WEBVTT - TechStuff Classic: TechStuff Listens in on Sound Files

0:00:04.120 --> 0:00:07.160
<v Speaker 1>Get in touch with technology with tech Stuff from how

0:00:07.200 --> 0:00:14.080
<v Speaker 1>stuff works dot com. Hey there, and welcome to tex Stuff.

0:00:14.080 --> 0:00:16.959
<v Speaker 1>I'm your host Jonathan Strickland. I'm an executive producer with

0:00:17.000 --> 0:00:19.439
<v Speaker 1>how Stuff Works, and I love all things tech and

0:00:19.480 --> 0:00:24.160
<v Speaker 1>it's time for a tech Stuff Classic episode. Today's classic

0:00:24.320 --> 0:00:28.400
<v Speaker 1>episode has the title tech Stuff Listens in on sound Files.

0:00:28.680 --> 0:00:31.680
<v Speaker 1>Chris Pallette and I did this episode to kind of

0:00:31.720 --> 0:00:33.920
<v Speaker 1>look at all the different types of sound files that

0:00:33.960 --> 0:00:37.040
<v Speaker 1>were really kind of prevalent at that time and discuss

0:00:37.080 --> 0:00:40.760
<v Speaker 1>what makes them different, lossy versus lossless, all that kind

0:00:40.760 --> 0:00:42.960
<v Speaker 1>of stuff kind of give a little insight as to

0:00:43.400 --> 0:00:48.080
<v Speaker 1>the variations and differentiations between these. So I hope you

0:00:48.080 --> 0:00:51.520
<v Speaker 1>guys enjoyed this episode originally aired on October eight, two

0:00:51.520 --> 0:00:56.319
<v Speaker 1>thousand twelve. And take it away, Chris and Jonathan. We're

0:00:56.320 --> 0:00:59.600
<v Speaker 1>gonna talk today about sound files and why there are

0:00:59.680 --> 0:01:02.720
<v Speaker 1>so many any different why are there so many sound files,

0:01:02.840 --> 0:01:06.240
<v Speaker 1>never mind sound file formats? Uh and also um just

0:01:06.319 --> 0:01:11.199
<v Speaker 1>kind of get into the particulars of various popular sound files.

0:01:11.240 --> 0:01:14.040
<v Speaker 1>Maybe we'll talk about some of the more rare ones

0:01:14.080 --> 0:01:17.000
<v Speaker 1>that you can encounter two um and and if this

0:01:17.120 --> 0:01:19.800
<v Speaker 1>any of this sounds familiar, then you're probably a long

0:01:19.920 --> 0:01:23.800
<v Speaker 1>time listener of tech stuff. We did an episode many

0:01:23.800 --> 0:01:28.800
<v Speaker 1>many many moons ago on the MP three format. I

0:01:28.959 --> 0:01:31.959
<v Speaker 1>was just a kid then, yeah, boy, when we had

0:01:32.000 --> 0:01:35.880
<v Speaker 1>stars in our eyes and and and uh and lunch

0:01:35.920 --> 0:01:38.760
<v Speaker 1>and our belly. Uh. That's back when we used to

0:01:38.800 --> 0:01:42.399
<v Speaker 1>record in the afternoon. Anyway, so we do this in

0:01:42.440 --> 0:01:46.080
<v Speaker 1>the mornings. Now. We want to talk about different types

0:01:46.080 --> 0:01:49.120
<v Speaker 1>of sound files. And before we get into specifics, UH,

0:01:49.640 --> 0:01:52.920
<v Speaker 1>talk a little bit about categorizing sound files. There's really

0:01:53.200 --> 0:01:54.800
<v Speaker 1>a couple of different ways you can look at it.

0:01:55.480 --> 0:02:01.840
<v Speaker 1>One is digitized sound files versus synthesized sound files. Now,

0:02:01.880 --> 0:02:06.000
<v Speaker 1>digitizes where you're taking you're you're creating sound files out

0:02:06.040 --> 0:02:09.280
<v Speaker 1>of bits, out of zeros and ones that are little

0:02:09.560 --> 0:02:14.400
<v Speaker 1>tiny pieces of information that essentially tell a speaker how

0:02:14.919 --> 0:02:18.920
<v Speaker 1>to move in and out to create whatever the sound is.

0:02:19.639 --> 0:02:21.799
<v Speaker 1>And there are a lot of different factors that go

0:02:21.880 --> 0:02:26.959
<v Speaker 1>into determining how well the speaker can recreate any particular sound.

0:02:28.040 --> 0:02:31.080
<v Speaker 1>Basically involves how much information you're able to put within

0:02:31.240 --> 0:02:36.320
<v Speaker 1>that particular kind of file. Uh and uh. For one

0:02:36.320 --> 0:02:40.440
<v Speaker 1>of the more most popular sound files of this type

0:02:40.480 --> 0:02:44.280
<v Speaker 1>is the wave type of sound file. And so as

0:02:44.280 --> 0:02:49.680
<v Speaker 1>a digital sound file or digitized version of a sound file. UM,

0:02:49.760 --> 0:02:52.000
<v Speaker 1>and so there are a lot of different things that

0:02:52.800 --> 0:02:56.080
<v Speaker 1>make up the quality of that sound. Synthesized is a

0:02:56.120 --> 0:02:59.080
<v Speaker 1>little bit different. Synthesized is a type of sound file

0:02:59.200 --> 0:03:03.240
<v Speaker 1>where the file contains information in it that says something

0:03:03.280 --> 0:03:06.560
<v Speaker 1>along the lines of play this note as if it

0:03:06.600 --> 0:03:11.280
<v Speaker 1>were played by this instrument. So play a c as

0:03:11.320 --> 0:03:16.360
<v Speaker 1>if it were on a tenor saxophone, right, and then

0:03:16.600 --> 0:03:20.160
<v Speaker 1>the software itself and the hardware is able to take

0:03:20.200 --> 0:03:25.040
<v Speaker 1>that instruction set and uh send out the appropriate information.

0:03:25.080 --> 0:03:28.079
<v Speaker 1>So it's a little bit different. It's not looking at

0:03:28.480 --> 0:03:31.800
<v Speaker 1>zeros and ones and saying, all right, move the speaker

0:03:31.840 --> 0:03:36.560
<v Speaker 1>out this much this quickly in order to um create

0:03:36.600 --> 0:03:39.240
<v Speaker 1>this sound. It's more like, all right, here, here's what

0:03:39.360 --> 0:03:41.200
<v Speaker 1>here's the sound we have to make. Now, let's do

0:03:41.280 --> 0:03:43.520
<v Speaker 1>what needs to be done to make it. So it's

0:03:43.600 --> 0:03:47.160
<v Speaker 1>it's kind of two different perspectives. And a very very

0:03:47.240 --> 0:03:52.040
<v Speaker 1>popular version of the synthesized type of sound file would

0:03:52.080 --> 0:03:56.800
<v Speaker 1>be the mini files. And mini files are not just

0:03:56.960 --> 0:03:59.520
<v Speaker 1>for PCs that those were really I mean, the mini

0:03:59.520 --> 0:04:05.240
<v Speaker 1>files were made so that synthesizers could communicate with each other. UM,

0:04:05.680 --> 0:04:07.880
<v Speaker 1>So sorry, no, no, no no, I was just going to say, so,

0:04:08.080 --> 0:04:12.080
<v Speaker 1>if you're thinking of a digitized digitized UH sound file,

0:04:12.200 --> 0:04:16.240
<v Speaker 1>you might play an actual guitar and record it into

0:04:16.320 --> 0:04:19.919
<v Speaker 1>a digital file and play it back versus UH plugging

0:04:20.160 --> 0:04:24.159
<v Speaker 1>um a USB keyboard into your computer, UH, you know,

0:04:24.200 --> 0:04:26.520
<v Speaker 1>and using software and saying, oh, I want this to

0:04:26.600 --> 0:04:30.240
<v Speaker 1>sound like a grand piano and hitting a c and it,

0:04:30.960 --> 0:04:33.640
<v Speaker 1>you know, makes the approximation of that sound, rather than

0:04:33.680 --> 0:04:37.760
<v Speaker 1>taking an actual instrument and digitizing it. Right. And in general,

0:04:37.800 --> 0:04:40.960
<v Speaker 1>a digitized file is going to be larger than the

0:04:41.040 --> 0:04:44.480
<v Speaker 1>synthesized files. Synthesized files, like I said, are just giving

0:04:44.480 --> 0:04:47.479
<v Speaker 1>general instructions to recreate a sound. Digitized has to hold

0:04:47.520 --> 0:04:51.120
<v Speaker 1>all that information in it. Now, UM, you could have

0:04:51.200 --> 0:04:54.760
<v Speaker 1>a pretty small digitized version of a sound file, but

0:04:55.200 --> 0:04:57.560
<v Speaker 1>the means that you don't have as much information there,

0:04:57.560 --> 0:04:59.760
<v Speaker 1>which means the sound you're going to get is not

0:04:59.839 --> 0:05:04.120
<v Speaker 1>the necessarily going to be that UM nice. The fidelity

0:05:04.200 --> 0:05:08.560
<v Speaker 1>will not be high be lo fi actually UM. Although

0:05:08.560 --> 0:05:12.040
<v Speaker 1>it is not the same. It reminds me of the

0:05:12.080 --> 0:05:18.560
<v Speaker 1>differences between UH vector and raster graphics files, you know,

0:05:18.640 --> 0:05:20.880
<v Speaker 1>with the with a photo being made up of individual

0:05:20.920 --> 0:05:24.919
<v Speaker 1>pixels and UM you know, vector file line drawings being

0:05:25.880 --> 0:05:29.320
<v Speaker 1>uh more manipulative. You know, you can do more with

0:05:29.360 --> 0:05:31.839
<v Speaker 1>it and it has less information in it because it

0:05:31.880 --> 0:05:34.520
<v Speaker 1>can be manipulated like that. Yeah, it reminds me a

0:05:34.520 --> 0:05:38.800
<v Speaker 1>lot of just the just the very basic analog versus digital, right,

0:05:38.839 --> 0:05:42.960
<v Speaker 1>because with analog you've got this continuous signal that can

