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Groups > comp.arch > #113367 > unrolled thread
| Started by | BGB <cr88192@gmail.com> |
|---|---|
| First post | 2025-09-06 05:28 -0500 |
| Last post | 2026-01-23 05:13 -0600 |
| Articles | 16 on this page of 76 — 14 participants |
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Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-06 05:28 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery MitchAlsup <user5857@newsgrouper.org.invalid> - 2025-09-06 16:21 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-06 13:54 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2025-09-06 13:18 -0700
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-06 15:42 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2025-09-06 14:37 -0700
Re: Random/OT: Low sample rate audio weirdness/mystery Terje Mathisen <terje.mathisen@tmsw.no> - 2025-09-07 12:26 +0200
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-07 14:59 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery MitchAlsup <user5857@newsgrouper.org.invalid> - 2025-09-07 21:13 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-07 18:58 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery David Schultz <david.schultz@earthlink.net> - 2025-09-07 21:16 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-07 22:55 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery David Schultz <david.schultz@earthlink.net> - 2025-09-08 06:49 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-08 23:28 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery David Schultz <david.schultz@earthlink.net> - 2025-09-09 07:06 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery Michael S <already5chosen@yahoo.com> - 2025-09-09 18:47 +0300
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-09 20:27 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery MitchAlsup <user5857@newsgrouper.org.invalid> - 2025-09-07 21:12 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery David Brown <david.brown@hesbynett.no> - 2025-09-08 10:59 +0200
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-08 15:10 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery scott@slp53.sl.home (Scott Lurndal) - 2025-09-08 21:10 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-08 18:57 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-08 21:49 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery David Brown <david.brown@hesbynett.no> - 2025-09-09 15:06 +0200
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-09 14:13 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery scott@slp53.sl.home (Scott Lurndal) - 2025-09-09 20:55 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2025-09-09 14:15 -0700
Re: Random/OT: Low sample rate audio weirdness/mystery "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2025-09-09 14:17 -0700
Re: Random/OT: Low sample rate audio weirdness/mystery David Brown <david.brown@hesbynett.no> - 2025-09-09 23:23 +0200
Re: Random/OT: Low sample rate audio weirdness/mystery George Neuner <gneuner2@comcast.net> - 2025-09-08 17:57 -0400
Re: Random/OT: Low sample rate audio weirdness/mystery MitchAlsup <user5857@newsgrouper.org.invalid> - 2025-09-08 23:51 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery David Brown <david.brown@hesbynett.no> - 2025-09-09 15:51 +0200
Re: Random/OT: Low sample rate audio weirdness/mystery George Neuner <gneuner2@comcast.net> - 2025-09-12 13:01 -0400
Re: Random/OT: Low sample rate audio weirdness/mystery David Schultz <david.schultz@earthlink.net> - 2025-09-12 12:23 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery David Brown <david.brown@hesbynett.no> - 2025-09-12 20:32 +0200
Re: Random/OT: Low sample rate audio weirdness/mystery George Neuner <gneuner2@comcast.net> - 2025-09-14 07:43 -0400
Re: Random/OT: Low sample rate audio weirdness/mystery David Brown <david.brown@hesbynett.no> - 2025-09-14 15:08 +0200
Re: Random/OT: Low sample rate audio weirdness/mystery MitchAlsup <user5857@newsgrouper.org.invalid> - 2025-09-12 18:58 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-12 14:30 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery David Schultz <david.schultz@earthlink.net> - 2025-09-12 14:46 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery Tim Rentsch <tr.17687@z991.linuxsc.com> - 2026-01-22 03:18 -0800
Re: Random/OT: Low sample rate audio weirdness/mystery Lawrence D’Oliveiro <ldo@nz.invalid> - 2025-09-11 01:35 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery scott@slp53.sl.home (Scott Lurndal) - 2025-09-11 15:06 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery MitchAlsup <user5857@newsgrouper.org.invalid> - 2025-09-11 15:59 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery Lawrence D’Oliveiro <ldo@nz.invalid> - 2025-09-19 02:10 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-11 12:56 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery David Schultz <david.schultz@earthlink.net> - 2025-09-06 11:59 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery "Brian G. Lucas" <bagel99@gmail.com> - 2025-09-06 12:31 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery Michael S <already5chosen@yahoo.com> - 2025-09-06 20:52 +0300
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-06 14:19 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery Lawrence D’Oliveiro <ldo@nz.invalid> - 2025-09-11 01:33 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2025-09-11 02:05 -0500
Re: Random/OT: Low sample rate audio weirdness/mystery Tim Rentsch <tr.17687@z991.linuxsc.com> - 2026-01-22 03:31 -0800
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2026-01-22 15:21 -0600
Re: Random/OT: Low sample rate audio weirdness/mystery MitchAlsup <user5857@newsgrouper.org.invalid> - 2026-01-23 00:13 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery David Schultz <david.schultz@earthlink.net> - 2026-01-22 18:36 -0600
