look at a list

0:22:51.400 --> 0:22:56.359
<v Speaker 1>of every type of audio file that has had any

0:22:56.400 --> 0:22:59.960
<v Speaker 1>sort of traction out there, it would be incredibly long.

0:23:00.920 --> 0:23:06.040
<v Speaker 1>I mean, the different types of them are. Um, there's

0:23:06.040 --> 0:23:08.520
<v Speaker 1>easily easily over a hundred. Now some of those are

0:23:09.240 --> 0:23:13.480
<v Speaker 1>project files, not audio file formats, and the project files

0:23:13.600 --> 0:23:17.159
<v Speaker 1>really just have information about an audio file as opposed

0:23:17.160 --> 0:23:20.720
<v Speaker 1>to having any actual audio information in it itself. But

0:23:21.440 --> 0:23:23.960
<v Speaker 1>you know, you might say, well why are there so many?

0:23:24.280 --> 0:23:27.280
<v Speaker 1>And there are several different reasons for that. One is

0:23:27.320 --> 0:23:32.080
<v Speaker 1>that as time has gone on, we've created more sophisticated

0:23:32.480 --> 0:23:36.200
<v Speaker 1>computers and sound chips that are able to do more

0:23:36.600 --> 0:23:40.080
<v Speaker 1>than earlier ones, so they were suddenly able to support

0:23:40.119 --> 0:23:44.160
<v Speaker 1>a greater number of features. But the older file formats

0:23:44.240 --> 0:23:48.200
<v Speaker 1>didn't necessarily have that built in, and so new file

0:23:48.240 --> 0:23:52.520
<v Speaker 1>formats emerged that we're able to take advantage of the

0:23:52.520 --> 0:23:57.240
<v Speaker 1>technical abilities of the new stuff that we were building.

0:23:58.119 --> 0:24:01.240
<v Speaker 1>In some cases, there were file formats that were designed

0:24:01.320 --> 0:24:06.760
<v Speaker 1>to work specifically with particular types of hardware. So if

0:24:06.800 --> 0:24:08.960
<v Speaker 1>you were back if you had a computer back in

0:24:09.000 --> 0:24:13.400
<v Speaker 1>the old days of the of the sound card boom,

0:24:13.440 --> 0:24:16.160
<v Speaker 1>you know, when you had like Ruland and sound Blaster

0:24:16.240 --> 0:24:19.040
<v Speaker 1>and all of those coming out, you might be familiar

0:24:19.080 --> 0:24:22.359
<v Speaker 1>that there were certain files file types that could play

0:24:22.480 --> 0:24:27.360
<v Speaker 1>on some cards but not on others. And this could

0:24:27.359 --> 0:24:30.000
<v Speaker 1>get really frustrating as a user. I remember going out

0:24:30.000 --> 0:24:32.639
<v Speaker 1>and looking at computer games and looking at a computer

0:24:32.680 --> 0:24:34.720
<v Speaker 1>game and saying, Wow, I'm not gonna have a very

0:24:34.720 --> 0:24:39.639
<v Speaker 1>good experience with this because, uh, the sound file type

0:24:39.680 --> 0:24:42.040
<v Speaker 1>that they went with was for a different sound card

0:24:42.040 --> 0:24:44.000
<v Speaker 1>than the one I had, So I'm going to have

0:24:44.040 --> 0:24:48.720
<v Speaker 1>the more basic, you know, array of sounds that is

0:24:48.760 --> 0:24:51.360
<v Speaker 1>sort of the baseline for this game. I'm not gonna

0:24:51.400 --> 0:24:53.639
<v Speaker 1>have any of the advanced stuff because they decided to

0:24:53.720 --> 0:24:57.199
<v Speaker 1>back this other sound card. So there was a division

0:24:57.200 --> 0:24:58.919
<v Speaker 1>in the market, right, I mean, there wasn't a lot

0:24:58.960 --> 0:25:02.199
<v Speaker 1>of standards. There was no standardized format, so you had

0:25:02.240 --> 0:25:06.000
<v Speaker 1>a lot of proprietary formats, and we still have those

0:25:06.000 --> 0:25:08.600
<v Speaker 1>as well. There's still some proprietary formats, some of which

0:25:08.600 --> 0:25:12.040
<v Speaker 1>are actually used fairly widely. I think most people try

0:25:12.040 --> 0:25:15.919
<v Speaker 1>to get away from those because it's UM. It limits you,

0:25:16.000 --> 0:25:20.680
<v Speaker 1>it limits what you can play that file back on. UM.

0:25:20.720 --> 0:25:23.960
<v Speaker 1>It also means that a lot of these proprietary file

0:25:24.000 --> 0:25:26.680
<v Speaker 1>formats were designed so that you could have digital rights

0:25:26.720 --> 0:25:31.240
<v Speaker 1>management built into the file format. So DRM, that's uh,

0:25:31.800 --> 0:25:34.960
<v Speaker 1>you know, that's something else that determined the different types

0:25:34.960 --> 0:25:40.560
<v Speaker 1>of files. Another is the change in how we listen

0:25:40.760 --> 0:25:45.040
<v Speaker 1>to these files, all right, so UM listening to it

0:25:45.080 --> 0:25:47.080
<v Speaker 1>on a computer or on a on a sound device,

0:25:47.400 --> 0:25:50.040
<v Speaker 1>you can have a certain type of file format. Back

0:25:50.040 --> 0:25:52.000
<v Speaker 1>in the earlier days of the Internet, when you want

0:25:52.080 --> 0:25:54.040
<v Speaker 1>to listen to music that was going to be coming

0:25:54.200 --> 0:25:58.240
<v Speaker 1>over uh an Internet connection, you couldn't use those file formats.