0:05:43.080 --> 0:05:47.479
<v Speaker 1>change and pitch and in volume, but it's it's you know,

0:05:47.520 --> 0:05:50.760
<v Speaker 1>if you look at a an analog like a sound

0:05:50.760 --> 0:05:54.719
<v Speaker 1>wave from an analog source, it's this curvy wave that

0:05:55.080 --> 0:05:59.160
<v Speaker 1>you know that that's unbroken, right, whereas a digital one

0:05:59.520 --> 0:06:01.760
<v Speaker 1>is i that are on or off and you know,

0:06:01.880 --> 0:06:05.280
<v Speaker 1>it's a little more complicated than that, but it looks

0:06:05.279 --> 0:06:08.080
<v Speaker 1>like if you look at it looks different from an

0:06:08.120 --> 0:06:13.279
<v Speaker 1>analog sound wave. So, um, those two different approaches define

0:06:13.839 --> 0:06:18.000
<v Speaker 1>the characteristics of that sound file. Now, the other big

0:06:18.040 --> 0:06:20.160
<v Speaker 1>way of dividing up the sound files, and the one

0:06:20.240 --> 0:06:23.520
<v Speaker 1>that I think is uh is one of those that

0:06:23.560 --> 0:06:28.400
<v Speaker 1>most people have heard about, um and it's mainly applies

0:06:28.440 --> 0:06:31.880
<v Speaker 1>to the digitized form means synthesize as well, but digitized

0:06:31.960 --> 0:06:34.080
<v Speaker 1>is really where a lot of the sound file discussion

0:06:34.440 --> 0:06:42.920
<v Speaker 1>revolves around uncompressed, lossless and lossy file formats. So let's

0:06:42.920 --> 0:06:46.600
<v Speaker 1>talk a bit about what those means. So uncompressed is

0:06:46.640 --> 0:06:50.440
<v Speaker 1>probably the easiest because it just means it's a sound

0:06:50.480 --> 0:06:53.320
<v Speaker 1>file that doesn't you haven't compressed it at all. You

0:06:53.360 --> 0:06:57.200
<v Speaker 1>haven't lost any information whatever information was in that sound file,

0:06:58.040 --> 0:07:00.760
<v Speaker 1>uh at the very beginning, or or the sound recorded

0:07:00.800 --> 0:07:05.440
<v Speaker 1>into some sort of device, is is replicated as close

0:07:05.480 --> 0:07:10.920
<v Speaker 1>as possible, depending upon them the abilities of that file format. Yeah,

0:07:10.960 --> 0:07:14.640
<v Speaker 1>if you if you take a musical instrument, um, you know,

0:07:14.800 --> 0:07:17.920
<v Speaker 1>like a like a an actual musical instrument, and uh,

0:07:18.440 --> 0:07:21.800
<v Speaker 1>let's say a guitar string. You pluck the string and

0:07:21.840 --> 0:07:26.520
<v Speaker 1>it's going to play reverberated a certain frequency. Um. But

0:07:26.720 --> 0:07:28.680
<v Speaker 1>there there is more to it than that. I mean,

0:07:28.760 --> 0:07:32.960
<v Speaker 1>is it uh slows it starts to to change somewhat. Um.

0:07:33.040 --> 0:07:35.760
<v Speaker 1>Some guitars hold pitch better than others, and you can

0:07:35.840 --> 0:07:39.680
<v Speaker 1>kind of hear it fluctuate somewhat. Um. But as you

0:07:39.760 --> 0:07:42.520
<v Speaker 1>play a song or you know, with a band or

0:07:42.560 --> 0:07:47.400
<v Speaker 1>an orchestra for example, UM, you're going to hear a

0:07:47.520 --> 0:07:50.600
<v Speaker 1>richness of sound if you're right there. Um. And that's

0:07:50.640 --> 0:07:55.560
<v Speaker 1>because there are it covers a wide range of frequencies. Um.

0:07:55.600 --> 0:07:59.040
<v Speaker 1>In some cases frequencies that we can't actually hear. But

0:07:59.360 --> 0:08:02.520
<v Speaker 1>sometimes those high frequencies we can't here interact with what

0:08:02.840 --> 0:08:06.280
<v Speaker 1>one another and create harmonics that we can here. And

0:08:06.360 --> 0:08:12.120
<v Speaker 1>sometimes it's it's something that you can feel, um, and

0:08:12.200 --> 0:08:15.280
<v Speaker 1>that that adds to the depth of the music. Like well,

0:08:15.280 --> 0:08:17.440
<v Speaker 1>I mean we've we've sort of talked about bone conduction

0:08:17.520 --> 0:08:23.120
<v Speaker 1>before too. Um So what what the compression does essentially

0:08:23.240 --> 0:08:26.280
<v Speaker 1>is determined whether or not you know, it should include

0:08:26.480 --> 0:08:29.360
<v Speaker 1>all the different frequencies and the amount of compression that

0:08:29.520 --> 0:08:33.800
<v Speaker 1>someone would use to create a file. Basically, uh says well,

0:08:33.840 --> 0:08:36.360
<v Speaker 1>I'm going to cut out this much of the info

0:08:36.400 --> 0:08:39.280
<v Speaker 1>in this file, um, and you can dial that up

0:08:39.360 --> 0:08:42.319
<v Speaker 1>or down as as you decide to compress that file. Right,

0:08:42.400 --> 0:08:46.559
<v Speaker 1>So a lossless file would be compressed, but would not

0:08:47.360 --> 0:08:51.840
<v Speaker 1>you don't lose any of the actual information there. So, um,

0:08:51.880 --> 0:08:56.240
<v Speaker 1>it's it's the compression level. Your mileage may vary. You

0:08:56.280 --> 0:08:59.839
<v Speaker 1>might it might not be a significantly smaller file than

0:09:00.160 --> 0:09:03.240
<v Speaker 1>uncompressed file, but it does mean that you have found

0:09:03.280 --> 0:09:08.040
<v Speaker 1>ways to try and uh minimize that file size. For one,

0:09:08.559 --> 0:09:12.600
<v Speaker 1>here's an example in an uncompressed file, Let's say that

0:09:12.640 --> 0:09:16.760
<v Speaker 1>you have a minute of silence between sounds. All Right,

0:09:16.800 --> 0:09:20.640
<v Speaker 1>an uncompressed file is going to encode that minute of

0:09:20.679 --> 0:09:23.160
<v Speaker 1>silence the same way it would as if there were

0:09:23.320 --> 0:09:27.000
<v Speaker 1>sound present, So that file size is going to reflect

0:09:27.080 --> 0:09:31.360
<v Speaker 1>the the total amount of time of the recording, not

0:09:31.520 --> 0:09:36.160
<v Speaker 1>just the time when something is actually happening. A lossless

0:09:36.200 --> 0:09:41.040
<v Speaker 1>one may encode that same file, but use a an

0:09:41.040 --> 0:09:46.360
<v Speaker 1>algorithm that that doesn't encode that minute of silence, so

0:09:46.480 --> 0:09:52.679
<v Speaker 1>that that makes the overall file size smaller. Okay, Um, Yeah,

0:09:52.720 --> 0:09:55.880
<v Speaker 1>that that's you think about. That That could results in

0:09:56.000 --> 0:09:59.320
<v Speaker 1>a in a huge savings of information because you know,

0:09:59.360 --> 0:10:02.679
<v Speaker 1>if you're you're trying to capture the depth of sound

0:10:03.520 --> 0:10:07.200
<v Speaker 1>that is present with an entire orchestra and there's literally

0:10:07.320 --> 0:10:12.040
<v Speaker 1>nothing there, then you've recorded a lot of nothing and

0:10:12.360 --> 0:10:14.800
<v Speaker 1>that that takes up space. So then then you have

0:10:14.880 --> 0:10:19.880
<v Speaker 1>the lossy formats. And this is what you were kind

0:10:19.880 --> 0:10:23.600
<v Speaker 1>of alluding to with the whole the frequencies that are

0:10:23.600 --> 0:10:27.080
<v Speaker 1>outside the range of human hearing. Um, I wanted to

0:10:27.120 --> 0:10:30.640
<v Speaker 1>explain what it was there that you would lose. Yeah, ideally,

0:10:31.200 --> 0:10:34.120
<v Speaker 1>with a lossy format, the only things you lose are

0:10:34.160 --> 0:10:36.920
<v Speaker 1>things that we could not perceive. So, in other words,

0:10:37.280 --> 0:10:40.800
<v Speaker 1>any frequency that's below or above the range of human hearing,

0:10:40.800 --> 0:10:44.200
<v Speaker 1>which is about twenty killer hurts. Anything outside of that

0:10:44.440 --> 0:10:47.600
<v Speaker 1>range of frequencies UH is outside the range of normal

0:10:47.840 --> 0:10:53.000
<v Speaker 1>human hearing that hurts and UH. And so the the

0:10:53.040 --> 0:10:55.240
<v Speaker 1>ideas that if there are any frequencies that are either

0:10:55.360 --> 0:10:59.040
<v Speaker 1>above or below that range, those would get cut out,

0:10:59.080 --> 0:11:02.360
<v Speaker 1>they would not be encoded in the file, and that

0:11:02.400 --> 0:11:05.760
<v Speaker 1>would decrease the size. There are other ways that lossy

0:11:05.920 --> 0:11:09.840
<v Speaker 1>formats tend to compress files, and there are things that

0:11:09.920 --> 0:11:12.600
<v Speaker 1>you can choose to do when you're creating a lossy

0:11:12.720 --> 0:11:17.400
<v Speaker 1>file format that will affect the quality of the recording

0:11:18.160 --> 0:11:21.400
<v Speaker 1>to some extent. And there are a lot of different factors,

0:11:21.400 --> 0:11:23.280
<v Speaker 1>and I'll talk about them in just a second, but

0:11:24.080 --> 0:11:27.880
<v Speaker 1>lassy definitely has more of a stigma against it because

0:11:28.480 --> 0:11:30.920
<v Speaker 1>the idea is that you know, there are ties where

0:11:30.920 --> 0:11:34.240
<v Speaker 1>real listen to music and you think, wow, that that

0:11:34.320 --> 0:11:38.520
<v Speaker 1>really does sound like it's a lot different from that

0:11:38.520 --> 0:11:41.280
<v Speaker 1>that that live performance I saw. Like you you might

0:11:41.320 --> 0:11:44.040
<v Speaker 1>go to a live performance and then get a digital

0:11:44.080 --> 0:11:47.080
<v Speaker 1>copy of that live performance. Some bands do that, you know,

0:11:47.120 --> 0:11:50.440
<v Speaker 1>where they record their their shows and then the fans

0:11:50.480 --> 0:11:53.360
<v Speaker 1>can end up buying a digital copy of something that

0:11:53.400 --> 0:11:57.120
<v Speaker 1>they saw, and depending on the encoding, it may not

0:11:58.000 --> 0:12:01.480
<v Speaker 1>really reflect what you experienced. For instance, there might not

0:12:01.600 --> 0:12:04.920
<v Speaker 1>be a four pound guys standing next to you stepping

0:12:04.920 --> 0:12:09.000
<v Speaker 1>on your toe every five minutes, um, right, so they

0:12:09.080 --> 0:12:13.600
<v Speaker 1>might be giants show owen too. Anyway, So the idea

0:12:13.679 --> 0:12:17.360
<v Speaker 1>there being that that depending on how they're encoding it,

0:12:17.480 --> 0:12:21.360
<v Speaker 1>you might not have as rich a listening experience as

0:12:21.400 --> 0:12:25.600
<v Speaker 1>you otherwise would with an uncompressed or lossless format. Um. Now,

0:12:25.640 --> 0:12:27.960
<v Speaker 1>the way that the audio is compressed and stored is

0:12:28.160 --> 0:12:32.079
<v Speaker 1>called a codec. Now, codec and file type are two

0:12:32.160 --> 0:12:35.560
<v Speaker 1>different things. You should not confuse the two. It's easy

0:12:35.600 --> 0:12:40.600
<v Speaker 1>to to get confused. But Kodak is uh, they are related,

0:12:40.600 --> 0:12:44.000
<v Speaker 1>but not the same. Right. There's some some code X

0:12:44.040 --> 0:12:46.959
<v Speaker 1>and file sizes that tend to go together all the time,

0:12:47.640 --> 0:12:51.240
<v Speaker 1>but they are not one and the same. And some

0:12:51.280 --> 0:12:54.400
<v Speaker 1>of the things that can affect how that sound file

0:12:54.559 --> 0:12:59.480
<v Speaker 1>will sound include things like the sample rate. Sample rate

0:12:59.559 --> 0:13:06.000
<v Speaker 1>is when you're converting analog audio into digital information. Uh,

0:13:06.240 --> 0:13:09.400
<v Speaker 1>you use an analog to digital converter or a d C,

0:13:10.600 --> 0:13:14.400
<v Speaker 1>and this is what takes that signal, that continuous signal

0:13:14.679 --> 0:13:16.720
<v Speaker 1>and converts it into a bunch of zeros and ones,

0:13:17.760 --> 0:13:21.760
<v Speaker 1>and uh it kind of chops the signal up into

0:13:21.960 --> 0:13:27.599
<v Speaker 1>segments and does this conversion. So the higher the frequency

0:13:27.640 --> 0:13:31.440
<v Speaker 1>is of your sample rate, in general, the closer to

0:13:31.760 --> 0:13:36.520
<v Speaker 1>the original sound it's going to be uh C D audio.

0:13:36.840 --> 0:13:39.960
<v Speaker 1>What if you guys, you may not remember these there

0:13:40.000 --> 0:13:44.400
<v Speaker 1>were these things called compact discs. I have to I

0:13:44.440 --> 0:13:48.600
<v Speaker 1>remember when compact discs were a new thing. I remember

0:13:48.640 --> 0:13:51.040
<v Speaker 1>thinking this will never take off. And let me listen

0:13:51.040 --> 0:13:55.960
<v Speaker 1>to back cast um or vinyl album or wax cylinder

0:13:56.400 --> 0:13:58.880
<v Speaker 1>or this bard that I hired to follow around and

0:13:58.920 --> 0:14:04.160
<v Speaker 1>sing sagas to higher recorder. Yeah, hey, it's Jonathan from

0:14:04.200 --> 0:14:08.000
<v Speaker 1>the future talking to Jonathan from the past. Cool your jets, buddy,

0:14:08.040 --> 0:14:18.120
<v Speaker 1>we gotta take a quick break and thank our sponsor. Anyway,

0:14:18.320 --> 0:14:22.400
<v Speaker 1>uh so the CD audio is something like forty four

0:14:22.440 --> 0:14:24.680
<v Speaker 1>point one killer hurts as I recall something like that.

0:14:24.680 --> 0:14:28.960
<v Speaker 1>That that's the frequency for their sample rate UM And

0:14:29.080 --> 0:14:33.360
<v Speaker 1>in general, you want to sample rate that's about UM well,

0:14:33.400 --> 0:14:35.360
<v Speaker 1>that that's high enough so that you're going to get

0:14:35.400 --> 0:14:38.680
<v Speaker 1>a good experience when you get playback. And depending on

0:14:38.840 --> 0:14:42.320
<v Speaker 1>your application, you may not need a very high sample rate. So,

0:14:42.440 --> 0:14:47.120
<v Speaker 1>for example, for telephone uh fidelity, when you're speaking on

0:14:47.160 --> 0:14:49.560
<v Speaker 1>the phone to someone else, that sample rate is much

0:14:49.680 --> 0:14:51.440
<v Speaker 1>you know, and we're talking about digital phones. They're doing

0:14:51.480 --> 0:14:54.000
<v Speaker 1>the same thing. They're converting an analog signal into a

0:14:54.000 --> 0:14:57.200
<v Speaker 1>digital information and transmitting it and then decoding it and

0:14:57.280 --> 0:15:00.720
<v Speaker 1>putting it back into analog. Uh, They're sample rate is

0:15:00.840 --> 0:15:04.280
<v Speaker 1>much lower because in general, we've become used to the

0:15:04.320 --> 0:15:08.320
<v Speaker 1>idea that a telephone quality conversation does not need to

0:15:08.360 --> 0:15:10.600
<v Speaker 1>have high fidelity. And if you've ever spoken on the

0:15:10.600 --> 0:15:13.200
<v Speaker 1>telephone with me, you know the quality of my conversations

0:15:13.280 --> 0:15:17.240
<v Speaker 1>is quite low. Well, um, that doesn't really have that

0:15:17.320 --> 0:15:20.040
<v Speaker 1>much to do with this sound quality. Oh, you're right,

0:15:20.120 --> 0:15:22.520
<v Speaker 1>you're right. I got off on a little tangent there. Well, no,

0:15:22.840 --> 0:15:26.080
<v Speaker 1>if you if you take a I'm speaking in general

0:15:26.160 --> 0:15:30.880
<v Speaker 1>terms here, but if you take a podcast file, maybe

0:15:30.880 --> 0:15:34.800
<v Speaker 1>a half hour podcast file, um, from an audio store,

0:15:35.120 --> 0:15:40.320
<v Speaker 1>and you buy a five minute song from that same

0:15:40.360 --> 0:15:43.680
<v Speaker 1>audio store, the song is probably going to be a

0:15:43.800 --> 0:15:48.080
<v Speaker 1>larger file because there is a greater range of sound,

0:15:48.800 --> 0:15:51.000
<v Speaker 1>um that they are trying to preserve to create that

0:15:51.040 --> 0:15:54.320
<v Speaker 1>audio file then to to or that music file. Then

0:15:54.400 --> 0:15:57.360
<v Speaker 1>for the voice because um, you know, the voice files

0:15:57.400 --> 0:16:01.040
<v Speaker 1>don't really need to convey the same rain of frequencies

0:16:01.360 --> 0:16:04.360
<v Speaker 1>right to just stand still, sound good and beyond the

0:16:04.400 --> 0:16:07.680
<v Speaker 1>sample right. There are other factors that also informed the

0:16:07.760 --> 0:16:11.120
<v Speaker 1>quality of a particular sound file, a digitized sound file.

0:16:11.640 --> 0:16:14.920
<v Speaker 1>The resolution. It's just you know, sound files can have resolution,

0:16:15.040 --> 0:16:20.200
<v Speaker 1>just like an image file. It's um. Essentially, it comes

0:16:20.200 --> 0:16:23.320
<v Speaker 1>into the how how the a d C measures the

0:16:23.360 --> 0:16:28.440
<v Speaker 1>incoming um signal voltage and converts that into digital code.

0:16:29.360 --> 0:16:33.520
<v Speaker 1>So the accuracy of that is dependent upon how many

0:16:33.640 --> 0:16:35.720
<v Speaker 1>bits are used in the process. So, in other words,

0:16:36.480 --> 0:16:40.320
<v Speaker 1>the more data you include about the sound, the more

0:16:40.360 --> 0:16:44.000
<v Speaker 1>accurately you can recreate the sound when you play it back.

0:16:44.680 --> 0:16:47.760
<v Speaker 1>So in other words, if and this makes sense, it's

0:16:47.840 --> 0:16:50.400
<v Speaker 1>it's just like any other kind of experience where you're

0:16:50.440 --> 0:16:53.240
<v Speaker 1>trying to recreate something that you've seen. The more data

0:16:53.280 --> 0:16:57.119
<v Speaker 1>you have, the better chances you have of recreating it accurately.

0:16:57.600 --> 0:17:00.200
<v Speaker 1>So if I'm in a room and you were to

0:17:00.280 --> 0:17:03.440
<v Speaker 1>give me a stone tablet and a chisel and a

0:17:03.520 --> 0:17:06.240
<v Speaker 1>hammer and tell me to take notes, those notes would

0:17:06.280 --> 0:17:08.560
<v Speaker 1>be very very limited. If you gave me a pen

0:17:08.840 --> 0:17:10.840
<v Speaker 1>and paper, there would be a little bit better. If

0:17:10.840 --> 0:17:15.800
<v Speaker 1>you gave me a a computer with a working keyboard,

0:17:15.880 --> 0:17:19.000
<v Speaker 1>unlike mine. Um, I would be even better. If you

0:17:19.000 --> 0:17:20.800
<v Speaker 1>gave me a keyboard like mine, it would probably be

0:17:20.840 --> 0:17:26.480
<v Speaker 1>back to stone tablet. Anyway, that's another part that determines

0:17:27.480 --> 0:17:30.399
<v Speaker 1>another factor that determined sound quality, and then data rates.

