A few white papers on various. Digital Signal Processing algorithms. used in the DAC501 / DAC502 units

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A few white papers on various Digital Signal Processing algorithms used in the DAC501 / DAC502 units Contents: 1) Parametric Equalizer, page 2 2) Room Equalizer, page 5 3) Crosstalk Cancellation (XTC), page 6 4) Vinyl Emulation, page 8 5) Digital level control and Dithering, page 10 6) De-Essing, (not yet written) 7) Constant Loudness, (not yet written) 8)

1) Parametric Equalizer (EQ) The parametric equalizer is one of the most used tools in the professional audio production studio. It allows to shape the tonal character of a recording or of single instrument tracks with great precision. This is due to the fact that all the parameters of the EQ can be user set. I.e. the frequency where the EQ acts, the width of the bell shaped EQ curve and the amount of boost or cut all can be set independently. The EQ in the DAC50x has three independent bands. Each of them can be set to a mode, namely low cut / high cut (to get rid of disturbing low or high frequencies), low shelf / high shelf (to boost or cut low or high frequencies) or peaking (to boost any frequency with a bell shaped curve with a variable width). Here are a few examples of frequency responses achievable with the parametric EQ: The peaking filter with various settings for the Q parameter (width) and the boost / cut parameter. The frequency of the filter is set to 1kHz in this example.

The low shelf filter and high shelf filter with various settings for the boost / cut parameter. The high cut filter (also called low pass filter) and low cut filter (also called high pass filter).

Examples of frequencies for various instrument treatments:

2) Room Equalizer A room equalizer is used to change the acoustic behaviour of a listening room to some extent. Usually it is best to first take other measures to enhance the characteristics of a room, e.g. by applying absorbers and/or diffusors to the walls, the floor and the ceiling of a room. In a residential environment such a room treatment can be difficult as one may not like to change the looks of a room. This is where a room equalizer comes in handy. The goal is to tame the so called room modes, which are discrete low frequencies where the room resonates. The frequencies where modes appear depend on the geometric shape of the room. This is a website where one can enter the dimensions of a room and the potential frequencies of room modes are given: http://amroc.andymel.eu/amroc_andymel_eu_calculator.php The number of different room mode frequencies can be quite large - depending on the room geometry and acoustic properties of the room. In addition the room modes which actually cause problems depend on the positioning of the speakers, the radiation pattern of the speakers and the listening position. Thus the room equalizer based treatment of a room can be quite complex. One approach is to first find the potential frequencies of the room modes with the help of e.g. the website given above. After that the room modes at those different frequencies can be excited with single frequency tones. If the room resonance can be excited at a frequency that frequency then can be suppressed to some extent with the room EQ. See the DAC501 / DAC502 manual for instructions about how to find room modes with a slow sine wave sweep. If a room mode is very pronounced then the room EQ can be set by listening to a music track which is suited to excite that room mode. This would be the simplest method to set the room EQ. Another approach is to measure the room response with the given speaker positions and listening positions. With those measurements the necessary room EQ settings can be calculated. We are working with the Illusonic company to license their room measuring software for the purpose of calculating the necessary room EQ settings.

3) Crosstalk Cancellation The so called binaural technology has a long history. Decades ago many live or radio drama recordings have been made using a dummy head microphone (see picture below). This head has microphones built into its ears, which allow to record an event in a similar way a listener would hear it. The idea now is to bring the two recorded channels unchanged to the ears of a listener. The left channel shall go to the left ear only and the right channel to the right ear only. This means there must not be any crosstalk from left to right or right to left. With such a setup it is possible to reproduce the recorded live event with incredible realism. A headphone allows to transmit the signals to the ears without any crosstalk. Only, the headphone based playback got other problems, causing such a playback of a dummy head recording often to be unsatisfying. If it would be possible to play back the recording via speakers then the headphone related problems would be gone. With speakers there are strong crosstalk components present though. Exactly this a «Crosstalk Cancellation» (XTC) algorithm tries to suppress. With a clever signal processing this can be achieved on an impressive level - the acoustics of the recording venue is reproduced in a 3D manner and the musical instruments can be clearly located on a 3D stage. But even studio recordings can be enhanced with an XTC based playback system.

An XTC listening setup looks like this: The red arrows in the picture indicate the wanted audio signals, while the blue arrows indicate the crosstalk signals which are suppressed. It is essential to sit in the middle between the speakers such that the setup is completely symmetrical as indicated in the picture. The listening angle should not be 60 degrees as with a standard stereo setup, but should be more like 20 degree or less. This helps the XTC impression a lot. With the DAC501 / DAC502 units it is possible to enter the geometries of the setup. The XTC algorithm then is adjusted to the setup at hand. The main impressions you will get with the XTC based playback are: - Large stereo stage, much wider than the space between the speakers - A feeling of depth, i.e. a 3-D like presentation - Very realistic playback of the acoustic space at the recording venue - The instruments are clearly located on the stage The XTC based playback is suited for: - Dummy head recordings (with the most realistic presentation) - Live recordings (with an impressive rendering of the acoustic space and the crowd at the place) - Standard stereo studio recordings - A mono recording will stay a mono recording. There won t be any stereo-ization.

