[JAVA][Beginning Java 8 Games Development]
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Chapter 5 ■ An Introduction to Game Design: Concepts, Multimedia, and Using Scene Builder<br />
Converting Analog Audio to Digital Audio Data: Sampling, Accuracy, HD Audio<br />
The process of turning analog audio (sound waves) into digital audio data is called sampling. If you work in the<br />
music industry, you have probably heard about a type of keyboard (or even rack-mounted equipment) called a<br />
sampler. Sampling is the process of slicing an analog audio wave into segments so that you can store the shape of<br />
the wave as digital audio data, using a digital audio format. This turns an infinitely accurate analog sound wave into<br />
a discrete amount of digital data, that is, into zeroes and ones. The more zeroes and ones used, the more accurate the<br />
reproduction of the infinitely accurate (original) analog sound wave.<br />
Each digital segment of a sampled audio sound wave is called a sample, because it samples that sound wave at an<br />
exact point in time. The sample accuracy (resolution) you want will determine how many zeroes and ones are used<br />
to reproduce analog sound waves, so the precision of a sample is determined by the amount of data used to define<br />
each wave slice’s height. As with digital imaging, this precision is termed the resolution, or, more accurately (no pun<br />
intended), the sample resolution. Sample resolution is usually defined using 8-bit, 12-bit, 16-bit, 24-bit, or 32-bit<br />
resolution. <strong>Games</strong> mostly leverage 8-bit resolution for effects such as explosions, in which clarity is not as important;<br />
12-bit resolution for crystal-clear spoken dialogue and more important audio elements; and, possibly,<br />
16-bit resolution for background music.<br />
In digital imaging and digital video this resolution is quantified by the number of pixels, and in digital audio,<br />
by how many bits of data are used to define each of the analog audio samples taken. Again, as with digital imaging,<br />
in which more pixels yields better quality, with digital audio a higher sample resolution yields better sound<br />
reproduction. Thus, higher sampling resolutions, using more data to reproduce a given sound wave sample, will<br />
produce higher-quality audio playback, at the expense of a larger data footprint. This is the reason that 16-bit audio<br />
(commonly referred to as CD quality audio) sounds better than 8-bit audio. Depending on the audio involved, 12-bit<br />
audio can be a great compromise.<br />
In digital audio there is a new type of audio sample, known as HD audio in the consumer electronics industry.<br />
HD digital audio broadcast radio uses a 24-bit sample resolution, so each audio sample, or slice of the sound wave,<br />
contains 16,777,216 bits of sample resolution. Some of the newer hardware devices now support HD audio, such as<br />
the smartphones you see advertised featuring “HD-quality audio,” meaning that they have 24-bit audio hardware.<br />
These days, laptops (including PCs), as well as game consoles and iTVs, also come standard with 24-bit audio<br />
playback hardware.<br />
It is important to note that HD audio is probably not necessary for <strong>Java</strong> 8 games, unless your game is music<br />
oriented and makes use of high-quality music, in which case you can use HD audio samples via a WAVE file format.<br />
Another consideration is digital audio sampling frequency (also called the sampling rate), This is a measure<br />
of how many samples at a particular sample resolution are taken during 1 second of sampling time frame. In terms<br />
of digital image editing, sampling frequency is analogous to the number of colors contained in a digital image. You<br />
are probably familiar with the term “CD-quality audio,” which is defined as using a 16-bit sample resolution and a<br />
44.1kHz sampling rate (taking 44,100 samples, each of which has 16 bits of sample resolution, or 65,536 bits of audio<br />
data). You can determine the amount of raw data in an audio file by multiplying the sampling bit rate by the sampling<br />
frequency by the number of seconds in the audio snippet. Obviously, this can potentially be a huge number! Audio<br />
codecs are really great at optimizing data down to an amazingly small data footprint with very little audible loss<br />
in quality.<br />
Thus, the exact same trade-off that exists in digital imaging and digital video occurs with digital audio as well:<br />
the more data you include, the higher quality the result, but always at the cost of a much larger data footprint. In the<br />
visual mediums the size of the data footprint is defined using color depth, pixels, and, in the case of digital video and<br />
animation, frames. In the aural medium it is defined via the sample resolution, in combination with the sampling<br />
rate. The most common sampling rates in the digital audio industry currently include 8kHz, 22kHz, 32kHz, 44.1kHz,<br />
48kHz, 96KHz, 192kHz, and even 384kHz.<br />
Lower sampling rates, such as 8kHz, 11kHz, and 22kHz, are the ones that you are going to use in your games, as,<br />
with careful optimization, these can yield high-quality sound effects and arcade music. These rates would be optimal<br />
for sampling any voice-based digital audio as well, such as movie dialogue or an e-book narration track. Higher audio<br />
sample rates, such as 44.1kHz, would be more appropriate for music, and sound effects that need a high dynamic<br />
range (high fidelity), such as rumbling thunder, could use 48kHz. Higher sample rates will allow audio reproduction<br />
that exhibits movie theater (THX) sound quality, but this is not required for most games.<br />
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