Re: Random/OT: Low sample rate audio weirdness/mystery MitchAlsup <user5857@newsgrouper.org.invalid> - 2026-01-23 02:00 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery David Schultz <david.schultz@earthlink.net> - 2026-01-22 20:20 -0600
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2026-01-23 02:25 -0600
Re: Random/OT: Low sample rate audio weirdness/mystery Niklas Holsti <niklas.holsti@tidorum.invalid> - 2026-01-23 11:43 +0200
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2026-01-23 05:27 -0600
Re: Random/OT: Low sample rate audio weirdness/mystery scott@slp53.sl.home (Scott Lurndal) - 2026-01-23 15:49 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery David Brown <david.brown@hesbynett.no> - 2026-01-23 17:37 +0100
Re: Random/OT: Low sample rate audio weirdness/mystery Niklas Holsti <niklas.holsti@tidorum.invalid> - 2026-01-23 18:56 +0200
Re: Random/OT: Low sample rate audio weirdness/mystery David Brown <david.brown@hesbynett.no> - 2026-01-23 18:14 +0100
Re: Random/OT: Low sample rate audio weirdness/mystery Tim Rentsch <tr.17687@z991.linuxsc.com> - 2026-02-14 20:44 -0800
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2026-02-15 02:11 -0600
Re: Random/OT: Low sample rate audio weirdness/mystery David Schultz <david.schultz@earthlink.net> - 2026-01-23 11:07 -0600
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2026-01-23 14:52 -0600
Re: Random/OT: Low sample rate audio weirdness/mystery scott@slp53.sl.home (Scott Lurndal) - 2026-01-23 15:36 +0000
Re: Random/OT: Low sample rate audio weirdness/mystery Andy Valencia <vandys@vsta.org> - 2026-01-23 15:35 -0800
Re: Random/OT: Low sample rate audio weirdness/mystery Tim Rentsch <tr.17687@z991.linuxsc.com> - 2026-02-14 20:57 -0800
Re: Random/OT: Low sample rate audio weirdness/mystery David Schultz <david.schultz@earthlink.net> - 2026-02-15 09:09 -0600
Re: Random/OT: Low sample rate audio weirdness/mystery Tim Rentsch <tr.17687@z991.linuxsc.com> - 2026-03-18 00:40 -0700
Re: Random/OT: Low sample rate audio weirdness/mystery "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2026-01-22 17:04 -0800
Re: Random/OT: Low sample rate audio weirdness/mystery BGB <cr88192@gmail.com> - 2026-01-23 05:13 -0600
Page 4 of 4 — ← Prev page 1 2 3 [4]
| From | BGB <cr88192@gmail.com> |
|---|---|
| Date | 2026-01-23 05:27 -0600 |
| Message-ID | <10kvm1l$3r5hp$2@dont-email.me> |
| In reply to | #114761 |
On 1/23/2026 3:43 AM, Niklas Holsti wrote: > On 2026-01-23 10:25, BGB wrote: > > [snip] > >> I am currently using some ~ $35 Logitech gaming headphones. > > [snip] > >> Granted, more expensive headphones exist, but I am not made of money. > > Indeed. I had occasion recently to inquire about headphones at a large > local electronics shop. The assistant asked for my price range, and when > I hesitated, he mentioned that their range went up to 65 kilo-euro. Talk > about "framing" a price discussion :-) > > The shop had one of those items in a locked glass display case. > Reportedly each pair of headphones is hand-built. They come with a white > veined marble stand that is also an electronics box, with eight or ten > vacuum tubes mounted visibly on the top surface. The builder comes to > your home to personally install and tune the stuff for your environment. > The price, however, was only 62 999 euro; perhaps it was discounted as a > display item. > > We settled on a cheaper model. > The cheapest ones on Amazon, sold individually, were around $10, but mostly the variety that used to come with portable cassette and CD players. It was possible to get these ones for cheaper per unit (say, ~ $2/ea), but it generally would involve buying a whole box of them (and I don't need a whole box of cheap/crappy headphones). There is a lower limit for me though. Where, options are, say: Portable music player headphones (cheap but suck); Some random Chinese brand (generally also suck); Logitech or similar (mostly doesn't suck); Sennheiser or similar (generally more expensive than Logitech); ... Well, before getting into the realm of crazy expensive niche things. ...
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| From | scott@slp53.sl.home (Scott Lurndal) |
|---|---|
| Date | 2026-01-23 15:49 +0000 |
| Message-ID | <3MMcR.10896$rCS6.4512@fx14.ams1> |
| In reply to | #114763 |
BGB <cr88192@gmail.com> writes: >On 1/23/2026 3:43 AM, Niklas Holsti wrote: >> On 2026-01-23 10:25, BGB wrote: >> >> [snip] >> >>> I am currently using some ~ $35 Logitech gaming headphones. >> >> [snip] >> >>> Granted, more expensive headphones exist, but I am not made of money. >> >> Indeed. I had occasion recently to inquire about headphones at a large >> local electronics shop. The assistant asked for my price range, and when >> I hesitated, he mentioned that their range went up to 65 kilo-euro. Talk >> about "framing" a price discussion :-) >> >> The shop had one of those items in a locked glass display case. >> Reportedly each pair of headphones is hand-built. They come with a white >> veined marble stand that is also an electronics box, with eight or ten >> vacuum tubes mounted visibly on the top surface. The builder comes to >> your home to personally install and tune the stuff for your environment. >> The price, however, was only 62 999 euro; perhaps it was discounted as a >> display item. >> >> We settled on a cheaper model. >> > > >The cheapest ones on Amazon, sold individually, were around $10, but >mostly the variety that used to come with portable cassette and CD players. I've been using these when I mow and work in the shop: https://www.3m.com/3M/en_US/home-improvement-us/worktunes/ They actually sound good, and filter out the environmental noise well.