0:25:58.280 --> 0:26:02.000
<v Speaker 1>They just the files were too big, So that meant

0:26:02.000 --> 0:26:04.919
<v Speaker 1>that you had to design a different standard to be

0:26:04.960 --> 0:26:09.600
<v Speaker 1>able to stream music, usually at a lower fidelity, and

0:26:09.960 --> 0:26:12.560
<v Speaker 1>uh so that the file size was manageable, and that

0:26:12.600 --> 0:26:16.480
<v Speaker 1>you could have a specific type of software to play

0:26:16.560 --> 0:26:19.919
<v Speaker 1>back those files, so things like real audio. Do you

0:26:19.960 --> 0:26:24.440
<v Speaker 1>remember the old real audio days right? Unfortunately? Yeah, dark

0:26:24.480 --> 0:26:29.200
<v Speaker 1>times before the empire. So yeah, there are there's a

0:26:29.240 --> 0:26:32.679
<v Speaker 1>lot of different reasons. So some of the reasons are technological,

0:26:32.880 --> 0:26:36.720
<v Speaker 1>some are based upon the limitations of that technology somewhere

0:26:36.880 --> 0:26:39.320
<v Speaker 1>kind of you know, let's face it, some of them

0:26:39.320 --> 0:26:41.600
<v Speaker 1>are a little greedy. These are you know someone Some

0:26:41.680 --> 0:26:45.480
<v Speaker 1>file types were designed by companies saying if we design

0:26:45.720 --> 0:26:49.120
<v Speaker 1>the hardware and we designed the file type, we lock

0:26:49.359 --> 0:26:51.919
<v Speaker 1>people into this because they won't be able to go

0:26:51.960 --> 0:26:55.040
<v Speaker 1>and buy some other piece of hardware because their hardware

0:26:55.080 --> 0:26:57.719
<v Speaker 1>is not gonna be able to play our file. Yeah.

0:26:57.760 --> 0:27:00.360
<v Speaker 1>And then there were some that were sort of political,

0:27:00.960 --> 0:27:06.920
<v Speaker 1>as in, uh, I'm thinking specifically of og vorbis, which

0:27:07.080 --> 0:27:11.040
<v Speaker 1>was was created as an open standard. Are you down

0:27:11.080 --> 0:27:15.679
<v Speaker 1>with O g G? You know me? Um, mostly because

0:27:15.720 --> 0:27:20.679
<v Speaker 1>of the MP three file format taking off, but um

0:27:20.760 --> 0:27:24.600
<v Speaker 1>the codec used to create it. The primarily the Fraudenhofer

0:27:25.119 --> 0:27:27.960
<v Speaker 1>UH Institute that came up with the the MP three

0:27:28.359 --> 0:27:32.320
<v Speaker 1>file standard. Um, the CODEK you had to license that. Um,

0:27:32.359 --> 0:27:34.440
<v Speaker 1>so if you wanted to create software that would make

0:27:34.640 --> 0:27:38.360
<v Speaker 1>MP three files, you were supposed to license the official

0:27:38.400 --> 0:27:40.800
<v Speaker 1>codec to do that. And then the people who started

0:27:41.400 --> 0:27:43.280
<v Speaker 1>uh OG, we're saying, you know what, if you want

0:27:43.280 --> 0:27:46.240
<v Speaker 1>to use our standard to create our audio files, then

0:27:46.560 --> 0:27:50.640
<v Speaker 1>you can do with it what you like, open source, unlicensed.

0:27:51.160 --> 0:27:55.840
<v Speaker 1>So the that was an attractive alternative for for people

0:27:55.840 --> 0:27:58.480
<v Speaker 1>who didn't want to have to, you know, go through

0:27:58.520 --> 0:28:01.720
<v Speaker 1>the red tape of an official licensed piece of software.

0:28:02.520 --> 0:28:05.080
<v Speaker 1>Not that that ended up being much of a problem

0:28:05.080 --> 0:28:07.920
<v Speaker 1>in the long run, but you still and then there's

0:28:07.920 --> 0:28:11.040
<v Speaker 1>still a license fee that has to be paid. But

0:28:11.040 --> 0:28:14.960
<v Speaker 1>but yeah, it was so I had so much weight

0:28:15.000 --> 0:28:18.480
<v Speaker 1>behind it that that people just went with it. Yeah,

0:28:18.800 --> 0:28:21.480
<v Speaker 1>So that was, um, you know, that's a good example.

0:28:21.520 --> 0:28:23.880
<v Speaker 1>But then let's let's go ahead. We'll touch on MP three.

0:28:23.920 --> 0:28:26.040
<v Speaker 1>Even though we have done a full episode about m

0:28:26.080 --> 0:28:28.520
<v Speaker 1>P three's before, it would just take a lot of

0:28:28.560 --> 0:28:31.360
<v Speaker 1>digging for you guys can get that episode. It's hard

0:28:31.440 --> 0:28:33.240
<v Speaker 1>not to mention it anyway. I mean, it is sort

0:28:33.240 --> 0:28:35.560
<v Speaker 1>of the pound gorilla in the room. Yeah, And so

0:28:35.840 --> 0:28:39.880
<v Speaker 1>IMPEG stands for moving picture Experts Group, which is exactly

0:28:39.880 --> 0:28:42.600
<v Speaker 1>what you would expect out of a sound file. Uh.

0:28:42.640 --> 0:28:46.040
<v Speaker 1>It's which was working under the direction of the International

0:28:46.200 --> 0:28:53.240
<v Speaker 1>Organization for Standardization and the International Electro Technical Commission. Yeah

0:28:53.320 --> 0:28:56.320
<v Speaker 1>and uh. The idea was that they wanted to create

0:28:56.360 --> 0:29:02.880
<v Speaker 1>a standard to avoid this proprietary problem. Oops. Um. Yeah, Actually,

0:29:02.880 --> 0:29:05.240
<v Speaker 1>it's the funny thing is it's not like it's it's

0:29:05.240 --> 0:29:11.640
<v Speaker 1>not MPEG three, it's MPEG one layer three. Just complicating things.

0:29:11.680 --> 0:29:13.320
<v Speaker 1>And then there and there are a lot of different

0:29:13.560 --> 0:29:17.800
<v Speaker 1>UM file extensions that fall under the impact audio form.

0:29:18.640 --> 0:29:21.080
<v Speaker 1>It's not you know, MP three is one of the

0:29:21.120 --> 0:29:24.680
<v Speaker 1>more common ones, but it's not the only one. Um.

0:29:24.720 --> 0:29:28.240
<v Speaker 1>It's a lossy format, so you do end up losing

0:29:28.360 --> 0:29:31.800
<v Speaker 1>data when you convert to MP three as part of

0:29:31.800 --> 0:29:34.560
<v Speaker 1>the compression, and the CODEC you use to create your

0:29:34.640 --> 0:29:37.800
<v Speaker 1>MP three sort of helps determine what it is that

0:29:37.880 --> 0:29:41.160
<v Speaker 1>it loses because it has a different algorithm behind it.

0:29:41.440 --> 0:29:44.120
<v Speaker 1>Right and uh, and again you change depending on the

0:29:44.200 --> 0:29:47.080
<v Speaker 1>data rate. You can make the file larger, smaller, and

0:29:47.160 --> 0:29:53.720
<v Speaker 1>thus have more or less information about the sound file. Um.

0:29:53.800 --> 0:29:56.280
<v Speaker 1>Another thing we should something else I should have pointed out.

0:29:56.280 --> 0:29:58.520
<v Speaker 1>With the different types of sound files, some of them

0:29:58.560 --> 0:30:03.200
<v Speaker 1>support metadata, some do not, and metadata turned out to

0:30:03.200 --> 0:30:06.920
<v Speaker 1>be really important. UH. Metadata of course, is information about

0:30:07.000 --> 0:30:10.240
<v Speaker 1>other information. So metadata for a sound file might include

0:30:10.280 --> 0:30:14.560
<v Speaker 1>things like the artist's name, the album name, other information.

0:30:14.560 --> 0:30:18.480
<v Speaker 1>It could also include things like who uploaded it, who

0:30:18.720 --> 0:30:21.200
<v Speaker 1>who encoded it. It all depends on the code dec

0:30:21.240 --> 0:30:25.000
<v Speaker 1>it all depends on the file type. So some of

0:30:25.040 --> 0:30:28.080
<v Speaker 1>these file types are essentially digital fingerprints. Like if you

0:30:28.120 --> 0:30:30.040
<v Speaker 1>were to download one of these files and then you

0:30:30.080 --> 0:30:32.320
<v Speaker 1>were actually open up the code and look at it,

0:30:32.360 --> 0:30:35.240
<v Speaker 1>you could potentially, depending on the file type, determine who

0:30:35.240 --> 0:30:38.840
<v Speaker 1>it was that originally UM encoded it and uploaded it,

0:30:38.960 --> 0:30:41.040
<v Speaker 1>or at least who encoded it. You might not know

0:30:41.080 --> 0:30:45.280
<v Speaker 1>who who uploaded it UM, so that's kind of an

0:30:45.360 --> 0:30:48.840
<v Speaker 1>interesting thing. And not all the files, of course, support metadata,

0:30:49.160 --> 0:30:51.960
<v Speaker 1>but a lot of really popular ones do because it's

0:30:52.400 --> 0:30:56.920
<v Speaker 1>a useful way to get information in UH in a

0:30:57.040 --> 0:31:01.960
<v Speaker 1>music um management software. So that way, because you think

0:31:02.000 --> 0:31:04.320
<v Speaker 1>about music management software like iTunes, that's one of the

0:31:04.360 --> 0:31:06.960
<v Speaker 1>most popular ones, so it's easy to talk about UH.

0:31:07.120 --> 0:31:10.280
<v Speaker 1>iTunes has all the information about the artists, the album,

0:31:10.400 --> 0:31:13.480
<v Speaker 1>the song title, all that kind of stuff, and that

0:31:13.600 --> 0:31:18.680
<v Speaker 1>lets you sort your albums through various ways. UM, without

0:31:18.680 --> 0:31:21.640
<v Speaker 1>the metadata, you wouldn't have that information. You would have

0:31:22.040 --> 0:31:25.520
<v Speaker 1>the name of the file and what kind of what

0:31:25.560 --> 0:31:27.200
<v Speaker 1>type of file it was, and that that would be

0:31:27.200 --> 0:31:31.160
<v Speaker 1>about it. So that's something else that I wanted to

0:31:31.240 --> 0:31:34.120
<v Speaker 1>point out. So, so along with MP three, you know,

0:31:34.160 --> 0:31:39.080
<v Speaker 1>you've got the wave files, which are uh again pretty

0:31:39.120 --> 0:31:42.560
<v Speaker 1>pretty popular. That's a format that was created by Microsoft

0:31:42.560 --> 0:31:47.040
<v Speaker 1>and IBM and it kind of takes and it creates

0:31:47.040 --> 0:31:51.320
<v Speaker 1>an arbitrary sampling rate uh and a number of channels