0:17:30.880 --> 0:17:34.000
<v Speaker 1>And this is really anyone who's converted any sound file

0:17:34.040 --> 0:17:36.840
<v Speaker 1>into MP three format or a format similar to the

0:17:36.920 --> 0:17:40.359
<v Speaker 1>MP three format knows about data rates. You usually you

0:17:40.440 --> 0:17:45.479
<v Speaker 1>have a choice of what what uh data rates speed

0:17:45.680 --> 0:17:49.560
<v Speaker 1>you can pick to uh convert a sound file into

0:17:49.600 --> 0:17:52.959
<v Speaker 1>an MP three and generally high air is better. It

0:17:53.000 --> 0:17:56.120
<v Speaker 1>means that you're going to have a higher fidelity experience.

0:17:56.119 --> 0:17:58.159
<v Speaker 1>It also means the file size it's going to be larger.

0:17:58.840 --> 0:18:02.320
<v Speaker 1>And uh uh I'd say, you know a lot of

0:18:02.359 --> 0:18:07.119
<v Speaker 1>the sound files you would find, at least until fairly recently,

0:18:07.160 --> 0:18:09.040
<v Speaker 1>we're around the nice six kill a bit per second

0:18:09.080 --> 0:18:11.920
<v Speaker 1>or kill a bit per second range. We're starting to

0:18:11.960 --> 0:18:15.520
<v Speaker 1>see that get bombed up now, which is nice. Um,

0:18:15.560 --> 0:18:18.800
<v Speaker 1>those are a lot of the cloud services have higher

0:18:19.160 --> 0:18:25.320
<v Speaker 1>bit data rates for their encoding. Um and in general

0:18:25.440 --> 0:18:29.600
<v Speaker 1>that should translate to a higher fidelity experience. Yeah, I

0:18:29.640 --> 0:18:34.080
<v Speaker 1>mean you get right down to it. Well, frankly, everybody

0:18:34.119 --> 0:18:40.840
<v Speaker 1>hears sound differently and that's that sounds strange probably um,

0:18:40.880 --> 0:18:44.159
<v Speaker 1>probably because you're hearing it differently than I am. No, UM,

0:18:44.200 --> 0:18:47.439
<v Speaker 1>because you know, it sort of depends on the range

0:18:47.440 --> 0:18:50.040
<v Speaker 1>of hearing. Now I say that that kids can hear

0:18:50.080 --> 0:18:54.800
<v Speaker 1>a different range of sound than adults. UM, and that uh,

0:18:54.840 --> 0:18:56.840
<v Speaker 1>you know, they have studies that have been done that

0:18:56.840 --> 0:18:59.080
<v Speaker 1>that show that women hear different ranges of sound than

0:18:59.119 --> 0:19:01.840
<v Speaker 1>men do. And you know they're there are always people

0:19:01.920 --> 0:19:05.960
<v Speaker 1>who UM listen to a vinyl record, for example, and

0:19:06.000 --> 0:19:08.560
<v Speaker 1>they'll they'll say, Wow, that sounds so much better than

0:19:08.600 --> 0:19:10.520
<v Speaker 1>a c D And then other people prefer the sound

0:19:10.520 --> 0:19:14.119
<v Speaker 1>of c D s, which typically are are compressed uh

0:19:14.359 --> 0:19:18.680
<v Speaker 1>pretty pretty significantly at least too to get it to uh,

0:19:19.000 --> 0:19:21.240
<v Speaker 1>you know the audio file that that you hear on

0:19:21.280 --> 0:19:25.880
<v Speaker 1>the on the disk. UM. So you know, everybody is different.

0:19:26.000 --> 0:19:30.040
<v Speaker 1>Let's let's use that as a caveat. But UM, it's

0:19:30.040 --> 0:19:33.440
<v Speaker 1>important to note that in general, the file size the

0:19:33.440 --> 0:19:37.720
<v Speaker 1>the information you want more information encoded on there because

0:19:37.760 --> 0:19:40.440
<v Speaker 1>it's going to provide a richer sound. But it does

0:19:40.760 --> 0:19:44.240
<v Speaker 1>depend on the kodec used to to create the file. UM.

0:19:44.320 --> 0:19:46.000
<v Speaker 1>And that is that is one of those things that

0:19:46.119 --> 0:19:48.600
<v Speaker 1>to paraphrase the song, it ain't what you do, it's

0:19:48.640 --> 0:19:51.840
<v Speaker 1>the way that you do it. Um, And I think

0:19:51.840 --> 0:19:55.000
<v Speaker 1>that's probably where we're getting ready to go. But uh, yeah,

0:19:55.040 --> 0:20:01.040
<v Speaker 1>I mean you you when MP three's became the popular standard, uh,

0:20:01.160 --> 0:20:05.800
<v Speaker 1>the popular bit rate for those was you know, k

0:20:07.080 --> 0:20:10.720
<v Speaker 1>um and um. You know that a lot of people

0:20:11.160 --> 0:20:15.080
<v Speaker 1>who can hear the difference in in sound files would say,

0:20:15.080 --> 0:20:17.760
<v Speaker 1>you know, that's crummy. It sounds terrible, but it was

0:20:17.800 --> 0:20:20.239
<v Speaker 1>acceptable for a lot of people, acceptable enough that they

0:20:20.280 --> 0:20:23.160
<v Speaker 1>would say, you know what, I'm willing to fork over

0:20:23.240 --> 0:20:25.439
<v Speaker 1>money for an MP three player or I'm willing to

0:20:25.480 --> 0:20:27.720
<v Speaker 1>listen to my music at this bit rate. And now

0:20:28.200 --> 0:20:31.919
<v Speaker 1>that we've become more sophisticated in our tastes and have

0:20:32.040 --> 0:20:35.560
<v Speaker 1>more bandwidth available to us, both in MP three player

0:20:35.760 --> 0:20:40.840
<v Speaker 1>audio players, let's say that and uh in our internet connections, Um,

0:20:41.800 --> 0:20:45.160
<v Speaker 1>we're having more choices available to us. We also had

0:20:45.240 --> 0:20:49.639
<v Speaker 1>an era where the speakers that were available to us,

0:20:49.760 --> 0:20:52.320
<v Speaker 1>unless we were really spending a lot of money on

0:20:52.359 --> 0:20:55.919
<v Speaker 1>our our computer systems or what you know, our music

0:20:55.960 --> 0:21:00.879
<v Speaker 1>player systems, we're not really capable of playing at a

0:21:01.000 --> 0:21:04.080
<v Speaker 1>high enough fidelity for it to make a huge difference.

0:21:04.119 --> 0:21:06.880
<v Speaker 1>So you could even have two versions of the same

0:21:06.920 --> 0:21:11.120
<v Speaker 1>file one recorded at a much faster data rate and

0:21:11.760 --> 0:21:14.720
<v Speaker 1>have a hard time telling the difference, simply because the

0:21:14.800 --> 0:21:18.560
<v Speaker 1>hardware you were using to play back the music wasn't

0:21:18.560 --> 0:21:21.919
<v Speaker 1>capable of capturing those subtle differences or even not so

0:21:22.000 --> 0:21:24.840
<v Speaker 1>subtle differences. Because let's let's face it, some of the

0:21:24.920 --> 0:21:29.399
<v Speaker 1>speakers that came out years ago, we're pretty well they

0:21:29.400 --> 0:21:31.280
<v Speaker 1>were definitely sub standard compared to some of the ones

0:21:31.320 --> 0:21:34.720
<v Speaker 1>you can get today. Not saying that today's speakers are,

0:21:35.400 --> 0:21:39.199
<v Speaker 1>you know, the height of human achievement. We definitely have

0:21:39.280 --> 0:21:43.120
<v Speaker 1>a huge range on the market. And uh, and it's

0:21:43.160 --> 0:21:44.880
<v Speaker 1>not always a case if you get what you pay

0:21:44.920 --> 0:21:48.800
<v Speaker 1>for either. That's a totally different podcast though. Uh. It

0:21:48.920 --> 0:21:53.840
<v Speaker 1>just means that that it wasn't as important back then.

0:21:53.920 --> 0:21:56.240
<v Speaker 1>And also we should talk about why there are so

0:21:56.280 --> 0:22:00.760
<v Speaker 1>many different types, So we know, the ones people tend

0:22:00.800 --> 0:22:04.840
<v Speaker 1>to hear about a lot are wave files, uh MP

0:22:04.960 --> 0:22:10.760
<v Speaker 1>three's UM A C files for some folks. Uh, there's

0:22:10.840 --> 0:22:15.040
<v Speaker 1>the A lack files A L A C sometimes flak

0:22:15.480 --> 0:22:18.040
<v Speaker 1>for a few people out there anyway, UM, and then

0:22:18.040 --> 0:22:19.879
<v Speaker 1>there are a lot of other ones, but those are

0:22:19.920 --> 0:22:21.359
<v Speaker 1>those are some of the ones that are the most

0:22:21.359 --> 0:22:24.479
<v Speaker 1>popular but there are. If you were to look at

0:22:24.480 --> 0:22:29.840
<v Speaker 1>a list of every type of audio file that has

0:22:30.240 --> 0:22:33.280
<v Speaker 1>had any sort of traction out there, it would be

0:22:33.480 --> 0:22:40.120
<v Speaker 1>incredibly long. I mean, the different types of them are. Um,

0:22:40.160 --> 0:22:42.640
<v Speaker 1>there's easily easily over a hundred. Now some of those

0:22:42.680 --> 0:22:47.480
<v Speaker 1>are project files, not audio file formats, and the project

0:22:47.520 --> 0:22:51.199
<v Speaker 1>files really just have information about an audio file as

0:22:51.200 --> 0:22:54.159
<v Speaker 1>opposed to having any actual audio information in it itself.

0:22:55.000 --> 0:22:57.600
<v Speaker 1>But you know, you might say, well, why are there

0:22:57.720 --> 0:23:00.400
<v Speaker 1>so many? And there are several different reasons for that.