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| From | David Brown <david.brown@hesbynett.no> |
|---|---|
| Date | 2026-01-23 17:37 +0100 |
| Message-ID | <10l083q$1j4m$1@dont-email.me> |
| In reply to | #114761 |
On 23/01/2026 10:43, Niklas Holsti wrote: > On 2026-01-23 10:25, BGB wrote: > > [snip] > >> I am currently using some ~ $35 Logitech gaming headphones. > > [snip] > >> Granted, more expensive headphones exist, but I am not made of money. > > Indeed. I had occasion recently to inquire about headphones at a large > local electronics shop. The assistant asked for my price range, and when > I hesitated, he mentioned that their range went up to 65 kilo-euro. Talk > about "framing" a price discussion :-) > > The shop had one of those items in a locked glass display case. > Reportedly each pair of headphones is hand-built. They come with a white > veined marble stand that is also an electronics box, with eight or ten > vacuum tubes mounted visibly on the top surface. The builder comes to > your home to personally install and tune the stuff for your environment. > The price, however, was only 62 999 euro; perhaps it was discounted as a > display item. > With that level of work involved in making (and installing) them, it is not surprising they cost such a lot. There are many steps between the manufacturer and the customer, with distributors, sales offices and shops, and these all need to take their cut. That cut needs to be high as the quantities sold are low - high end hi-fi equipment can be in stock in shops for months or more without being sold. So a factor of 5 or more between manufacturer price and customer price is not uncommon in this field. You are not just buying good quality sound reproduction - you are buying prestige, and the "feel" of the product. If you have the money, and you like this sort of thing, and you understand you are buying look and feel, not sound quality (they are presumably good quality, but not /that/ good), then that's fair enough. It is no different from buying jewellery, or a fancy car. But if someone is telling you that you need a valve amplifier for the sound quality, file that along with the "oxygen-free directional" speaker cables, gold-plated power leads and "audio quality" ethernet cables. > We settled on a cheaper model. >
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| From | Niklas Holsti <niklas.holsti@tidorum.invalid> |
|---|---|
| Date | 2026-01-23 18:56 +0200 |
| Message-ID | <mthnhfFq5rvU1@mid.individual.net> |
| In reply to | #114766 |
On 2026-01-23 18:37, David Brown wrote: > On 23/01/2026 10:43, Niklas Holsti wrote: >> On 2026-01-23 10:25, BGB wrote: >> >> [snip] >> >>> I am currently using some ~ $35 Logitech gaming headphones. >> >> [snip] >> >>> Granted, more expensive headphones exist, but I am not made of money. >> >> Indeed. I had occasion recently to inquire about headphones at a large >> local electronics shop. The assistant asked for my price range, and >> when I hesitated, he mentioned that their range went up to 65 >> kilo-euro. Talk about "framing" a price discussion :-) >> >> The shop had one of those items in a locked glass display case. >> Reportedly each pair of headphones is hand-built. They come with a >> white veined marble stand that is also an electronics box, with eight >> or ten vacuum tubes mounted visibly on the top surface. The builder >> comes to your home to personally install and tune the stuff for your >> environment. The price, however, was only 62 999 euro; perhaps it was >> discounted as a display item. >> > > With that level of work involved in making (and installing) them, it is > not surprising they cost such a lot. Sure, plus the luxury factor (higher price => more luxurious). I was more surprised that this shop -- which is not an "exclusive" luxury store, although a very large one with a wide product range -- had such an item, and ... > as the quantities sold are low ... the shop assistant admitted they had not sold a single one, so far. That may be because Russia's attack on Ukraine prevents rich Russians from visiting Helsinki, where the shop is. Probably the shop only keeps this item on display to amaze the customers. They also keep an old Soviet MIG fighter jet on the roof of the building, and one can view it up close, even touch it. But no price is listed for it.
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| From | David Brown <david.brown@hesbynett.no> |
|---|---|
| Date | 2026-01-23 18:14 +0100 |
| Message-ID | <10l0a9q$1j4m$2@dont-email.me> |
| In reply to | #114767 |
On 23/01/2026 17:56, Niklas Holsti wrote: > On 2026-01-23 18:37, David Brown wrote: >> On 23/01/2026 10:43, Niklas Holsti wrote: >>> On 2026-01-23 10:25, BGB wrote: >>> >>> [snip] >>> >>>> I am currently using some ~ $35 Logitech gaming headphones. >>> >>> [snip] >>> >>>> Granted, more expensive headphones exist, but I am not made of money. >>> >>> Indeed. I had occasion recently to inquire about headphones at a >>> large local electronics shop. The assistant asked for my price range, >>> and when I hesitated, he mentioned that their range went up to 65 >>> kilo-euro. Talk about "framing" a price discussion :-) >>> >>> The shop had one of those items in a locked glass display case. >>> Reportedly each pair of headphones is hand-built. They come with a >>> white veined marble stand that is also an electronics box, with eight >>> or ten vacuum tubes mounted visibly on the top surface. The builder >>> comes to your home to personally install and tune the stuff for your >>> environment. The price, however, was only 62 999 euro; perhaps it was >>> discounted as a display item. >>> >> >> With that level of work involved in making (and installing) them, it >> is not surprising they cost such a lot. > > Sure, plus the luxury factor (higher price => more luxurious). I was > more surprised that this shop -- which is not an "exclusive" luxury > store, although a very large one with a wide product range -- had such > an item, and ... > >> as the quantities sold are low > > ... the shop assistant admitted they had not sold a single one, so far. > That may be because Russia's attack on Ukraine prevents rich Russians > from visiting Helsinki, where the shop is. Russian oligarchs, crime lords, and their relatives are the prime customers for that kind of thing. They are also popular for bribes (though a bit bulkier than Rolex's). Chinese nouveau rich are also candidate customers, but I don't suppose so many of them go shopping in Helsinki. Of course, there is the odd honest rich person that buys them! (For the real audio foolery stuff, like simple cables for $100K, I have heard that they are often used for money laundering in the drug trade. They cost practically nothing to make, but can be sold for vast amounts, so are used as a way to pass drug money across borders.) > > Probably the shop only keeps this item on display to amaze the > customers. They also keep an old Soviet MIG fighter jet on the roof of > the building, and one can view it up close, even touch it. But no price > is listed for it. >
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| From | Tim Rentsch <tr.17687@z991.linuxsc.com> |
|---|---|
| Date | 2026-02-14 20:44 -0800 |
| Message-ID | <86jywehaz4.fsf@linuxsc.com> |
| In reply to | #114761 |
Niklas Holsti <niklas.holsti@tidorum.invalid> writes: > On 2026-01-23 10:25, BGB wrote: > > [snip] > >> I am currently using some ~ $35 Logitech gaming headphones. > > [snip] > >> Granted, more expensive headphones exist, but I am not made of money. > > Indeed. I had occasion recently to inquire about headphones at a large > local electronics shop. The assistant asked for my price range, and > when I hesitated, he mentioned that their range went up to 65 > kilo-euro. Talk about "framing" a price discussion :-) Back in the day, the day being roughly 1970s, there was a commercial model of headphones that had electrostatic drivers, and they sounded pretty darn good. Made by Koss IIRC. Price was about $150 in 1970ish (again IIRC).