0:31:51.320 --> 0:31:55.920
<v Speaker 1>in the sample size. UM. It's uh one of the

0:31:55.960 --> 0:31:59.480
<v Speaker 1>first audio file types that were developed for the PC

0:32:00.200 --> 0:32:03.960
<v Speaker 1>UM and it's defined as being lossless. So this is

0:32:04.400 --> 0:32:07.280
<v Speaker 1>the wave files are lossless files. They tend to be

0:32:07.400 --> 0:32:11.480
<v Speaker 1>much larger than MP three files. Uh, not necessarily as

0:32:11.560 --> 0:32:14.240
<v Speaker 1>large as an uncompressed version of that file, but still

0:32:14.240 --> 0:32:18.720
<v Speaker 1>pretty big. And UM. Yeah, so those are the those

0:32:18.760 --> 0:32:21.320
<v Speaker 1>are two of the main ones. But then and you

0:32:21.320 --> 0:32:25.160
<v Speaker 1>can have either digitized or synthesized wave files. And then

0:32:25.200 --> 0:32:29.440
<v Speaker 1>there's uh the the A C files UM, which again

0:32:29.480 --> 0:32:37.480
<v Speaker 1>another lossy compression format. UM. That's depending on who you ask.

0:32:37.640 --> 0:32:40.280
<v Speaker 1>I've heard people say that they prefer a C over

0:32:40.400 --> 0:32:44.640
<v Speaker 1>MP three's and that they think a C compression leads

0:32:44.680 --> 0:32:49.600
<v Speaker 1>to less loss of fidelity. Yeah, yeah, they were. Apple

0:32:49.640 --> 0:32:53.400
<v Speaker 1>adopted it for for the iTunes store a long time

0:32:53.440 --> 0:32:56.560
<v Speaker 1>ago as the music format, and you know, they the

0:32:56.600 --> 0:33:00.080
<v Speaker 1>company really pushed it as being a superior format to

0:33:00.200 --> 0:33:03.600
<v Speaker 1>the MP three. UM. You know, again it depends on

0:33:03.640 --> 0:33:07.040
<v Speaker 1>whom you ask, um, but you know, they then they

0:33:07.040 --> 0:33:12.720
<v Speaker 1>started with a tight k uh digit digitization rate. Hey,

0:33:12.800 --> 0:33:18.080
<v Speaker 1>y set it UM, and you know they they semi recently,

0:33:18.120 --> 0:33:22.320
<v Speaker 1>it's not recent recent, but it's UM over the past

0:33:22.680 --> 0:33:26.520
<v Speaker 1>while here they've they've upgraded that UM too, so you

0:33:26.560 --> 0:33:29.800
<v Speaker 1>know that that has been a thing. But um, yeah,

0:33:30.000 --> 0:33:31.800
<v Speaker 1>some people feel that that A A C is a

0:33:31.800 --> 0:33:35.680
<v Speaker 1>better um. You know, an A C at K sounds

0:33:35.760 --> 0:33:41.240
<v Speaker 1>better than an MP three at K encoding. UM. Another

0:33:41.640 --> 0:33:45.200
<v Speaker 1>Apple file format. There was an earlier one developed by

0:33:45.240 --> 0:33:49.680
<v Speaker 1>Apple as the Audio Interchange File Format or ai f F. Yeah,

0:33:49.720 --> 0:33:52.280
<v Speaker 1>basically a long time ago. I would say, in the

0:33:52.280 --> 0:33:55.640
<v Speaker 1>mid nineties, if you ran across a wave file, you'd say, oh,

0:33:55.680 --> 0:33:57.920
<v Speaker 1>that's a Microsoft file, And if you ran across an

0:33:57.920 --> 0:34:00.320
<v Speaker 1>A I F you'd say, oh, well, that's a Macintosh file.

0:34:00.320 --> 0:34:04.080
<v Speaker 1>It's not so clear cut these days, but they, you know,

0:34:04.080 --> 0:34:05.840
<v Speaker 1>it was sort of the this is what we use

0:34:05.880 --> 0:34:08.719
<v Speaker 1>on our operating system and that's what they use on

0:34:08.760 --> 0:34:10.880
<v Speaker 1>their operating system kind of thing. Right. And then there

0:34:11.000 --> 0:34:14.040
<v Speaker 1>was the Apple Lossless Audio Codec or a L A

0:34:14.120 --> 0:34:17.960
<v Speaker 1>C A LACK uh. And that was one that in

0:34:19.080 --> 0:34:23.280
<v Speaker 1>Apple kind of surprised folks by by converting it into

0:34:23.360 --> 0:34:28.399
<v Speaker 1>open source and royalty free, uh, which for people who

0:34:28.440 --> 0:34:31.520
<v Speaker 1>were big followers of Apple was something of a shock.

0:34:32.280 --> 0:34:38.400
<v Speaker 1>They and and ALAC file or Apple Lossless Audio Codec

0:34:38.480 --> 0:34:42.040
<v Speaker 1>file is stored in an MP four container with the

0:34:42.080 --> 0:34:47.520
<v Speaker 1>file extension of M four A. So uh, if you

0:34:47.560 --> 0:34:50.120
<v Speaker 1>see an M for a file, then that's that's a

0:34:50.200 --> 0:34:53.920
<v Speaker 1>potential uh pointer that that's what you're looking at in

0:34:54.040 --> 0:34:59.200
<v Speaker 1>a LACK file. Um. But there's so many more. Uh.

0:34:59.239 --> 0:35:01.200
<v Speaker 1>There's like A said, there was FLAK, which is the

0:35:01.239 --> 0:35:05.960
<v Speaker 1>free lossless audio codec very similar to a LACK except

0:35:05.960 --> 0:35:09.240
<v Speaker 1>that it's um it was started off as open source

0:35:09.280 --> 0:35:12.840
<v Speaker 1>and free. UM. Yeah, A lot of people who are

0:35:12.840 --> 0:35:18.160
<v Speaker 1>are real audio files and and still download music because

0:35:18.160 --> 0:35:21.120
<v Speaker 1>a lot of them won't because of the lossy nature

0:35:21.120 --> 0:35:24.680
<v Speaker 1>of a lot of the audio files online. UM. A

0:35:24.680 --> 0:35:28.040
<v Speaker 1>lot of people prefer the FLAK files. And I've seen

0:35:28.520 --> 0:35:32.720
<v Speaker 1>artists who sell their music files from their websites offer

0:35:33.320 --> 0:35:36.280
<v Speaker 1>UH MP three or A A C and and FLACK

0:35:37.160 --> 0:35:38.719
<v Speaker 1>as an option, so you know, if you want to

0:35:38.719 --> 0:35:40.480
<v Speaker 1>pay a couple of extra dollars, you can get the

0:35:40.520 --> 0:35:46.040
<v Speaker 1>fancy hi fi audio files. Well, there's the Sun Audio format,

0:35:46.040 --> 0:35:49.640
<v Speaker 1>which is dot AU UH that was specifically created for

0:35:49.880 --> 0:35:52.640
<v Speaker 1>Unix systems. That's another reason why there's so many different

0:35:52.640 --> 0:35:55.319
<v Speaker 1>file types out there is because there's some that were

0:35:55.320 --> 0:35:59.160
<v Speaker 1>designed with specific operating systems in mind. UH. There's Windows

0:35:59.200 --> 0:36:04.880
<v Speaker 1>Media Audio O w M A UM again developed as

0:36:04.960 --> 0:36:08.719
<v Speaker 1>a competing my guess standard is the wrong word, but

0:36:08.760 --> 0:36:14.160
<v Speaker 1>a competing file format tow MP three and UH designed

0:36:14.200 --> 0:36:17.520
<v Speaker 1>to play in within the Windows Media Player, and UM

0:36:18.680 --> 0:36:23.200
<v Speaker 1>UH supposedly had a much more efficient compression algorithm than

0:36:23.320 --> 0:36:28.680
<v Speaker 1>MP three. Also designed with DRM protection in mind, and

0:36:28.760 --> 0:36:32.120
<v Speaker 1>that was one of the other reasons why Microsoft was

0:36:32.160 --> 0:36:34.719
<v Speaker 1>really interested in developing its own file format sound file

0:36:34.800 --> 0:36:40.200
<v Speaker 1>format beyond wave UM was to try and protect intellectual property.

0:36:40.840 --> 0:36:44.000
<v Speaker 1>Yeah yeah, yeah. Basically, DRM is just another layer of

0:36:44.120 --> 0:36:48.040
<v Speaker 1>information encoded. It's it's essentially metadata, but it's metadata that

0:36:48.120 --> 0:36:52.560
<v Speaker 1>explains UM who essentially who owns the file. So if

0:36:52.600 --> 0:36:57.279
<v Speaker 1>if Jonathan buys a song from um, you know, a

0:36:57.400 --> 0:37:01.719
<v Speaker 1>an online music store that has DRM embedded in it. It

0:37:01.560 --> 0:37:04.800
<v Speaker 1>It will say, well, this this belongs to Jonathan. UM,

0:37:04.800 --> 0:37:07.600
<v Speaker 1>he paid for it, and he is allowed to listen

0:37:07.640 --> 0:37:10.640
<v Speaker 1>to it on his registered machines, but only on his

0:37:10.800 --> 0:37:14.560
<v Speaker 1>registered machines, or um, you know, it might say he's

0:37:14.560 --> 0:37:17.319
<v Speaker 1>allowed to listen to this file for free for three

0:37:17.400 --> 0:37:19.520
<v Speaker 1>weeks and three weeks only. And so when the audio

0:37:19.560 --> 0:37:22.359
<v Speaker 1>player tries to go back and says, oh wait, it's

0:37:22.440 --> 0:37:27.880
<v Speaker 1>past three weeks, you know, it might disappear or twenty plays,

0:37:27.960 --> 0:37:30.239
<v Speaker 1>or or he's allowed to loan it to somebody that

0:37:30.360 --> 0:37:34.719
<v Speaker 1>that's um, that's how they determine those uh, those free

0:37:35.000 --> 0:37:37.279
<v Speaker 1>preview things will say oh, yes, you can download this

0:37:37.320 --> 0:37:40.359
<v Speaker 1>and listen one time for free, and you can listen

0:37:40.400 --> 0:37:42.800
<v Speaker 1>to the entire song. And then the d r M

0:37:42.880 --> 0:37:46.520
<v Speaker 1>information encoded in the track. UM, when the player tries

0:37:46.560 --> 0:37:48.120
<v Speaker 1>to read the file again, and it will, it will

0:37:48.200 --> 0:37:50.719
<v Speaker 1>check the information, It says, oh, well, it has been

0:37:50.760 --> 0:37:53.520
<v Speaker 1>played one time and therefore I will not allow you

0:37:53.560 --> 0:37:59.399
<v Speaker 1>to play it again. Sucker, go away. So all of these,

0:37:59.440 --> 0:38:02.960
<v Speaker 1>all of these files are all meant to do essentially

0:38:03.000 --> 0:38:06.640
<v Speaker 1>the same thing. It's again, just depending depended upon the