0:23:01.080 --> 0:23:05.040
<v Speaker 1>One is that as time has gone on, we've created

0:23:05.080 --> 0:23:10.000
<v Speaker 1>more sophisticated computers and sound chips that are able to

0:23:10.040 --> 0:23:13.520
<v Speaker 1>do more than earlier ones. So they were suddenly able

0:23:13.600 --> 0:23:17.640
<v Speaker 1>to support a greater number of features. But the older

0:23:17.680 --> 0:23:21.800
<v Speaker 1>file formats didn't necessarily have that built in, and so

0:23:21.960 --> 0:23:26.600
<v Speaker 1>new file formats emerged that we're able to take advantage

0:23:26.640 --> 0:23:30.879
<v Speaker 1>of the technical uh abilities of the new stuff that

0:23:30.920 --> 0:23:34.880
<v Speaker 1>we were building. In some cases, there were file formats

0:23:34.920 --> 0:23:38.920
<v Speaker 1>that were designed to work specifically with particular types of hardware.

0:23:39.760 --> 0:23:43.080
<v Speaker 1>So if you were back if you had a computer

0:23:43.119 --> 0:23:45.400
<v Speaker 1>back in the old days of the of the sound

0:23:45.760 --> 0:23:49.760
<v Speaker 1>card boom, you know when they had like ruland and

0:23:49.800 --> 0:23:52.600
<v Speaker 1>sound Blaster and all of those coming out. You might

0:23:52.640 --> 0:23:56.159
<v Speaker 1>be familiar that there were certain files file types that

0:23:56.160 --> 0:24:01.000
<v Speaker 1>could play on some cards but not on others, and

0:24:01.359 --> 0:24:03.880
<v Speaker 1>this could get really frustrating as a user. I remember

0:24:03.960 --> 0:24:06.600
<v Speaker 1>going out and looking at computer games and looking at

0:24:06.640 --> 0:24:08.720
<v Speaker 1>a computer game and saying, Wow, I'm not gonna have

0:24:08.760 --> 0:24:12.359
<v Speaker 1>a very good experience with this because, uh, the sound

0:24:13.000 --> 0:24:15.840
<v Speaker 1>file type that they went with was for a different

0:24:15.880 --> 0:24:18.119
<v Speaker 1>sound card than the one I had, So I'm going

0:24:18.160 --> 0:24:22.040
<v Speaker 1>to have more basic, you know, array of sounds that

0:24:23.040 --> 0:24:25.520
<v Speaker 1>is sort of the baseline for this game. I'm not

0:24:25.520 --> 0:24:27.880
<v Speaker 1>gonna have any of the advanced stuff because they decided

0:24:27.920 --> 0:24:31.199
<v Speaker 1>to back this other sound card. So there was a

0:24:31.240 --> 0:24:33.199
<v Speaker 1>division in the market, right, I mean, there wasn't a

0:24:33.200 --> 0:24:36.199
<v Speaker 1>lot of standards that there was no standardized format, so

0:24:36.280 --> 0:24:39.760
<v Speaker 1>you had a lot of proprietary formats, and we still

0:24:39.840 --> 0:24:42.560
<v Speaker 1>have those as well. There's still some proprietary formats, some

0:24:42.640 --> 0:24:45.960
<v Speaker 1>of which are actually used fairly widely. I think most

0:24:46.000 --> 0:24:49.320
<v Speaker 1>people try to get away from those because it's um

0:24:49.400 --> 0:24:52.000
<v Speaker 1>it limits you, it limits what you can play that

0:24:52.040 --> 0:24:57.159
<v Speaker 1>file back on. UM it also means that a lot

0:24:57.160 --> 0:25:00.040
<v Speaker 1>of these proprietary file formats were designed so that you

0:25:00.080 --> 0:25:03.440
<v Speaker 1>could have digital rights management built into the file format,

0:25:04.280 --> 0:25:07.679
<v Speaker 1>so DRM, that's uh, you know, that's something else that

0:25:07.680 --> 0:25:12.119
<v Speaker 1>that determined the different types of files. Another is the

0:25:12.240 --> 0:25:16.919
<v Speaker 1>change in how we listen to these files, all right,

0:25:17.000 --> 0:25:20.280
<v Speaker 1>so um listening to it on a computer or on

0:25:20.320 --> 0:25:22.600
<v Speaker 1>a on a sound device. You can have a certain

0:25:22.680 --> 0:25:25.320
<v Speaker 1>type of file format. Back in the earlier days of

0:25:25.359 --> 0:25:27.480
<v Speaker 1>the Internet, when you wanted to listen to music that

0:25:27.640 --> 0:25:30.680
<v Speaker 1>was going to be coming over uh an internet connection,

0:25:31.040 --> 0:25:34.080
<v Speaker 1>you couldn't use those file formats. They just the files

0:25:34.080 --> 0:25:36.879
<v Speaker 1>were too big. So that meant that you had to

0:25:36.920 --> 0:25:40.639
<v Speaker 1>design a different standard to be able to stream music

0:25:41.640 --> 0:25:45.200
<v Speaker 1>usually had a lower fidelity and uh so that the

0:25:45.240 --> 0:25:48.280
<v Speaker 1>file size was manageable, and that you could have a

0:25:48.359 --> 0:25:52.280
<v Speaker 1>specific type of software to play back those files. So

0:25:52.359 --> 0:25:55.040
<v Speaker 1>things like real audio. Do you remember the old real

0:25:55.080 --> 0:26:00.840
<v Speaker 1>audio days? Right? Unfortunately? Yeah, dark times before the Empire.

0:26:01.320 --> 0:26:04.000
<v Speaker 1>John Than from the future again. You know, these lights

0:26:04.000 --> 0:26:06.280
<v Speaker 1>don't pay for themselves. We're gonna take a quick break

0:26:06.280 --> 0:26:17.040
<v Speaker 1>from this classic episode to thank our sponsor. So yeah,

0:26:17.119 --> 0:26:19.439
<v Speaker 1>there are there's a lot of different reasons. So some

0:26:19.560 --> 0:26:23.040
<v Speaker 1>of the reasons are technological, some are based upon the

0:26:23.080 --> 0:26:27.400
<v Speaker 1>limitations of that technology. Somewhere kind of you know, let's

0:26:27.400 --> 0:26:29.360
<v Speaker 1>face it, some of them are a little greedy, these

0:26:29.400 --> 0:26:31.880
<v Speaker 1>are you know. Some some file types were designed by

0:26:31.960 --> 0:26:36.440
<v Speaker 1>companies saying, if we design the hardware and we designed

0:26:36.480 --> 0:26:39.800
<v Speaker 1>the file type, we lock people into this because they

0:26:39.800 --> 0:26:41.960
<v Speaker 1>won't be able to go and buy some other piece

0:26:41.960 --> 0:26:44.320
<v Speaker 1>of hardware because they're hardware is not gonna be able

0:26:44.359 --> 0:26:47.199
<v Speaker 1>to play our file. Yeah. And then there were some

0:26:47.280 --> 0:26:52.399
<v Speaker 1>that were sort of political, as in, uh, I'm thinking

0:26:52.440 --> 0:26:58.520
<v Speaker 1>specifically of VORBIS, which was was created as an open standard.

0:26:59.200 --> 0:27:03.560
<v Speaker 1>Are you down with a gig? You know me? UM,

0:27:03.600 --> 0:27:07.680
<v Speaker 1>mostly because of the MP three file format taking off,

0:27:08.160 --> 0:27:12.120
<v Speaker 1>but UM the codec used to create it, the primarily

0:27:12.240 --> 0:27:16.040
<v Speaker 1>the Fraunhofer UH Institute that came up with the the

0:27:16.160 --> 0:27:19.480
<v Speaker 1>MP three file standard. UM the codec you had to

0:27:19.520 --> 0:27:22.480
<v Speaker 1>license that UM, so if you wanted to create software

0:27:22.520 --> 0:27:25.119
<v Speaker 1>that would make MP three files, you were supposed to

0:27:25.560 --> 0:27:28.560
<v Speaker 1>license the official codec to do that. And then the

0:27:28.600 --> 0:27:31.680
<v Speaker 1>people who started UH, we're saying, you know what, if

0:27:31.720 --> 0:27:34.720
<v Speaker 1>you want to use our standard to create our audio files,

0:27:34.760 --> 0:27:39.359
<v Speaker 1>then you can do with it what you like, open source, unlicensed.

0:27:39.880 --> 0:27:44.560
<v Speaker 1>So the that was an attractive alternative for for people

0:27:44.560 --> 0:27:47.200
<v Speaker 1>who didn't want to have to, you know, go through

0:27:47.240 --> 0:27:50.440
<v Speaker 1>the red tape of an official licensed piece of software.

0:27:51.240 --> 0:27:53.800
<v Speaker 1>Not that that ended up being much of a problem

0:27:53.840 --> 0:27:56.640
<v Speaker 1>in the long run, but you still and then there's

0:27:56.640 --> 0:27:59.760
<v Speaker 1>still a license fee that has to be paid. But

0:27:59.760 --> 0:28:03.720
<v Speaker 1>but yeah, it was so I had so much weight

0:28:03.720 --> 0:28:07.320
<v Speaker 1>behind it that that people just went with it. Yeah,

0:28:07.480 --> 0:28:10.320
<v Speaker 1>So that was you know, that's a good example. But

0:28:10.359 --> 0:28:12.640
<v Speaker 1>then let's let's go ahead. We'll touch on MP three.

0:28:12.640 --> 0:28:14.760
<v Speaker 1>Even though we have done a full episode about m

0:28:14.800 --> 0:28:17.240
<v Speaker 1>P three's before, it would just take a lot of

0:28:17.280 --> 0:28:20.280
<v Speaker 1>digging for you guys can get that episode. Let's not

0:28:20.320 --> 0:28:22.040
<v Speaker 1>to mention it anyway. I mean, it is sort of

0:28:22.040 --> 0:28:24.280
<v Speaker 1>the eight pound gorilla in the room. Yeah. And so

0:28:24.560 --> 0:28:28.560
<v Speaker 1>IMPEG stands for Moving Picture Experts Group, which is exactly

0:28:28.640 --> 0:28:31.320
<v Speaker 1>what you would expect out of a sound file. Uh.

0:28:31.359 --> 0:28:34.840
<v Speaker 1>It's which was working under the direction of the International

0:28:34.920 --> 0:28:41.959
<v Speaker 1>Organization for Standardization and the International Electro Technical Commission. Yeah,

0:28:42.040 --> 0:28:45.040
<v Speaker 1>and uh, the idea was that they wanted to create

0:28:45.080 --> 0:28:51.560
<v Speaker 1>a standard to avoid this proprietary problem. Ops. Um. Yeah. Actually,

0:28:51.640 --> 0:28:53.960
<v Speaker 1>it's the funny thing is it's not like it's it's

0:28:53.960 --> 0:29:00.000
<v Speaker 1>not MPEG three, it's MPEG one layer three just complicated

0:29:00.400 --> 0:29:02.040
<v Speaker 1>and then there and there are a lot of different

0:29:02.280 --> 0:29:07.200
<v Speaker 1>UM file extensions that fall under the impact audio for UH,

0:29:07.360 --> 0:29:09.800
<v Speaker 1>it's not you know, MP three is one of the

0:29:09.840 --> 0:29:13.440
<v Speaker 1>more common ones, but it's not the only one. UM.

0:29:13.440 --> 0:29:16.959
<v Speaker 1>It's a lossy format, so you do end up losing

0:29:17.080 --> 0:29:20.520
<v Speaker 1>data when you convert to MP three as part of

0:29:20.560 --> 0:29:23.280
<v Speaker 1>the compression, and the codec you use to create your

0:29:23.360 --> 0:29:26.520
<v Speaker 1>MP three sort of helps determine what it is that

0:29:26.600 --> 0:29:29.880
<v Speaker 1>it loses because it has a different algorithm behind it.

0:29:30.160 --> 0:29:32.840
<v Speaker 1>Right and uh, and again you change depending on the

0:29:32.920 --> 0:29:35.800
<v Speaker 1>data rate. You can make the file larger, smaller, and

0:29:35.880 --> 0:29:42.440
<v Speaker 1>thus have more or less information about the sound file. UM.

0:29:42.520 --> 0:29:44.840
<v Speaker 1>Another thing we should something else I should have pointed

0:29:44.840 --> 0:29:47.040
<v Speaker 1>out With the different types of sound files, some of

0:29:47.080 --> 0:29:51.640
<v Speaker 1>them support metadata and some do not, and metadata turned

0:29:51.640 --> 0:29:54.600
<v Speaker 1>out to be really important. Uh. Metadata, of course, is

0:29:54.640 --> 0:29:58.240
<v Speaker 1>information about other information, So metadata for a sound file

0:29:58.320 --> 0:30:02.320
<v Speaker 1>might include things like the artist's name, the album name,

0:30:02.560 --> 0:30:06.680
<v Speaker 1>other information. It could also include things like who uploaded it,

0:30:07.040 --> 0:30:09.800
<v Speaker 1>who who encoded it. It all depends on the code

0:30:09.800 --> 0:30:13.600
<v Speaker 1>dec It all depends on the file type. So some

0:30:13.640 --> 0:30:16.720
<v Speaker 1>of these file types are essentially digital fingerprints. Like if

0:30:16.720 --> 0:30:18.680
<v Speaker 1>you were to download one of these files and then

0:30:18.720 --> 0:30:21.040
<v Speaker 1>you were actually open up the code and look at it,

0:30:21.080 --> 0:30:23.960
<v Speaker 1>you could potentially, depending on the file type, determine who

0:30:23.960 --> 0:30:27.560
<v Speaker 1>it was that originally UM encoded it and uploaded it,

0:30:27.680 --> 0:30:29.760
<v Speaker 1>or at least who encoded it. You might not know

0:30:29.840 --> 0:30:34.040
<v Speaker 1>who who uploaded it UM. So that's kind of an

0:30:34.080 --> 0:30:36.480
<v Speaker 1>interesting thing. Uh. And not all the files, of course,

0:30:36.480 --> 0:30:39.880
<v Speaker 1>support metadata, but a lot of really popular ones do

0:30:40.000 --> 0:30:45.080
<v Speaker 1>because it's a useful way to get information in uh

0:30:45.400 --> 0:30:49.680
<v Speaker 1>in a music UM management software, right, So that way,

0:30:49.880 --> 0:30:52.760
<v Speaker 1>because you think about music management software like iTunes, that's

0:30:52.760 --> 0:30:54.480
<v Speaker 1>one of the most popular ones. So it's easy to

0:30:54.480 --> 0:30:58.440
<v Speaker 1>talk about iTunes has all the information about the artists,

0:30:58.480 --> 0:31:01.880
<v Speaker 1>the album, the song tied, all that kind of stuff,

0:31:01.880 --> 0:31:07.080
<v Speaker 1>and that lets you sort your albums through various ways. UM.

0:31:07.120 --> 0:31:10.200
<v Speaker 1>Without the metadata, you wouldn't have that information. You would

0:31:10.200 --> 0:31:14.239
<v Speaker 1>have the name of the file and what kind what

0:31:14.280 --> 0:31:15.920
<v Speaker 1>type of file it was, and that that would be

0:31:15.960 --> 0:31:19.880
<v Speaker 1>about it. So that's something else that I wanted to

0:31:19.960 --> 0:31:22.840
<v Speaker 1>point out. So, so along with MP three, you know,

0:31:22.880 --> 0:31:27.800
<v Speaker 1>you've got the wave files, which are uh, again pretty

0:31:27.840 --> 0:31:31.280
<v Speaker 1>pretty popular. That's a format that was created by Microsoft

0:31:31.280 --> 0:31:35.280
<v Speaker 1>and IBM and UM. It kind of takes and it

0:31:35.440 --> 0:31:39.640
<v Speaker 1>creates an arbitrary sampling rate uh and a number of

0:31:39.720 --> 0:31:44.400
<v Speaker 1>channels in the sample size. UM. It's uh one of

0:31:44.440 --> 0:31:47.720
<v Speaker 1>the first audio file types that were developed for the

0:31:47.760 --> 0:31:52.560
<v Speaker 1>PC UM and it's defined as being lossless. So this

0:31:52.640 --> 0:31:55.920
<v Speaker 1>is the wave files are lossless files. They tend to

0:31:55.920 --> 0:31:59.920
<v Speaker 1>be much larger than MP three files. Uh, not necessarily

0:32:00.040 --> 0:32:02.680
<v Speaker 1>as large as an uncompressed version of that file, but

0:32:02.760 --> 0:32:07.200
<v Speaker 1>still pretty big. And UM. Yeah, so those are the

0:32:07.280 --> 0:32:09.880
<v Speaker 1>those are two of the main ones. But then and

0:32:09.960 --> 0:32:13.640
<v Speaker 1>you can have either digitized or synthesized wave files. And

0:32:13.680 --> 0:32:17.840
<v Speaker 1>then there's uh the the A C files UM, which

0:32:17.840 --> 0:32:25.560
<v Speaker 1>is again another lossy compression format. UM. That's the depending

0:32:25.560 --> 0:32:27.880
<v Speaker 1>on who you ask, I've heard people say that they

0:32:27.960 --> 0:32:30.920
<v Speaker 1>prefer a C over MP three's and that they think

0:32:30.960 --> 0:32:37.200
<v Speaker 1>a C compression leads to less loss of fidelity. Yeah, yeah,

0:32:37.240 --> 0:32:41.360
<v Speaker 1>they were. Apple adopted it for for the iTunes store

0:32:41.480 --> 0:32:44.440
<v Speaker 1>a long time ago as the music format, and you know,

0:32:44.480 --> 0:32:48.240
<v Speaker 1>they the company really pushed it as being a superior

0:32:48.280 --> 0:32:51.840
<v Speaker 1>format to the MP three. UM. You know, again it

0:32:51.840 --> 0:32:55.360
<v Speaker 1>depends on whom you ask, UM, but you know they

0:32:55.400 --> 0:32:59.920
<v Speaker 1>and then they started with a k uh digited digit

0:33:00.080 --> 0:33:03.600
<v Speaker 1>tization rate. Hey, I said it UM, and you know,

0:33:03.960 --> 0:33:08.400
<v Speaker 1>they they semi recently, it's not recent recent, but it's

0:33:09.000 --> 0:33:13.360
<v Speaker 1>UM over the past while here they've they've upgraded that

0:33:13.960 --> 0:33:17.360
<v Speaker 1>UM too, so you know that that has been a thing.

0:33:17.520 --> 0:33:20.120
<v Speaker 1>But UM, yeah, some people feel that that A C

0:33:20.360 --> 0:33:23.040
<v Speaker 1>is a better UM. You know, an a C at

0:33:23.760 --> 0:33:29.560
<v Speaker 1>K sounds better than an MP three at K encoding UM.

0:33:29.600 --> 0:33:33.800
<v Speaker 1>Another Apple file format. There was an earlier one developed

0:33:33.800 --> 0:33:37.360
<v Speaker 1>by Apple as the Audio Interchange File Format or ai

0:33:37.560 --> 0:33:40.840
<v Speaker 1>f F. Yeah, basically a long time ago, I would say,

0:33:40.840 --> 0:33:43.400
<v Speaker 1>in the mid nineties, if you ran across a wave file,

0:33:43.480 --> 0:33:45.920
<v Speaker 1>you'd say, oh, that's a Microsoft file, and if you

0:33:46.000 --> 0:33:47.959
<v Speaker 1>ran across an ai f F, you'd say, oh, well,

0:33:47.960 --> 0:33:51.600
<v Speaker 1>that's a Macintosh file. It's not so clear cut these days,

0:33:51.720 --> 0:33:53.960
<v Speaker 1>but they, you know, it was sort of the this

0:33:54.000 --> 0:33:56.920
<v Speaker 1>is what we use on our operating system, and that's

0:33:56.920 --> 0:33:59.240
<v Speaker 1>what they use on their operating system kind of thing, right.

0:33:59.280 --> 0:34:02.080
<v Speaker 1>And then there was the Apple Lossless Audio Codec or

0:34:02.160 --> 0:34:05.720
<v Speaker 1>a L A C A LACK uh. And that was

0:34:05.800 --> 0:34:11.000
<v Speaker 1>one that in Apple kind of surprised folks by by

0:34:11.080 --> 0:34:16.080
<v Speaker 1>converting it into open source and royalty free, uh, which

0:34:16.440 --> 0:34:19.720
<v Speaker 1>for people who were big followers of Apple was something

0:34:19.719 --> 0:34:25.920
<v Speaker 1>of a SHOCK they and and ALAC file or Apple

0:34:25.960 --> 0:34:29.839
<v Speaker 1>Lossless Audio Codec file is stored in an MP four

0:34:29.960 --> 0:34:34.560
<v Speaker 1>container with the file extension of M four A. So

0:34:35.000 --> 0:34:37.879
<v Speaker 1>uh if you see an M for a file, then

0:34:37.960 --> 0:34:42.080
<v Speaker 1>that's that's a potential uh pointer that that's what you're

0:34:42.120 --> 0:34:46.240
<v Speaker 1>looking at in a LACK file. UM. But there's so

0:34:46.320 --> 0:34:49.480
<v Speaker 1>many more. Uh. There's like I said, there was FLAK,

0:34:49.560 --> 0:34:53.359
<v Speaker 1>which is the free lossless audio codec, very similar to

0:34:53.800 --> 0:34:57.120
<v Speaker 1>a LACK except that it's UM. It was started off

0:34:57.160 --> 0:35:00.880
<v Speaker 1>as open source and free. UM. Yeah, lot of people

0:35:00.920 --> 0:35:06.200
<v Speaker 1>who are are real audio files and and still download

0:35:06.280 --> 0:35:08.279
<v Speaker 1>music because a lot of them won't because of the

0:35:08.719 --> 0:35:13.240
<v Speaker 1>lossy nature of a lot of the audio files online. UM,

0:35:13.280 --> 0:35:16.520
<v Speaker 1>a lot of people prefer the FLAK files. And I've

0:35:16.520 --> 0:35:20.600
<v Speaker 1>seen artists who sell their music files from their websites

0:35:21.080 --> 0:35:25.000
<v Speaker 1>offer uh MP three or a C and and flack

0:35:25.920 --> 0:35:27.440
<v Speaker 1>as an option. So you know, if you want to

0:35:27.440 --> 0:35:29.200
<v Speaker 1>pay a couple of extra dollars, you can get the

0:35:29.239 --> 0:35:33.920
<v Speaker 1>fancy hi fi audio files. Well, there's the sun Audio

0:35:34.320 --> 0:35:38.240
<v Speaker 1>format which is dot AU UH that was specifically created

0:35:38.280 --> 0:35:41.040
<v Speaker 1>for Unix Systems. That's another reason why there's so many

0:35:41.040 --> 0:35:43.799
<v Speaker 1>different file types out there is because there's some that

0:35:43.840 --> 0:35:47.400
<v Speaker 1>were designed with specific operating systems in mind. UH. There's

0:35:47.440 --> 0:35:53.600
<v Speaker 1>Windows Media Audio w M A UM, again developed as

0:35:53.680 --> 0:35:57.440
<v Speaker 1>a competing my guess standard is the wrong word, but

0:35:57.480 --> 0:36:02.920
<v Speaker 1>a competing file format two MP three and UH designed

0:36:02.920 --> 0:36:07.200
<v Speaker 1>to play in within the Windows Media Player, and UM

0:36:07.400 --> 0:36:11.920
<v Speaker 1>UH supposedly had a much more efficient compression algorithm than

0:36:12.080 --> 0:36:17.440
<v Speaker 1>MP three, also designed with DRM protection in mind, and

0:36:17.480 --> 0:36:20.840
<v Speaker 1>that was one of the other reasons why Microsoft was

0:36:20.880 --> 0:36:23.440
<v Speaker 1>really interested in developing its own file format sound file

0:36:23.520 --> 0:36:28.920
<v Speaker 1>format beyond wave UM was to try and protect intellectual property.

0:36:29.560 --> 0:36:32.719
<v Speaker 1>Yeah yeah, yeah. Basically, DRM is just another layer of

0:36:32.840 --> 0:36:36.759
<v Speaker 1>information encoded it's it's essentially metadata, but it's metadata that

0:36:36.840 --> 0:36:41.279
<v Speaker 1>explains UM who essentially who owns the file. So if

0:36:41.320 --> 0:36:46.000
<v Speaker 1>if Jonathan buys a song from UM you know, a

0:36:46.120 --> 0:36:50.400
<v Speaker 1>an online music store that has DRM embedded in it, it

0:36:50.280 --> 0:36:53.520
<v Speaker 1>it will say, well, this this belongs to Jonathan, UM,

0:36:53.560 --> 0:36:56.319
<v Speaker 1>he paid for it, and he is allowed to listen

0:36:56.360 --> 0:36:59.360
<v Speaker 1>to it on his registered machines, but only on his

0:36:59.520 --> 0:37:03.279
<v Speaker 1>registered machines, or UM you know it might say he's

0:37:03.320 --> 0:37:06.080
<v Speaker 1>allowed to listen to this file for free for three

0:37:06.120 --> 0:37:08.240
<v Speaker 1>weeks and three weeks only. And so when the audio

0:37:08.280 --> 0:37:11.080
<v Speaker 1>player tries to go back and says, oh wait, it's

0:37:11.160 --> 0:37:16.879
<v Speaker 1>past three weeks. You know, it might disappear plays or

0:37:17.080 --> 0:37:20.280
<v Speaker 1>or he's allowed to loan it to somebody. That that's um,

0:37:20.400 --> 0:37:24.319
<v Speaker 1>that's how they determine those uh, those free preview things

0:37:24.360 --> 0:37:26.480
<v Speaker 1>will say oh, yes, you can download this and listen

0:37:26.760 --> 0:37:29.319
<v Speaker 1>one time for free, and you can listen to the

0:37:29.440 --> 0:37:33.799
<v Speaker 1>entire song, and then the DRM information encoded in the track. Um,

0:37:34.040 --> 0:37:36.200
<v Speaker 1>when the player tries to read the file again, and

0:37:36.200 --> 0:37:38.920
<v Speaker 1>it will, it will check the information. It says, oh, well,

0:37:38.960 --> 0:37:41.680
<v Speaker 1>it has been played one time and therefore I will

0:37:41.719 --> 0:37:45.279
<v Speaker 1>not allow you to play it again. Sucker go away. Yep.

0:37:45.960 --> 0:37:48.960
<v Speaker 1>So I mean all of these, all of these different

0:37:49.000 --> 0:37:52.319
<v Speaker 1>files are all meant to do essentially the same thing.

0:37:52.400 --> 0:37:56.520
<v Speaker 1>It's again just depending depended upon the equipment you're using

0:37:57.080 --> 0:38:00.480
<v Speaker 1>and the software you're using, and whether or not it's

0:38:00.920 --> 0:38:07.200
<v Speaker 1>an open approach or if it's a proprietary approach. Uh.

0:38:07.280 --> 0:38:11.480
<v Speaker 1>You know, there's nothing necessarily that says one sound file

0:38:11.600 --> 0:38:15.759
<v Speaker 1>is better than another, uh, because it all depends on

0:38:15.880 --> 0:38:20.920
<v Speaker 1>what you value. Do you value a manageable file size?

0:38:21.400 --> 0:38:23.839
<v Speaker 1>If storage is a is an issue, then that might

0:38:23.880 --> 0:38:27.960
<v Speaker 1>be very important to you. Do you value as close

0:38:28.120 --> 0:38:33.200
<v Speaker 1>to the original performance as possible, like that experience. If so,

0:38:33.280 --> 0:38:35.840
<v Speaker 1>then the quality, the actual sound quality is going to

0:38:35.880 --> 0:38:39.800
<v Speaker 1>be the most important. UM do you use a specific

0:38:39.840 --> 0:38:44.000
<v Speaker 1>type of device, because that will also help determine which

0:38:44.120 --> 0:38:46.920
<v Speaker 1>file size is best or file type is best for you.

0:38:47.760 --> 0:38:50.759
<v Speaker 1>Uh So, you know, you can't. I don't think you

0:38:50.760 --> 0:38:54.160
<v Speaker 1>can just necessarily come out and say, uh, you know,

0:38:54.320 --> 0:38:58.160
<v Speaker 1>AC files are better than m P three's period always, etcetera.

0:38:58.640 --> 0:39:01.560
<v Speaker 1>It all depends on your particular sular situation and the

0:39:01.600 --> 0:39:04.319
<v Speaker 1>equipment that you have. UM. I guess one other thing

0:39:04.360 --> 0:39:07.880
<v Speaker 1>we can talk about before we sign off is the

0:39:07.920 --> 0:39:11.080
<v Speaker 1>fact that there there has been for a long time,

0:39:12.160 --> 0:39:18.320
<v Speaker 1>for years really uh a discussion within the music industry

0:39:18.680 --> 0:39:22.120
<v Speaker 1>about how the MP three file format, in particular, because

0:39:22.120 --> 0:39:27.400
<v Speaker 1>it's so popular and so dominant, has changed the way

0:39:27.800 --> 0:39:32.359
<v Speaker 1>music sounds. Because there's a discussion that it kind of

0:39:32.400 --> 0:39:39.279
<v Speaker 1>flattens the highs and the lows of of what you

0:39:39.320 --> 0:39:42.279
<v Speaker 1>can get out of a piece of music, and so

0:39:42.400 --> 0:39:46.560
<v Speaker 1>a lot of the music is starting to sound similar

0:39:46.680 --> 0:39:50.239
<v Speaker 1>to each other because you can't reach those dynamics that

0:39:50.320 --> 0:39:55.200
<v Speaker 1>you could without that you know, lossy compression format that

0:39:55.360 --> 0:39:58.239
<v Speaker 1>is part of it. There's also a human element involved

0:39:58.280 --> 0:40:00.759
<v Speaker 1>in that, and it has to do with the way

0:40:00.800 --> 0:40:06.960
<v Speaker 1>the music is produced. UM, because I have seen examples

0:40:07.120 --> 0:40:11.200
<v Speaker 1>of UH songs that were produced UH antal and you know,

0:40:11.239 --> 0:40:16.880
<v Speaker 1>in a complete analog environment before it became so popular

0:40:16.920 --> 0:40:21.840
<v Speaker 1>to have louder songs recorded on digital equipment in digital

0:40:22.440 --> 0:40:25.839
<v Speaker 1>and and reproduced on digital equipment. And in a lot

0:40:25.880 --> 0:40:31.200
<v Speaker 1>of cases the materials that now that that loudness is

0:40:32.280 --> 0:40:36.520
<v Speaker 1>being has become somewhat of a priority. UM. A lot

0:40:36.600 --> 0:40:39.719
<v Speaker 1>of the music is reproduced loud, and then the the

0:40:39.800 --> 0:40:42.960
<v Speaker 1>high end and low end are trimmed off to create

0:40:42.960 --> 0:40:47.279
<v Speaker 1>a digital file. So it's almost in some cases like

0:40:47.320 --> 0:40:50.600
<v Speaker 1>a solid block of sound and in the highs and

0:40:50.680 --> 0:40:57.120
<v Speaker 1>lows and there is less dynamic range. UM. And again

0:40:57.160 --> 0:40:59.440
<v Speaker 1>this is this, this is a human element element. And

0:40:59.640 --> 0:41:01.840
<v Speaker 1>you know what people are listening for. What do I

0:41:01.920 --> 0:41:04.919
<v Speaker 1>want from UH this new CD that I'm going to buy?

0:41:04.920 --> 0:41:06.799
<v Speaker 1>Do I want to crank it up in my car

0:41:06.840 --> 0:41:08.960
<v Speaker 1>and go driving down the boulevard and have people notice

0:41:09.000 --> 0:41:12.640
<v Speaker 1>who I am and associate this music with me. Um.

0:41:12.800 --> 0:41:17.160
<v Speaker 1>The answer to that as always yes, yeah, yeah, um,

0:41:17.160 --> 0:41:22.640
<v Speaker 1>Polka all the time people, Okay, funny, that's also the

0:41:22.680 --> 0:41:26.480
<v Speaker 1>disco sound. Um but um, but yeah, I mean this

0:41:26.560 --> 0:41:29.040
<v Speaker 1>is a this can be a problem, you know, because

0:41:29.080 --> 0:41:32.799
<v Speaker 1>then you don't have the same you don't get that

0:41:32.920 --> 0:41:35.480
<v Speaker 1>dynamic range, and you say, well, is this something that's

0:41:35.480 --> 0:41:37.799
<v Speaker 1>important to me or not? Again, it's it's partially a

0:41:37.800 --> 0:41:41.080
<v Speaker 1>matter of choice, but it's also partially what the market

0:41:41.160 --> 0:41:45.919
<v Speaker 1>is asking for, and people are producing and putting out

0:41:45.960 --> 0:41:48.360
<v Speaker 1>to the market as well well. And there's also the argument,

0:41:48.640 --> 0:41:51.239
<v Speaker 1>and this becomes a circular argument. Yeah, but there's also

0:41:51.280 --> 0:41:54.040
<v Speaker 1>the argument that the equipment that people are using to

0:41:54.200 --> 0:41:58.160
<v Speaker 1>listen to music is incapable of distinguishing some of the

0:41:58.160 --> 0:42:03.200
<v Speaker 1>subtleties that we might associate with earlier types of music. Therefore,

0:42:03.560 --> 0:42:07.279
<v Speaker 1>since the playback equipment cannot handle it, why would you

0:42:07.280 --> 0:42:10.600
<v Speaker 1>put it in there? Why bothered to do that when

0:42:10.600 --> 0:42:13.839
<v Speaker 1>you can take this other route, which is exactly what

0:42:13.920 --> 0:42:18.040
<v Speaker 1>the equipment can handle, and that thus you also get

0:42:18.040 --> 0:42:23.080
<v Speaker 1>to a more homogenized sound across various industries or various genres.

0:42:23.120 --> 0:42:25.719
<v Speaker 1>I guess I should say, is it also pasteurized? It

0:42:25.840 --> 0:42:31.279
<v Speaker 1>can be, It can be pasteurized. Rarely do you have

0:42:31.400 --> 0:42:33.360
<v Speaker 1>vitamin D added you know, there's a lot of vitamin

0:42:33.440 --> 0:42:36.360
<v Speaker 1>D deficiency in the music industry. So it's it's a scandal,

0:42:36.400 --> 0:42:39.560
<v Speaker 1>it's about it's poised to break wide open. Yeah, there's

0:42:39.560 --> 0:42:43.600
<v Speaker 1>also no fluoride. Yeah. Well fortunately they did lick the

0:42:43.640 --> 0:42:47.239
<v Speaker 1>scurvy problem, so that was good. Not literally that would

0:42:47.239 --> 0:42:52.440
<v Speaker 1>be gross. So anyway, earbuds are wet. Is there anything

0:42:52.440 --> 0:42:54.760
<v Speaker 1>else in particular you want to talk about? Sound files?

0:42:54.760 --> 0:42:58.719
<v Speaker 1>I mean, like I said, there are literally hundreds of

0:42:58.920 --> 0:43:01.759
<v Speaker 1>different types of sound files, some of which are really

0:43:01.800 --> 0:43:04.640
<v Speaker 1>obscure and haven't been used in more than a decade

0:43:04.640 --> 0:43:08.080
<v Speaker 1>except on legacy systems. Yeah, the we had we had

0:43:08.120 --> 0:43:09.960
<v Speaker 1>a couple of people write us in and ask us

0:43:10.120 --> 0:43:13.160
<v Speaker 1>to do this, and I'm wondering if we actually, uh,

0:43:13.200 --> 0:43:14.879
<v Speaker 1>this is not the kind of thing that we can

0:43:14.880 --> 0:43:18.480
<v Speaker 1>wrap up in a nice package and tie off because

0:43:18.800 --> 0:43:20.640
<v Speaker 1>it is such a diverse thing, and it's not. It's

0:43:20.640 --> 0:43:24.879
<v Speaker 1>probably not going to end because even once we standardize,

0:43:24.920 --> 0:43:28.439
<v Speaker 1>we get closer to standardizing on maybe two or three

0:43:29.239 --> 0:43:33.520
<v Speaker 1>audio standards, um, somebody will still be working on coming

0:43:33.600 --> 0:43:36.120
<v Speaker 1>up with a better way to reproduce sound, and thus

0:43:36.120 --> 0:43:38.880
<v Speaker 1>we'll introduce a new file format for us to consider. Right,

0:43:38.960 --> 0:43:41.839
<v Speaker 1>and and plus just with new equipment coming out, things

0:43:41.880 --> 0:43:44.960
<v Speaker 1>like video game systems, like handheld video game systems. They

0:43:45.000 --> 0:43:48.960
<v Speaker 1>have their own proprietary sound file extensions too, like the

0:43:49.040 --> 0:43:52.799
<v Speaker 1>Nintendo ones have their own proprietary sound file extensions. So

0:43:53.040 --> 0:43:55.080
<v Speaker 1>and then we still have people going back and trying

0:43:55.120 --> 0:43:59.800
<v Speaker 1>to reproduce the eight bit sound waves and chip tunes.

0:44:00.040 --> 0:44:02.440
<v Speaker 1>Uh so, yeah, it's it's one of those things that

0:44:02.480 --> 0:44:04.919
<v Speaker 1>I do not expect us to ever reach a point

0:44:04.920 --> 0:44:08.319
<v Speaker 1>where we're going to have the one standard audio file

0:44:08.400 --> 0:44:10.160
<v Speaker 1>and some of them, some of them will become kind

0:44:10.160 --> 0:44:12.719
<v Speaker 1>of de facto standards, just because the fact that so

0:44:12.760 --> 0:44:15.279
<v Speaker 1>many people are using it. But that's not the same

0:44:15.280 --> 0:44:17.759
<v Speaker 1>thing as to say we've all settled on one particular

0:44:17.800 --> 0:44:21.560
<v Speaker 1>file format. Alright, guys, that wraps up this classic episode

0:44:21.600 --> 0:44:24.680
<v Speaker 1>of tech stuff from the wonderful year of two thousand

0:44:24.719 --> 0:44:27.279
<v Speaker 1>and twelve, when Chris and I decided to talk about

0:44:27.280 --> 0:44:29.480
<v Speaker 1>all these different types of sound files. We've got a

0:44:29.520 --> 0:44:33.240
<v Speaker 1>bunch of cool classic episodes lined up for the following weeks,

0:44:33.680 --> 0:44:35.879
<v Speaker 1>some of which date all the way back to two

0:44:35.880 --> 0:44:39.480
<v Speaker 1>thousand nine, almost a decade ago. Wow. I hope you

0:44:39.560 --> 0:44:42.400
<v Speaker 1>guys are enjoying these, uh these classic episodes. I know

0:44:42.440 --> 0:44:45.840
<v Speaker 1>a lot of you started listening to the show fairly recently,

0:44:45.920 --> 0:44:49.200
<v Speaker 1>so you missed out on all these gems from back

0:44:49.200 --> 0:44:51.440
<v Speaker 1>in the day. That's the purpose of bringing them to you.

0:44:51.760 --> 0:44:54.080
<v Speaker 1>If you guys have any suggestions for future episodes of

0:44:54.120 --> 0:44:57.800
<v Speaker 1>tech Stuff or or future past episodes of tech Stuff,

0:44:57.960 --> 0:45:00.160
<v Speaker 1>get in touch with me. The email address is tex

0:45:00.239 --> 0:45:02.920
<v Speaker 1>Stuff at how stuff works dot com. We're dropping a

0:45:03.000 --> 0:45:05.319
<v Speaker 1>line on Facebook or Twitter. The handle there is tech

0:45:05.360 --> 0:45:08.480
<v Speaker 1>Stuff h s W. Don't forget to follow us on

0:45:08.520 --> 0:45:17.520
<v Speaker 1>Instagram and I'll talk to you again really soon for

0:45:17.600 --> 0:45:19.920
<v Speaker 1>more on this and thousands of other topics. Is it

0:45:20.000 --> 0:45:31.040
<v Speaker 1>how stuff works dot com.