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| From | BGB <cr88192@gmail.com> |
|---|---|
| Date | 2026-02-15 02:11 -0600 |
| Message-ID | <10mrv9m$3rh9t$1@dont-email.me> |
| In reply to | #114977 |
On 2/14/2026 10:44 PM, Tim Rentsch wrote: > Niklas Holsti <niklas.holsti@tidorum.invalid> writes: > >> On 2026-01-23 10:25, BGB wrote: >> >> [snip] >> >>> I am currently using some ~ $35 Logitech gaming headphones. >> >> [snip] >> >>> Granted, more expensive headphones exist, but I am not made of money. >> >> Indeed. I had occasion recently to inquire about headphones at a large >> local electronics shop. The assistant asked for my price range, and >> when I hesitated, he mentioned that their range went up to 65 >> kilo-euro. Talk about "framing" a price discussion :-) > > Back in the day, the day being roughly 1970s, there was > a commercial model of headphones that had electrostatic > drivers, and they sounded pretty darn good. Made by Koss > IIRC. Price was about $150 in 1970ish (again IIRC). Maybe kinda ironic in a way that in modern times, people would obsess on features like it being wireless, having BlueTooth, noise cancellation, etc. Whereas, if one just had some old analog headphones from the 70s and plugged them into a phono jack, chances are they would just work (assuming one still has phono jacks because they aren't using a computer from a company that has decided such things are obsolescent). Recently my dad was complaining because he had gotten a newfangled modern PC from a store, which did the "glass front, no optical drive" thing; and then was faced with the supreme annoyance of the inability to put a DVD in his computer... Meanwhile, my PC still have a DVD drive (and am annoyed by the trend of companies trying to take this stuff away). Bonus points if to compensate for the PC lacking phono jacks one then ends up needing to use USB headphones, but then lacking USB-A one needs USB-A <-> USB-C adapters, because, say, while it isn't from Apple, their taint is spreading... I don't have an internal 3.5" floppy drive anymore, but only an external USB one. But, alas, haven't used many floppies as of late, and they have become rare. Well, also USB-C has replaced "connector only goes in one way" with "connector goes in both ways but device often only works correctly if plugged in one way...". Or, say, "Riddle me this... If the connector goes in both ways, wouldn't it have made sense for it to also be fully electrically symmetric?..." Well, could have been more "LOLZ": Design USB like a TRS (or TRRS) connector; Have the rings radially segmented; Connector only works if turned to the correct angle. Then maybe later add a special notch to the top part of the connector to make it easier to align the connector during insertion. Maybe make it mechanically compatible for electrically incompatible with a normal analog headphone connector or line in/out. ...
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| From | David Schultz <david.schultz@earthlink.net> |
|---|---|
| Date | 2026-01-23 11:07 -0600 |
| Message-ID | <jVNcR.19226$Pw2.12347@fx22.iad> |
| In reply to | #114760 |
On 1/23/26 2:25 AM, BGB wrote: >On 1/22/2026 8:20 PM, David Schultz wrote: >> And what about the phase errors resulting from varying distances from >> different parts of the panel to your ears? >> > > I am currently using some ~ $35 Logitech gaming headphones. I fail to see what that has to do with those big electrostatics. -- http://davesrocketworks.com David Schultz "Gag me with a Smurf"
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| From | BGB <cr88192@gmail.com> |
|---|---|
| Date | 2026-01-23 14:52 -0600 |
| Message-ID | <10l0n4v$8ep6$1@dont-email.me> |
| In reply to | #114768 |
On 1/23/2026 11:07 AM, David Schultz wrote:
> On 1/23/26 2:25 AM, BGB wrote:
>> On 1/22/2026 8:20 PM, David Schultz wrote:
>>> And what about the phase errors resulting from varying distances from
>>> different parts of the panel to your ears?
>>>
>>
>> I am currently using some ~ $35 Logitech gaming headphones.
>
> I fail to see what that has to do with those big electrostatics.
>
Most people don't have these, and phase mostly doesn't matter for most
speakers. Also electrostatic speakers are impractically expensive, etc.
On the more practical end of speaker technology, it is mostly "voice
coil and magnet" speakers, vs piezoelectric speakers.
I would guess, probably many/most people use headphones, probably some
people use earbuds, but the earbud experience kinda sucks IMO.
some people go for very large speakers, but the issue is that as speaker
gets bigger, frequency range shifts lower. But, the people going for for
giant speakers are also the ones going for using 00 gauge wire and
similar for their speaker cables (and then people fighting over whether
they can use copper-clad aluminum for speaker wires, and others claiming
that the wires need to be pure copper because of supposed audio
degradation from using aluminum wire, or arguing about the need for gold
connectors, etc).
Well, or the more realistic option, of getting some PA Horn speakers...
Which appear to be cheaper than the giant cone speakers, and are
generally well proven at being loud, etc.
But, I don't really get it personally...
Audio seems to reach peak quality at roughly 44100 16-bit or similar.
Is there a difference between 44100 and 48000? I don't notice.
Even the difference between 32000 and 44100 probably doesn't matter.
Contrast, 16000 and 22050 are "more economical" (mostly good enough for
general use, less memory needed).
Though, makes sense to mix at 32000 or 44100 if there is the
computational power to do so, as the difference between 16/22 and
32/44.1 is still perceptible (if minor).
With 8000 and 11025 in the "sounds poor" territory (bad for primary use,
still mostly OK for sound-effects or input audio; excluding speech,
which ironically does benefit from being at least ~ 16000).
16-bit PCM works well as an audio storage format, but sometimes isn't
great for mixing. Where, for mixing use, 16 or 32 bit floating-point
seems to have some merit. In audio mixing, sometimes the audio can
exceed the dynamic range of 16-bit PCM, and clamping can be detrimental
(ideally clamping only being done for the final output).
Could use 16-bit PCM, but shift right for more usable dynamic range, but
this ends up worse than using Binary16 or similar. Arguably, Binary32 is
better, but seems kinda overkill for audio, and is bulky. Big issue is
mostly if doing filtering tasks that require keeping a buffer of
previous audio (such as for reverb or echoes, which may require
potentially multiple seconds of audio buffers). But, on a normal PC, for
practical reasons one may need to use Binary32 here, even if overkill,
due to typical lack of native Binary16 (and Binary16->Binary32
conversion adding an undesirable level of overhead to "very big FIR
filter" use cases)
But, to make these more practical, can store these at a lower sample
rate (people are not likely to notice as much of the reverb or echo math
is using 8kHz or similar for the delayed parts of the audio, say with
16k samples for a 2-second delay loop).
Or, say: primary mixing happening at 32 kHz, with 8 kHz for the reverb.
In some of my 3D engines, I try to dynamically calculate reverb based
off of the world geometry. This somewhat helps IMO.
I rather personally dislike the use of "presets" (like EAX and openAL)
because (at least to me), that the audio is essentially being bounced
within various size of boxes centered around the listener's head, seems
obvious.
Like, one has options:
Traditional mixing:
You are just in a big open space.
Walls don't exist in terms of audio.
Presets:
Typically a big box, doesn't match with environment.
Better IMO (at least in a voxel engine) to check block types in an area
around the player, and calculate the relative contribution from each
point in the scene (and the approximate delay to apply). This then
effectively generates a dynamically changing FIR filter that moves along
with the player (in this case, it can overlap with the use of raycasts
for visibility determination, where the "visible shell" found by the
ray-casting can also be used for audio).
Isn't perfect though, IRL often to some extent sounds go through walls,
but in a voxel engine can ignore this by the walls being 1 meter cubes
of solid material, where the reflective sound contribution from the
other side of a 1 meter wall is effectively null.
Downside is that this is computationally expensive, so there desire to
try to limit the amount of math needed (such as by using lower sample
rate, and sparser sampling with larger delays), but then the difficulty
is doing this without it becoming obvious.
But, alas, seemingly no one notices or cares.
Like, if people did notice, maybe games would just stop doing their
audio mixing like the player is floating in a big empty space (or, maybe
get fancy and abruptly put the players' head in a 15-foot wooden box or
similar).
Nevermind if the initial sound-mixing in my case doesn't account for
walls. Otherwise one would need to do raycasts from the speaker to the
listener, which would greatly increase computational costs (and it is a
little cheese to do the audio-reflections as-if the sound was always
coming from the listener). But, this sort of works in a similar kinda
way to how "screen space reflections" work (not very accurate, but sorta
good enough).
Can instead merely attenuate the audio sources, along with applying time
delays due to distance and relative velocity (which most people also
don't bother with for some reason). Well, and using things like
floating-point math and cubic splines for the audio interpolation, etc.
But, at least to me, audio reflections and Doppler shifts seem a lot
more "real" than a lot of the stuff that audiophiles go on about.
But, presumable most people don't notice, since most game style audio
mixers don't bother, and presumably would bother if more people tended
to notice, etc.
Well, but then again, I was doing a thing of storing input sound-effects
at low sample rates mostly based on how obvious it was. Like, sometimes
one needs 16 kHz, but much of the time one may find that 8 or 11 is
sufficient.
Well, apart from mostly avoiding 8-bit linear PCM, which manages to
sound poor regardless of sample rate (like, 44.1 8-bit PCM is just a
waste, 44.1 failing to make 8-bit PCM sound good).
Typically, the sample rate used for mixing seems to matter more than
that used for the sound effects though.
...
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| From | scott@slp53.sl.home (Scott Lurndal) |
|---|---|
| Date | 2026-01-23 15:36 +0000 |
| Message-ID | <MzMcR.10895$rCS6.6374@fx14.ams1> |
| In reply to | #114758 |
MitchAlsup <user5857@newsgrouper.org.invalid> writes: > >David Schultz <david.schultz@earthlink.net> posted: > >> On 1/22/26 6:13 PM, MitchAlsup wrote: >> > The timber of instruments requires phase accurate reproduction of >> > frequencies up to at least 15KHz. >> >> Define "phase accurate". As in how much phase error at say 20KHz is >> acceptable to you. 1 degree? 10? > >When instruments quit sounding like they sound in person. > >> And how do you maintain that through the signal chain? In, for example, >> speaker crossover networks. > >I use a full range electrostatic speaker (Martin Logan CLS (Rev G)) I'm also a fan of electrostatics. I use Magnepan MMGs with a Klipsch 15" sub. >Also note:: Room is 17 feet wide and 57 feet long, you can play as >low as about 1 Watt and hear everything while others are carrying >on conversations. My listening room is more squarish (36' wide by 30' long) (LR/DR combo), with a vaulted ceiling over the LR. Acoustically not ideal, but the system (driven by a Yamaha A3070 receiver) sounds quite fine regardless.
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| From | Andy Valencia <vandys@vsta.org> |
|---|---|
| Date | 2026-01-23 15:35 -0800 |
| Message-ID | <176921134231.8260.15065683499150160597@media.vsta.org> |
| In reply to | #114758 |
David Schultz <david.schultz@earthlink.net> writes:
> > I use a full range electrostatic speaker (Martin Logan CLS (Rev G))
> A rare and specialized speaker. What about the rest of us?
Through a unique set of circumstances, I ended up with a pair of their
electrostat towers (I'm remote, otherwise I'd mention the specific
model #). To quote Ferris Bueller:
It is so choice. If you have the means, I highly recommend
picking one up.
If they ever die beyond my ability to repair, I'll go back (with great
regret) to Speakers for Mortals.
