The internal data is stored at 24 bits always... even 16 bit data is shifted up to 24 bits with zeros in the bottom bits to start out with.
From that point on, as things are processed and reverb is added and data is mixed together, the lower bits start to develop into real data, no longer remaining zeros.
All internal math is processed using
64 bit integer multiplies and divides...
this actually takes things beyond many dsp chip processing capabilities. The eq uses certain algorithims processed in floating point, all of which are still written and handled in assembly language.
The internal summing bus stores data in 32 bit DWORDS, which allows for an
internal summing of 128 tracks at full digital clipping without overload.
Now that you know all that, does it really matter... NO...
use your ears.. that is what matters... the results are what is important... and SAWStudio, without a doubt, can deliver analog smooth sound at any resolution, if you do not trash the data with too many outside processing algorithims that switch it back and forth to floating point.
Bob L
翻了以下最重要部份:-
1) 所有內政部計算和處理都是 64BIT 定點, 實際上已超越了很多 DSP的處理能力。
2) SUMMING BUS 以 32BIT dwords 儲存數據, 容許 內部全 128軌在數字0db時不都會過載。 (超強!!
, 也了解到為何 bob 不增加 MT 的軌道)
3) 這些重要嗎? 不, 用你們的耳朵吧, 結果才是最重要!! (其實純以數字看, 現階段 sawstudio 已是音頻工業標準的極限, 但bob仍堅持以耳朵監聽為基礎)
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本帖最后由 himhui 于 06-12-13 15:30 编辑 ]