0:38:06.719 --> 0:38:10.680
<v Speaker 1>equipment you're using and the software you're using, and whether

0:38:10.840 --> 0:38:14.920
<v Speaker 1>or not it's an open approach or if it's a

0:38:14.920 --> 0:38:21.520
<v Speaker 1>proprietary approach. Uh. You know, there's nothing necessarily that says

0:38:21.600 --> 0:38:26.360
<v Speaker 1>one sound file is better than another, uh, because it

0:38:26.400 --> 0:38:30.279
<v Speaker 1>all depends on what you value. Do you value a

0:38:30.680 --> 0:38:34.480
<v Speaker 1>manageable file size? If storage is a is an issue,

0:38:34.520 --> 0:38:37.440
<v Speaker 1>then that might be very important to you. Do you

0:38:37.600 --> 0:38:43.080
<v Speaker 1>value as close to the original performance as possible, like

0:38:43.160 --> 0:38:46.440
<v Speaker 1>that experience. If so, then the quality, the actual sound

0:38:46.480 --> 0:38:49.920
<v Speaker 1>quality is going to be the most important. UM. Do

0:38:50.000 --> 0:38:53.400
<v Speaker 1>you use a specific type of device, because that will

0:38:53.440 --> 0:38:57.120
<v Speaker 1>also help determine which file size is best or file

0:38:57.160 --> 0:39:00.960
<v Speaker 1>type is best for you. Uh. So, you know you

0:39:00.960 --> 0:39:03.200
<v Speaker 1>can't I don't think you can just necessarily come out

0:39:03.239 --> 0:39:06.759
<v Speaker 1>and say, ah, you know, AC files are better than

0:39:06.840 --> 0:39:10.879
<v Speaker 1>MP three's, period always, etcetera. It all depends on your

0:39:10.960 --> 0:39:14.719
<v Speaker 1>particular situation and the equipment that you have. UM. I

0:39:14.760 --> 0:39:17.239
<v Speaker 1>guess one other thing we can talk about before we

0:39:17.440 --> 0:39:21.239
<v Speaker 1>sign off is the fact that there there has been

0:39:21.320 --> 0:39:28.279
<v Speaker 1>for a long time, for years, really uh, a discussion

0:39:28.320 --> 0:39:32.280
<v Speaker 1>within the music industry about how the MP three file format,

0:39:32.320 --> 0:39:36.719
<v Speaker 1>in particular, because it's so popular and so dominant has

0:39:37.360 --> 0:39:43.080
<v Speaker 1>changed the way music sounds because there's a discussion that

0:39:43.120 --> 0:39:48.680
<v Speaker 1>it kind of flattens the highs and the lows of

0:39:48.680 --> 0:39:53.160
<v Speaker 1>of what you can get out of a piece of music.

0:39:53.280 --> 0:39:56.080
<v Speaker 1>And so a lot of the music is starting to

0:39:56.160 --> 0:40:00.640
<v Speaker 1>sound similar to each other because you can't reached those

0:40:00.760 --> 0:40:05.960
<v Speaker 1>dynamics that you could without that you know know, lossy compression format.

0:40:06.400 --> 0:40:08.760
<v Speaker 1>That is part of it. There's also a human element

0:40:08.920 --> 0:40:11.799
<v Speaker 1>involved in that, and it has to do with the

0:40:11.840 --> 0:40:16.600
<v Speaker 1>way the music is produced. UM, because I have seen

0:40:17.640 --> 0:40:22.480
<v Speaker 1>examples of songs that were produced antal and you know,

0:40:22.520 --> 0:40:28.160
<v Speaker 1>in a complete analog environment before it became so popular

0:40:28.200 --> 0:40:33.120
<v Speaker 1>to have louder songs recorded on digital equipment in digital

0:40:33.719 --> 0:40:37.120
<v Speaker 1>and and reproduced on digital equipment. And in a lot

0:40:37.160 --> 0:40:42.480
<v Speaker 1>of cases the materials that now that that loudness is

0:40:43.560 --> 0:40:47.799
<v Speaker 1>being has become somewhat of a priority. UM. A lot

0:40:47.880 --> 0:40:50.960
<v Speaker 1>of the music is reproduced loud, and then that the

0:40:51.040 --> 0:40:54.240
<v Speaker 1>high end and low end are trimmed off to create

0:40:54.239 --> 0:40:58.560
<v Speaker 1>a digital file. So it's almost in some cases like

0:40:58.600 --> 0:41:02.320
<v Speaker 1>a solid block of sound and in the highs and lows,

0:41:02.880 --> 0:41:08.560
<v Speaker 1>and there is less dynamic range. UM. And again this

0:41:08.640 --> 0:41:11.000
<v Speaker 1>is this, this is a human element element, and you

0:41:11.040 --> 0:41:14.640
<v Speaker 1>know what people are listening for? What do I want from? Uh?

0:41:14.680 --> 0:41:16.320
<v Speaker 1>This new CD that I'm going to buy? So I

0:41:16.360 --> 0:41:18.319
<v Speaker 1>want to crank it up in my car and go

0:41:18.440 --> 0:41:20.520
<v Speaker 1>driving down the boulevard and have people notice who I

0:41:20.560 --> 0:41:24.799
<v Speaker 1>am and associate this music with me. Um. The answers

0:41:24.840 --> 0:41:33.320
<v Speaker 1>always yes, yeah, yeah, um, polka all the time? People Okay, funny,

0:41:33.400 --> 0:41:36.640
<v Speaker 1>that's also the disco sound. Um but um but yeah,

0:41:36.680 --> 0:41:39.600
<v Speaker 1>I mean, And this is a this can be a problem,

0:41:39.640 --> 0:41:42.840
<v Speaker 1>you know, because then you don't have the same you

0:41:42.880 --> 0:41:46.080
<v Speaker 1>don't get that dynamic range, and you say, well, is

0:41:46.080 --> 0:41:48.239
<v Speaker 1>this something that's important to me or not? Again, it's

0:41:48.280 --> 0:41:50.800
<v Speaker 1>it's partially a matter of choice, but it's also partially

0:41:51.400 --> 0:41:55.279
<v Speaker 1>what the market is asking for, and people are producing

0:41:55.320 --> 0:41:58.400
<v Speaker 1>and putting out to the market as well well. And

0:41:58.440 --> 0:42:01.560
<v Speaker 1>there's also the argument, and this becomes a circular argument,

0:42:02.000 --> 0:42:04.720
<v Speaker 1>but there's also the argument that the equipment that people

0:42:04.719 --> 0:42:08.959
<v Speaker 1>are using to listen to music is incapable of distinguishing

0:42:09.000 --> 0:42:12.720
<v Speaker 1>some of the subtleties that we might associate with earlier

0:42:12.760 --> 0:42:17.920
<v Speaker 1>types of music. Therefore, since the playback equipment cannot handle it,

0:42:18.000 --> 0:42:21.439
<v Speaker 1>why would you put it in there? Why bother to do?

0:42:21.480 --> 0:42:24.000
<v Speaker 1>That when you can take this other route, which is

0:42:24.400 --> 0:42:28.719
<v Speaker 1>exactly what the equipment can handle, and that thus you

0:42:28.840 --> 0:42:33.000
<v Speaker 1>also get to a more homogenized sound across various industries

0:42:33.120 --> 0:42:35.440
<v Speaker 1>or various genres. I guess I should say. Is it

0:42:35.480 --> 0:42:42.000
<v Speaker 1>also pasteurized? It can be, It can be pasteurized rarely.

0:42:42.280 --> 0:42:44.200
<v Speaker 1>Do you have vitamin D added? Yeah, there's a lot

0:42:44.200 --> 0:42:46.759
<v Speaker 1>of vitamin D deficiency in the music industry. So it's

0:42:47.239 --> 0:42:50.600
<v Speaker 1>a scandal. It's about it's poised to break wide open. Yeah,

0:42:50.600 --> 0:42:54.840
<v Speaker 1>there's also florid. Yeah. Well, fortunately they did lick the

0:42:54.920 --> 0:42:58.480
<v Speaker 1>scurvy problem, so that was good. Not literally that would

0:42:58.520 --> 0:43:03.399
<v Speaker 1>be gross. So anyway, my earbuds are wet. Is there

0:43:03.400 --> 0:43:06.040
<v Speaker 1>anything else in particular? You want to talk about sound files?

0:43:06.040 --> 0:43:10.040
<v Speaker 1>I mean, like I said, there are literally hundreds of

0:43:10.160 --> 0:43:13.040
<v Speaker 1>different types of sound files, some of which are really

0:43:13.080 --> 0:43:15.920
<v Speaker 1>obscure and haven't been used in more than a decade

0:43:15.920 --> 0:43:19.359
<v Speaker 1>except on legacy systems. Yeah. The we had we had

0:43:19.360 --> 0:43:21.160
<v Speaker 1>a couple of people write us in and ask us

0:43:21.400 --> 0:43:24.439
<v Speaker 1>to do this, and I'm wondering if we actually, uh,

0:43:24.680 --> 0:43:26.120
<v Speaker 1>this is not the kind of thing that we can

0:43:26.160 --> 0:43:29.800
<v Speaker 1>wrap up in a nice package and tie off because

0:43:30.040 --> 0:43:31.920
<v Speaker 1>it is such a diverse thing. And it's not it's

0:43:31.920 --> 0:43:36.160
<v Speaker 1>probably not going to end because even once we standardize,

0:43:36.160 --> 0:43:39.719
<v Speaker 1>we get closer to standardizing on maybe two or three

0:43:40.480 --> 0:43:44.800
<v Speaker 1>audio standards, um, somebody will still be working on coming

0:43:44.880 --> 0:43:47.399
<v Speaker 1>up with a better way to reproduce sound, and thus

0:43:47.400 --> 0:43:50.160
<v Speaker 1>we'll introduce a new file format for us to consider, right,

0:43:50.239 --> 0:43:53.120
<v Speaker 1>And and plus just with new equipment coming out, things

0:43:53.160 --> 0:43:56.200
<v Speaker 1>like video game systems, like handheld video game systems, they

0:43:56.280 --> 0:44:00.239
<v Speaker 1>have their own proprietary sound file extensions too, like the

0:44:00.320 --> 0:44:04.160
<v Speaker 1>Nintendo ones have their own proprietary sound file extensions. So

0:44:04.320 --> 0:44:06.320
<v Speaker 1>and then we still have people going back and trying

0:44:06.400 --> 0:44:12.879
<v Speaker 1>to reproduce the eight bit sound, right. So yeah, it's

0:44:12.880 --> 0:44:15.040
<v Speaker 1>it's one of those things that I do not expect

0:44:15.080 --> 0:44:16.920
<v Speaker 1>us to ever reach a point where we're going to

0:44:17.000 --> 0:44:20.359
<v Speaker 1>have the one standard audio file and some of them,

0:44:20.440 --> 0:44:22.760
<v Speaker 1>some of them will become kind of de facto standards,

0:44:22.800 --> 0:44:25.120
<v Speaker 1>just because the fact that so many people are using it.

0:44:25.600 --> 0:44:27.480
<v Speaker 1>But that's not the same thing as to say we've

0:44:27.520 --> 0:44:30.839
<v Speaker 1>all settled on one particular file format, and with with

0:44:30.960 --> 0:44:33.520
<v Speaker 1>things like DRM in the picture, I mean that obviously

0:44:34.160 --> 0:44:38.160
<v Speaker 1>is a big issue. Driver. Yeah, they're there are companies

0:44:38.200 --> 0:44:40.759
<v Speaker 1>that famously got out of it, you know, Apple being

0:44:40.760 --> 0:44:44.000
<v Speaker 1>one of them, uh saying that you know what, we

0:44:44.120 --> 0:44:46.759
<v Speaker 1>have come to the same conclusion that our listeners have been,

0:44:46.880 --> 0:44:50.400
<v Speaker 1>uh saying, which is that, um, this is a negative

0:44:50.440 --> 0:44:52.360
<v Speaker 1>impact on their experience, and we don't want to do

0:44:52.400 --> 0:44:56.360
<v Speaker 1>it anymore. Um, it's a good business decision for Apple

0:44:56.400 --> 0:44:59.600
<v Speaker 1>at the time. Uh. There's other companies that are still

0:44:59.760 --> 0:45:02.480
<v Speaker 1>for really behind DRM and they say that that is

0:45:02.560 --> 0:45:05.680
<v Speaker 1>the good business decision for them in their in their

0:45:05.719 --> 0:45:11.120
<v Speaker 1>particular situation. And maybe maybe that's true. Uh. Personally, Uh,

0:45:11.360 --> 0:45:14.440
<v Speaker 1>if the DRM is is intrusive in any way, I

0:45:14.480 --> 0:45:19.879
<v Speaker 1>just find it awful. Yeah. If there's if there's a requirement, yeah,

0:45:20.320 --> 0:45:22.400
<v Speaker 1>like you must have an Internet connection to listen to

0:45:22.400 --> 0:45:27.080
<v Speaker 1>your music. Like really that doesn't seem right. Even better

0:45:27.239 --> 0:45:29.600
<v Speaker 1>when he goes, you must have an internet connection your

0:45:29.600 --> 0:45:32.880
<v Speaker 1>listeners music, but I have an Internet connection. Why aren't

0:45:32.920 --> 0:45:35.440
<v Speaker 1>you playing? Right? You must have the band in your

0:45:35.440 --> 0:45:37.840
<v Speaker 1>living room to listen to this music, but they're sitting

0:45:37.920 --> 0:45:41.360
<v Speaker 1>right here. Yeah, Marian Call, she can't play anything for

0:45:41.520 --> 0:45:43.879
<v Speaker 1>me until after I run the actual foul and then

0:45:44.040 --> 0:45:47.239
<v Speaker 1>then she starts playing. That's totally not true. Uh. And

0:45:47.239 --> 0:45:48.680
<v Speaker 1>if you guys don't know who Marian Call is, you

0:45:48.719 --> 0:45:50.399
<v Speaker 1>should definitely look her up and listen to her music.

0:45:50.400 --> 0:45:53.759
<v Speaker 1>It's awesome. So we're gonna wrap this up. There are

0:45:53.840 --> 0:45:56.600
<v Speaker 1>so many things we could say about sound files. We

0:45:56.600 --> 0:45:59.960
<v Speaker 1>could do an episode about each type of major sound five,

0:46:00.200 --> 0:46:03.919
<v Speaker 1>and then do episodes where we would group ten more

0:46:03.960 --> 0:46:07.759
<v Speaker 1>obscure sound files together, and we would still be recording episodes.

0:46:08.000 --> 0:46:11.440
<v Speaker 1>Well passed episode five for tech Stuff. So we are

0:46:11.520 --> 0:46:14.279
<v Speaker 1>not going to do that because some market research tells

0:46:14.360 --> 0:46:16.520
<v Speaker 1>us that you would all leave, So we're not going

0:46:16.560 --> 0:46:18.759
<v Speaker 1>to do that. But but if you have any questions

0:46:18.960 --> 0:46:21.960
<v Speaker 1>about sound files in general, or any sort of tech

0:46:22.040 --> 0:46:25.160
<v Speaker 1>topic you would like us to address in a future episode,

0:46:25.600 --> 0:46:27.920
<v Speaker 1>please let us know. Send us an email or I

0:46:27.920 --> 0:46:31.279
<v Speaker 1>addresses tech Stuff at Discovery dot com, or send us

0:46:31.320 --> 0:46:33.480
<v Speaker 1>a message on Facebook or Twitter, or handle it both

0:46:33.480 --> 0:46:35.840
<v Speaker 1>of those as tech Stuff. Hs W and Chris and

0:46:35.880 --> 0:46:39.439
<v Speaker 1>I will talk to you again really soon for more

0:46:39.480 --> 0:46:41.759
<v Speaker 1>on this and thousands of other topics. Is it how

0:46:41.800 --> 0:46:48.000
<v Speaker 1>stuff works dot com. See guys, I told you we

0:46:48.080 --> 0:46:51.160
<v Speaker 1>talked to you again really soon. That really soon is

0:46:51.280 --> 0:46:53.960
<v Speaker 1>right now. I'm just reminding you that we have our

0:46:54.000 --> 0:46:57.560
<v Speaker 1>photo upload widget live on the site at www dot

0:46:57.600 --> 0:47:00.920
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0:47:01.000 --> 0:47:03.839
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0:47:04.080 --> 0:47:08.160
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0:47:10.960 --> 0:47:14.600
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0:47:14.640 --> 0:47:17.719
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