Andy Valencia
Home page: https://www.vsta.org/andy/
To contact me: https://www.vsta.org/contact/andy.html
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| From | Tim Rentsch <tr.17687@z991.linuxsc.com> |
|---|---|
| Date | 2026-02-14 20:57 -0800 |
| Message-ID | <86bjhqhad1.fsf@linuxsc.com> |
| In reply to | #114756 |
David Schultz <david.schultz@earthlink.net> writes: > On 1/22/26 6:13 PM, MitchAlsup wrote: > >> The timber of instruments requires phase accurate reproduction of >> frequencies up to at least 15KHz. > > Define "phase accurate". As in how much phase error at say 20KHz is > acceptable to you. 1 degree? 10? Between 2 and 10 degrees, based on a rough calculation. > And how do you maintain that through the signal chain? In, for > example, speaker crossover networks. One way of doing that is to drive full-range electrostats directly from the output stage of the amplifier.
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| From | David Schultz <david.schultz@earthlink.net> |
|---|---|
| Date | 2026-02-15 09:09 -0600 |
| Message-ID | <BklkR.1117335$skXf.352075@fx12.iad> |
| In reply to | #114979 |
On 2/14/26 10:57 PM, Tim Rentsch wrote: > David Schultz <david.schultz@earthlink.net> writes: > >> On 1/22/26 6:13 PM, MitchAlsup wrote: >> >>> The timber of instruments requires phase accurate reproduction of >>> frequencies up to at least 15KHz. >> >> Define "phase accurate". As in how much phase error at say 20KHz is >> acceptable to you. 1 degree? 10? > > Between 2 and 10 degrees, based on a rough calculation. > >> And how do you maintain that through the signal chain? In, for >> example, speaker crossover networks. > > One way of doing that is to drive full-range electrostats > directly from the output stage of the amplifier. A big panel launching a wave front at you. All with varying distances/phase to your ear. I love my Maggies but if I move my head even a few inches up or down the high frequencies roll off enough for even my old lead ears to notice. -- http://davesrocketworks.com David Schultz "Gag me with a Smurf"
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| From | Tim Rentsch <tr.17687@z991.linuxsc.com> |
|---|---|
| Date | 2026-03-18 00:40 -0700 |
| Message-ID | <864imd60wn.fsf@linuxsc.com> |
| In reply to | #114991 |
David Schultz <david.schultz@earthlink.net> writes: > On 2/14/26 10:57 PM, Tim Rentsch wrote: > >> David Schultz <david.schultz@earthlink.net> writes: >> >>> On 1/22/26 6:13 PM, MitchAlsup wrote: >>> >>>> The timber of instruments requires phase accurate reproduction of >>>> frequencies up to at least 15KHz. >>> >>> Define "phase accurate". As in how much phase error at say 20KHz is >>> acceptable to you. 1 degree? 10? >> >> Between 2 and 10 degrees, based on a rough calculation. >> >>> And how do you maintain that through the signal chain? In, for >>> example, speaker crossover networks. >> >> One way of doing that is to drive full-range electrostats >> directly from the output stage of the amplifier. > > A big panel launching a wave front at you. All with varying > distances/phase to your ear. One of the main points of using a panel speaker is they produce a plane wave rather than a collection of point sources. Undoubtedly there are some second-order effects because the panels have finite size but for the most part the phase is uniform over a fairly large area. > I love my Maggies but if I move my head even a few inches up or down > the high frequencies roll off enough for even my old lead ears to > notice. Magnepans and Magneplanars are okay. I didn't ever own Magnepans but I did own Magneplanars for a while and liked them. They weren't as good as the electrostats. I suspect the main reason for that is the much larger diaphragm mass of the Magneplanars, which causes its own kind of problems, including in particular frequency-dependent phase lag. I can say for sure that the electrostats were more transparent than the Magneplanars, even as good as they Magneplanars were. Regarding the high-frequency roll off - it's likey this does occur (high frequencies do beam after all) but in my experience it doesn't affect the listening experience much. Maybe that's because when I listen I tend to be stationary rather than moving. Also the ear is more sensitive to changes in phase than changes in amplitude.
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| From | "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> |
|---|---|
| Date | 2026-01-22 17:04 -0800 |
| Message-ID | <10kuhei$3giit$1@dont-email.me> |
| In reply to | #114755 |
On 1/22/2026 4:13 PM, MitchAlsup wrote:
>
> BGB <cr88192@gmail.com> posted:
>
>> On 1/22/2026 5:31 AM, Tim Rentsch wrote:
>>> Michael S <already5chosen@yahoo.com> writes:
>>>
>>>> On Sat, 6 Sep 2025 05:28:16 -0500
>>>> BGB <cr88192@gmail.com> wrote:
>>>>
>>>>> Just randomly thinking again about some things I noticed with audio
>>>>> at low sample rates.
>>>>>
>>>>> For baseline, can note, basic sample rates:
>>>>> 44100: Standard, sounds good, but bulky
>>>>> 32000: Sounds good
>>>>> 22050: Moderate
>>>>> 16000: OK, Modest size, acceptable quality.
>>>>> Seems like best tradeoff if not going for high quality.
>>>>> 11025: Poor, muffled.
>>>>> 8000: Very poor, speech almost unintelligible (normally).
>>>>> But, it is seeming like a "weird hack" may exist here.
>>>>
>>>> 8000 x 8bit (mu-law in USA, A-law in majority of the world) was a
>>>> standard sampling rate for digital back ends of analog wired telephony
>>>> for more than 50 years. I didn't check, but would assume that it still
>>>> is.
>>>> Most people founded it quite intelligible.
>>>
>>> Yes but bit rate isn't the whole story. First the measure is not
>>> "good sound" but only "understandable sound". Second telephony
>>> does frequency filtering in a very different way than digital
>>> audio does. Voices on phones are recognizable but still easily
>>> differentiable from the original. Music played via phone-quality
>>> audio sounds terrible.
>>>
>>
>> In general, A-Law generates better sounding audio.
>>
>> But, at low sample rates (eg, 8 kHz), I had noted that ADPCM gives more
>> intelligible speech than A-Law, even if the A-Law "sounds nicer".
>
> I am not listening for the sound to be good or bad, I am listening
> whether {the violin sounds like a violin, the trumpet sounds like a
> trumpet, and the drums sound like drums} when listening to them live!
>
> That is what was the hallmark of "Hi Fi" when I started (1965-ish.)
> -----------------------
>>
>> In my past testing, seems like 2kHz to 4kHz is the most important band
>> for speech intelligibility (at least for me). It is improved with the
>> 4kHz to 8kHz band, but it seems like this is less important.
>
> The timber of instruments requires phase accurate reproduction of
> frequencies up to at least 15KHz.
>
Well now...
https://youtu.be/Ze4soU1nK1w?list=RDn13GHyYEfLA
Or a wonderful game song, live:
(love this one! wow.
Aquatic Ambiance - Big Band Jazz Piano ft. Smart Game Piano (The 8-Bit
Big Band)
https://youtu.be/5znrVdAtEDI?list=RD5znrVdAtEDI
[toc] | [prev] | [next] | [standalone]
| From | BGB <cr88192@gmail.com> |
|---|---|
| Date | 2026-01-23 05:13 -0600 |
| Message-ID | <10kvl69$3r5hp$1@dont-email.me> |
| In reply to | #114757 |
On 1/22/2026 7:04 PM, Chris M. Thomasson wrote:
> On 1/22/2026 4:13 PM, MitchAlsup wrote:
>>
>> BGB <cr88192@gmail.com> posted:
>>
>>> On 1/22/2026 5:31 AM, Tim Rentsch wrote:
>>>> Michael S <already5chosen@yahoo.com> writes:
>>>>
>>>>> On Sat, 6 Sep 2025 05:28:16 -0500
>>>>> BGB <cr88192@gmail.com> wrote:
>>>>>
>>>>>> Just randomly thinking again about some things I noticed with audio
>>>>>> at low sample rates.
>>>>>>
>>>>>> For baseline, can note, basic sample rates:
>>>>>> 44100: Standard, sounds good, but bulky
>>>>>> 32000: Sounds good
>>>>>> 22050: Moderate
>>>>>> 16000: OK, Modest size, acceptable quality.
>>>>>> Seems like best tradeoff if not going for high quality.
>>>>>> 11025: Poor, muffled.
>>>>>> 8000: Very poor, speech almost unintelligible (normally).
>>>>>> But, it is seeming like a "weird hack" may exist here.
>>>>>
>>>>> 8000 x 8bit (mu-law in USA, A-law in majority of the world) was a
>>>>> standard sampling rate for digital back ends of analog wired telephony
>>>>> for more than 50 years. I didn't check, but would assume that it
>>>>> still
>>>>> is.
>>>>> Most people founded it quite intelligible.
>>>>
>>>> Yes but bit rate isn't the whole story. First the measure is not
>>>> "good sound" but only "understandable sound". Second telephony
>>>> does frequency filtering in a very different way than digital
>>>> audio does. Voices on phones are recognizable but still easily
>>>> differentiable from the original. Music played via phone-quality
>>>> audio sounds terrible.
>>>>
>>>
>>> In general, A-Law generates better sounding audio.
>>>
>>> But, at low sample rates (eg, 8 kHz), I had noted that ADPCM gives more
>>> intelligible speech than A-Law, even if the A-Law "sounds nicer".
>>
>> I am not listening for the sound to be good or bad, I am listening
>> whether {the violin sounds like a violin, the trumpet sounds like a
>> trumpet, and the drums sound like drums} when listening to them live!
>>
>> That is what was the hallmark of "Hi Fi" when I started (1965-ish.)
>> -----------------------
>>>
>>> In my past testing, seems like 2kHz to 4kHz is the most important band
>>> for speech intelligibility (at least for me). It is improved with the
>>> 4kHz to 8kHz band, but it seems like this is less important.
>>
>> The timber of instruments requires phase accurate reproduction of
>> frequencies up to at least 15KHz.
>>
>
> Well now...
>
> https://youtu.be/Ze4soU1nK1w?list=RDn13GHyYEfLA
>
Been a while since people have referenced Undertale much...
Though, ironically, had noted that the Undertale/Deltarune art style
does seem to align with how my dream world looks, which seems curious
(as from descriptions, apparently most people dream in a more
natural-looking full color thing, not so much high-contrast
mostly-monochrome, or with some 16-color like stuff going on).
Like, can't really explain it, it is like my brain is too cheap to
afford color depth (or even analog grayscale). Yet, my normal vision has
full colors and gradients (it is like, when "importing" images, my mind
simplifies them, maps out the edges, and then blows out the contrast).
> Or a wonderful game song, live:
>
> (love this one! wow.
> Aquatic Ambiance - Big Band Jazz Piano ft. Smart Game Piano (The 8-Bit
> Big Band)
>
> https://youtu.be/5znrVdAtEDI?list=RD5znrVdAtEDI
I kinda liked some of the 90s Sonic games music.
It was MIDI/FM based, but mostly well done.
Actually, 90s was notable, as many games did "actually good" music.
MIDI and Tracker music often having a special quality here, more so if
the song is good.
Vs, say the 2000s, where seemingly much of the industry was like "hey,
why don't we use a bunch of crappy garage band music!" and, mostly just
kept doing so.
Then, people mostly remember the game songs where someone does something
nice sounding with MIDI or trackers or similar. Not so much the ones
where someone is yelling in the microphone and doing blaring guitar sounds.
...
Well, not much notable recently...
A while ago, added SCAD model support to BGBCC;
Then implemented SIMD stuff for RV and XG3;
Then tweaked the ABI rules;
Then went and implemented some backprop neural net stuff;
Then partially reversed a few changes to default ABI for XG3:
Going back to using the 8-argument-register ABI as default (*1);
Then, debugging the SCAD stuff I had added to BGBCC.
*1: Where, say, 16 arguments in registers:
Slightly net-negative for performance in RV64G;
Helped for XG3 performance, but mismatched ABI leads to issues;
Temporarily went with 8 args for RV64 but 16 args for XG3;
But, then ran into some mismatch annoyances;
Ultimately, made more sense to stick with the 8-argument ABI as the
default for both RV and XG3 targets.
Did stay with having moved F4..F7 over to being callee-save, as this did
help in both cases.
After I started trying to make more use of BGBCC as a tool for
converting SCAD models, I have started ending up needing to debug it; as
as-is it is still pretty incomplete and buggy (doesn't take much to
stumble on bugs here).
Mostly, in this case, was fiddling some with stuff in my BT3 engine,
where BGBCC's core has ended up being used as the asset converter and
packaging tool.
Like, well:
Compiles C code;
Converts files for the resource section;
Can pack WAD2 and WAD4 files;
Can convert images;
Can convert sound effects;
Can turn SCAD scripts into BMD models and similar.
Then again, the PEL resource section is essentially WAD based, and a lot
of the file-conversion stuff can be used in either case (except maybe
that SCAD is a bit much... but ironically, could leverage some other
parts of the C compiler).
Had I wanted to do a SCAD interpreter otherwise, would likely have
needed to leverage the core of a JS interpreter or similar, but maybe
might have made more sense than making use of a hacky interpreter that
was built on top of the "expression reducer" (which in turn exists as
part of BGBCC's front-end optimizer steps).
It is in some ways, a very stupid way to do an interpreter (as it
effectively evaluates things via expression rewriting), but, yeah...
Generally, SCAD scripts are not exactly bound by the evaluation parts,
more by the CSG parts. But, it is somewhat higher level than, say, the
Quake "Brush Model" system, which exists as an intermediate step.
So, say:
Parse SCAD script, as a vaguely JS like syntax;
Evaluate script, in this case results in a tree of primitives replacing
the original AST;
Convert this tree into brush models and unions and similar;
Build and clip the polygons;
Convert to a 3D model in the desired format;
Add to target packaging.
So, in some sense, it works, even if, essentially, using a C compiler to
convert SCAD scripts into 3D models and package assets seems kinda stupid.
But, the BT3 engine and TestKern are ending up using some similar tech:
WAD2 and WAD4: Yep;
BMP: Yes, for some things.
BT3 uses 16 color and 256 color BMP images for some uses.
WAV (ADPCM): Yep.
Don't have much "obviously better" than ADPCM for my uses (*1).
XML: Yeah, both BGBCC and BT3 have ended up using XML.
UPIC: Yeah.
Ended up going with UPIC with a transode to DXTn path.
Originally, BT3 was using DDS, but DDS has drawbacks.
UPIC has some advantages over both JPEG and PNG here (*2).
*1: For the weaknesses of ADPCM, there is pretty much nothing that
competes well against it in my uses. Basically: Something that is cheap
and simple to decode and can do "doesn't sound like crap" audio in the
16-32 kbps range (8000/11025/16000 2-bit mono, and 8000 4-bit mono).
4000-6000 2-bit mono is possible, but pushing the sample rate below 8000
usually does not result in passable audio quality. For the BT2 engine,
had used some 5512 Hz ADPCM for BGM (with some filtering trickery), but
for the BT3 engine am mostly using S3M for music.
Though, S3M can itself risk bulk it the patches are too large. If I were
designing the format, would likely go with MIDI format but with patches
stored in ADPCM. But, tracker software doesn't really support this and
this decays back to wavetable based General MIDI, and the lack of a
good/free option for a GM wavetable. Did previously hack something
together using scavenged audio, but my improvised wavetable failed to
sound better than using FM synthesis (and scavenging the MIDI FM
parameters from the "GENMIDI.DAT" lump from FreeDoom).
But, alas, harder to make a good sounding General MIDI wavetable when
some amount of the patches were themselves derived from edited FreeDoom
sound-effects and similar (it being otherwise difficult to do provenance
for the copyright status of sound-effects). But, at a certain level of
crappy, pretty much anything can be made to sound like a musical
instrument (even with the crappiness of "listen to instrument sound,
look for a sound effect that contains something 'kinda similar' that can
be edited out"; then just sorta shoved into a WAD as a bunch of blobs of
8kHz APCM).
But, otherwise, for the BT3 engine ended up going with S3M and my
lackluster musical skills. As, while many (and much better) MOD and S3M
music exists, options that work well as BGM and also are royalty free,
is harder. Well, and some amount of what I had made, is either
repetitive patterns, or using a similar strategy to that previously
described by Cryiak and Vihart, namely doing the melody by picking a
popular numeric sequence and laying out the digits as notes (for however
many notes one needs for that part of the pattern); often results in
something "slightly creepy".
But, would make no pretense of being a musician here.
*2: UPIC:
Structurally similar to T.81 JPEG, but:
Uses a TLV packaging scheme;
Uses STF+AdRice rather than Huffman,
with an LSB first bitstream
Z3V5 with a Deflate-like VLC coding.
Uses Block-Haar and RCT rather than DCT and YCbCr.
Both computationally cheaper and reversible.
Also has blocky CDF-5/3 and YCoCg and similar as options.
Natively supports an alpha channel.
Lossy compression seems competitive with T.81 JPEG;
For many images, compresses better than PNG and is faster to decode;
Supports lossless image storage.
UPIC is a nonstandard format, but this is less of an issue when used for
textures.
It ended up winning out vs BMP+BT5B: BT5B is inherently lossy, and while
it can support smaller images than DDS, for functional reasons it fails
to achieve better Q/bpp than using DDS (and, "like DDS, but more
complicated to load" isn't super compelling). BMP+CRAM8 could also serve
a similar role (can be smaller than DDS, but looks worse).
While not the fastest option, UPIC ended up "less bad" in other areas,
and texture loading mostly isn't CPU bound. Bolting a DXTn decoder
directly onto the block decoder is a trick I had used with JPEG decoding.
...
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