4) Vinyl Sound Emulation The playback quality of vinyl records often times is viewed as being superior to digital based playback. The technical quality of a vinyl reproduction usually is inferior to a decent digital playback, though. Obviously many listeners like the specific deteriorations the vinyl playback chain applies to the music. The playback system in a record player is a fairly complex mechanical system with many variables contributing to the sound. If one likes to emulate such a system in the digital domain the most important mechanisms have to be analyzed and emulated. Some of the sub-systems and parameters involved are: - motor driving the platter - needle geometry - groove geometry - playback speed - position of the tonearm - masses, rigidity of the various mechanical parts (pick-up, tonearm, bearings,... ) - mechanical to electrical transfer function of the pick-up - angles of the needle relative to the record - contact pressure of the needle - skating effect One approach to emulate the sonic footprint of a record player woud be to simulate all those mechanical / electrical parts one by one for a complete transfer function. While this is possible to some extent it is fairly complex to implement and also to measure the parts such that their influences are gained isolated from all other effects. It is simpler and more effective to synthesize the various effects caused by those sub-systems. These effects are, mainly: - specific frequency response - specific distortion patterns - specific additional resonance frequencies - specific noise at various frequencies - specific crosstalk between left and right channels - specific effects caused by the RIAA emphasis - specific amplitude modulation effects

The key to a good emulation is to achieve the "right" amounts and characteristics and sequence of all those effects. Hence the word "specific". In the DAC501 / DAC502 we implemented a processing chain for the vinyl emulation like this: The blocks are self - explanatory, except the COLOUR_STREAM, which consists of noise generators, resonance generators and amplitude modulator. Of course there are many parameters involved in all those processing blocks. For the DAC501 / DAC502 our goal was to have a single parameter to control the amount of "vinylization". That single parameter influences several of the processing block parameters at once. It leads to a very effective and useful implementation with an astonishingly good sounding vinyl footprint.

5) Digital Level Control Digital Level Control done the right way. With sound examples. In high-end HiFi circles a level control done in the digital domain is often viewed as being inferior to one operating in the analog domain. Let s look on how a digital level control works and why it can be an excellent solution if it is properly implemented. A level control is a multiplication of the audio signal with a constant, the gain factor. The gain factor usually is in the range of zero (signal fully off ) to one (signal untouched). A factor of 0.5 then means that the audio signal is attenuated to half of its amplitude. What exactly happens when we multiply two numbers? If we e.g. multiply a 2 digit and a 3 digit number, the resulting number can be up to 5 digits long (the sum 2 plus 3). As an example: 30 times 500 equals 15000. 2 digits times 3 digits yields a 5 digit result. In digital audio, the numbers are represented in the binary system, not the decimal system. A decimal number consists of digits 0 through 9, a binary number of digits 0 and 1. So a binary number may look like this: 1011 0011 0101 1101. This is a 16 digit or 16 bit binary number, the grouping into 4 bit chunks is for better readability. The audio samples on a CD are represented with such a binary number system with each sample value represented with 16 bits. Now let s assume we have an 8 bit gain factor for a level control. If we apply that to a signal coming from a CD we multiply an 8 bit gain factor with a 16 bit sample value. The result is up to 24 bits long (the sum of the word-lengths of the two factors). An example: 0100 1001 x 1001 0110 0111 1011 = 0010 1010 1110 1001 0001 0011 The question now is what do we do with the 24 bit long result? The digital to analog converter which converts the samples after the level control may only be capable to handle 16 bit wide samples. Thus what should we do with the excessive 8 bits? The simplest solution is to truncate the 24 sample to 16 bits, i.e. to cut off the 8 less significant bits. The truncated 24 bit result above then would look like this: 0010 1010 1110 1001 i.e. the first 16 bits of the 24 bit result above. The remaining bits (0001 0011) are discarded. If these bits are discarded, an error is introduced. This error is called a quantization error, because the 24 bit result is requantized to 16 bits. Unfortunately the quantization error is part of the audio signal and if we take that part away from the signal, the signal undergoes some distortion, the so called quantization distortion.

The sound example at the link below shows how such a distortion sounds. In this music example a 16 bit signal is truncated to 8 bits. 8 bits in order to clearly show the effect. Notice how the noise (distortion) is modulated by the music signal. www.weiss.ch/linked/digital-level-control/nodither.mp3 This is how a badly implemented digital level control works... Fortunately there is a better way to handle the re-quantizing. One solution would be to use a D/A converter with a higher word-length, e.g. a 24 bit converter, to accommodate for the 24 bit samples coming out of the level control. This of course would already help a lot, but there is another technique: dithering. The idea about dithering is to de-correlate the quantization error from the audio signal. As we have seen in the example above, the quantization error depends on the audio signal, i.e. it is correlated with the audio signal. On the other hand, if dither noise is added to the 24 bit sample after the level control and before the re-quantization to 16 bits, the quantization error can be fully de-correlated from the signal. This means instead of distortion there is noise. The music is undistorted. The audio example at the link below is again a 16 bit signal quantized to 8 bits, but with dither noise added. A much more pleasant experience. Notice how the noise stays untouched by the music, i.e. there is no noise modulation. www.weiss.ch/linked/digital-level-control/flatdither.mp3 Dithering does not stop there. More elaborate dithering schemes shape the noise such that it is mainly present at higher frequencies where the human ear is less sensitive. This means that the audible noise is much lower. The link below is again the 16 bit source quantized to 8 bits with noise-shaped dithering. Probably hard to believe that this is only an 8 bit system! Note that the music is not distorted at all, despite the 8 bit resolution. Remember, a 16 bit system has 65,536 quantization steps while a 8 bit system has only 256 quantization steps a huge difference. And still, the properly dithered 8 bit system sounds great. www.weiss.ch/linked/digital-level-control/shapeddither.mp3 This is what a properly dithered level control is capable to do. You have heard the 8 bit version, imagine that with today s 24 bit converters no question that a level control with a 24 bit word-length easily rivals the best analog level controls. By the way, 24 bits means 16,777,216 quantization steps.

The last example below toggles the noiseshaping dither on and off to give a good contrast between dither / no dither versions. www.weiss.ch/linked/digital-level-control/togglingdither.mp3 Dithering is used in many disciplines. The pictures below show dithering applied when quantizing picture data. Original: Quantized w/o dithering:

Quantized with dithering: