
It's About Time, It's About Space
"We're in the process of major change in the world as the electronic
technologies developed throughout the century become mature and increasingly intertwined
and meshed with every aspect of our daily lives. New tools and concepts are leading to new
approaches to art and universal possibilities for human creativity." Over 100 years ago audiences were first introduced to the silence of moving pictures on a big screen. And just over 60 years ago a small box began to appear in our homes, depicting pieces of the world as fuzzy dots glowing on a black and white tube. Yet today film without sound, or television without color, is unheard of. Michael Rush (1997) points out that the Web began in silence, just like moving pictures. And Jason Alexander (1997) compares the technical advancements of the Web, which began in black & white (or green & black), to that of television, which now appears as a richly colorful, stereophonic, surround sound medium.
These comparisons are made to portray just how young the
field of Digital Audio really is. This may not be far from the truth considering one of
the first digital technologies (the Compact Disc Player, born in 1983) hasn't had its 20th
birthday yet (Schoenherr, 1998). And in the last five
years alone an avalanche of technical developments have bombarded both media developers
and their audiences who unceasingly thirst for more.
A Really Slow Game of Tag
The moving vibrations of air that we call sound travel at 1,129 feet per second, or 770 miles per hour (Ebersole, 1992). These audible vibrations can't readily be loaded into your computer or onto your Web page. To be amplified, shaped, stored, or transmitted, they must first be converted to another form. Although transducers (microphones) hold the stage for the mechanical/electrical conversion of sound, binary digits or bits (1's and 0's) hold the key for digital sound conversion.
Snapshots = Frequency
Just like working with motion pictures (still photos =
movies), to digitize sound it is necessary to take a series of "snapshots"
called samples. Since air moves in waves (very fast waves), the accurate sampling of sound
requires following the Nyquist Theorem (Lehrman, 1996).
Basically this states that you need to take 2 "snapshots" (samples) of the
fastest wave to get a good (accurate) sound reproduction. (This is like setting your
camera to a fast shutter speed to capture a picture of a hummingbird in flight.) Since the
fastest waves that we can hear (on a good day) vibrate 20,000 times per second, we need to
take 40,000 "snapshots" every second! But, to play it safe, the recording
industry has decided to use 44,100 samples per second as the recording standard for CD
quality sound (or 44.1 KHz).
Length = Bits
Each of these "snapshots" is stored in the digital
device by a "word" made up of 1's and 0's. This "word" may be 8 bits
long (eight 1's or 0's), or it may be 16, or 32, or a variety of other popular word
lengths (16 bit is the industry standard for CD quality sound). This "word"
describes one finite moment of time that comprises this wave form or sound. It is the
combination of all of these "words" that have the potential to reproduce a copy
of the original sound, just as a series of still photos is used to create movies.
Space
Finally, after all of that, we're ready to get back to our
original problem. (Not quite, but we're almost there.) Taking 44,100 snapshots per second
with 16 bit words would mean that a 1 minute audio clip could be reproduced with the help
of 42,336,000 bits! And that's not even in stereo. So space becomes one of our problems
when working with digital audio files.
Time
And then there's time. With a 28k modem (Audiohost, 1997), you can expect a transfer rate of between
1.5 and 2.3 Kbytes per second (2.3 Kb = 2,300 bytes). (For the less computer oriented,
there are 8 bits in a byte, 4 bits in a nibble, and 2 nibbles in a byte. Trust me on this
one.) At this speed, how long would 1 minute of CD-quality sound take to download
over the Internet? So that you don't have to do the math, our problem becomes apparent
with the chart below:
Table of Digital Audio Transfer Rates
| # of Bits | # of Snapshots | # of Channels | # of Bytes | # of Minutes |
| Sampling Word Length |
Sampling Frequency | Mono or Stereo | Amount of Storage Space | Amount of Download Time |
| 16 Bits | 44.1 Khz | Stereo | 10.5 Mb | 76.7 Minutes |
| 16 Bits | 44.1 Khz | Mono | 5.25 Mb | 38.3 Minutes |
| 16 Bits | 22.05 Khz | Mono | 2.6 Mb | 19.1 Minutes |
| 16 Bits* | 11.025 Khz | Mono | 1.3 Mb | 9.6 Minutes |
| 8 Bits | 11.025 Khz | Mono | 650 Kb | 4.8 Minutes |
| 8 Bits | 5.012 Khz | Mono | 325 Kb | 2.4 Minutes |
To wait 76.7 minutes to be able to hear one minute of CD quality sound just kinda takes the fun out of being online. And then there's the problem of interactivity. If you add CD quality sound to your Web page you are guaranteeing a new level of media interinactivity!
Or you could always think of it this way. If you weren't using a computer, and you had to wait 76.7 minutes for a sound to travel through the air to reach you, the source of that sound would have to be some 986 miles away! This sound problem doesn't bring the World Wide Web closer, it pushes it farther away.
Test Your InterInactivity
Tired of always being in the game? Wish you could take your
turn just sitting on the sidelines? Now is your chance. The following files were recorded
at 16 Bit, 11 Khz. Test your computer to see if it's slower than most. Click on one of the
files below and join the ranks of thousands who have experienced the excitement of just
sitting there while your computer does all the work. Try not to feel too badly as your
processor wheezes and strains as it tries to obey your latest command. In fact now would
probably be a good time to get something to drink...
| Title | Description | File Size | Playback Length | Load Time (Est.) |
| Lucky Bombs | Cereal Spoof | 839 Kb | 39 Seconds | 6 Min 12 Sec |
| What a Tripp | WICB Newscast | 968 Kb | 45 Seconds | 7 Min 9 Sec |
| Snowfall | Original Soundtrk | 1478 Kb | 1 Min 9 Seconds | 10 Min 54 Sec |
What Else Could Go Wrong?
You'd think that time and space have presented enough
problems, but there are still more. Digitized audio comes in many flavors, formats,
shapes, and sizes. The information can be coded in a variety of ways, few of which are
compatible with each other (Alexander, 1997). And besides that
mess, there are different platforms (PC? Mac?) for these files to run on. These require
programs called plug-ins to get things to work together. And, you guessed it, there are a
variety of these, too!
Why Bother?
Solutions
Have you had
enough? Or are you thirsty for more?
If you want more info about Digital Audio, these sites will
help to wet your appetite.
AUDIO - Sound
& animation for the Internet at Audiohost.com.
BOOKS - A Book
source for computer music and digital audio technology.
EMF - Information
resource about the history and development of electronic music.
HARMONY - Internet
resource for musicians at Harmony Central.
HISTORY - Explore the history of recording technology at the University of San
Diego.