Audio sampling Digital audio systems typically employ
pulse-code modulation (PCM) to encode sound as a series of discrete samples of the electrical level of an analog audio signal. Analog signals are captured (encoded) as PCM samples in analog-to-digital conversion (ADC), and reproduced (decoded) using digital-to-analog conversion (DAC). The encoding used for the storage and transmission of digitised sound data within the system may differ. When it is necessary to capture audio covering the entire 20–20,000 Hz range of
human hearing such as when recording music or many types of acoustic events, audio waveforms are typically sampled at 44.1 kHz (
CD), 48 kHz, 88.2 kHz, or 96 kHz. The approximately double-rate requirement is a consequence of the
Nyquist theorem. Sampling rates higher than about 50 kHz to 60 kHz cannot supply more usable information for human listeners. Early
professional audio equipment manufacturers chose sampling rates in the region of 40 to 50 kHz for this reason. There has been an industry trend towards sampling rates well beyond the basic requirements: such as 96 kHz and even 192 kHz Even though
ultrasonic frequencies are inaudible to humans, recording and mixing at higher sampling rates is effective in eliminating the distortion that can be caused by
foldback aliasing. Conversely, ultrasonic sounds may interact with and modulate the audible part of the frequency spectrum (
intermodulation distortion),
degrading the fidelity. One advantage of higher sampling rates is that they can relax the low-pass filter design requirements for
ADCs and
DACs, but with modern oversampling
delta-sigma-converters, this advantage is less important. The
Audio Engineering Society recommends 48 kHz sampling rate for most applications, but gives recognition to 44.1 kHz for CD and other consumer uses, 32 kHz for transmission-related applications, and 96 kHz for higher bandwidth or relaxed
anti-aliasing filtering. Both Lavry Engineering and J. Robert Stuart state that the ideal sampling rate would be about 60 kHz, but since this is not a standard frequency, recommend 88.2 or 96 kHz for recording purposes. A more complete list of common audio sample rates is:
Bit depth Audio is typically recorded at 8-, 16-, and 24-bit depth; which yield a theoretical maximum
signal-to-quantization-noise ratio (SQNR) for a pure
sine wave of, approximately; 49.93
dB, 98.09 dB, and 122.17 dB. CD quality audio uses 16-bit samples.
Thermal noise limits the true number of bits that can be used in quantization. Few analog systems have
signal to noise ratios (SNR) exceeding 120 dB. However,
digital signal processing operations can have very high dynamic range, consequently, it is common to perform mixing and mastering operations at 32-bit
floating-point precision and then convert to 16- or 24-bit for distribution.
Speech sampling Speech signals, i.e., signals intended to carry only human
speech, can usually be sampled at a much lower rate. For most
phonemes, almost all of the energy is contained in the 100 Hz – 4 kHz range, allowing a sampling rate of 8 kHz. This is the sampling rate used by nearly all
telephony systems, which use the
G.711 sampling and quantization specifications.
Video sampling Standard-definition television (SDTV) uses either 720 by 480
pixels (US
NTSC 525-line) or 720 by 576 pixels (UK
PAL 625-line) for the visible picture area.
High-definition television (HDTV) uses
720p (progressive),
1080i (interlaced), and
1080p (progressive, also known as Full-HD). In
digital video, the temporal sampling rate is defined as the
frame rateor rather the
field raterather than the notional
pixel clock. The image sampling frequency is the repetition rate of the sensor integration period. Since the integration period may be significantly shorter than the time between repetitions, the sampling frequency can be different from the inverse of the sample time: • 50 Hz –
PAL video • 60 / 1.001 Hz ~= 59.94 Hz –
NTSC video Video
digital-to-analog converters operate in the megahertz range (from ~3 MHz for low-quality composite video scalers in early game consoles, to 250 MHz or more for the highest-resolution VGA output). When analog video is converted to
digital video, a different sampling process occurs, this time at the pixel frequency, corresponding to a spatial sampling rate along
scan lines. A common pixel sampling rate is: • 13.5 MHz –
CCIR 601,
D1 video Spatial sampling in the other direction is determined by the spacing of scan lines in the
raster. The sampling rates and resolutions in both spatial directions can be measured in units of lines per picture height. Spatial
aliasing of high-frequency
luma or
chroma video components shows up as a
moiré pattern.
3D sampling The process of
volume rendering samples a 3D grid of
voxels to produce 3D renderings of sliced (tomographic) data. The 3D grid is assumed to represent a continuous region of 3D space. Volume rendering is common in medical imaging,
X-ray computed tomography (CT/CAT),
magnetic resonance imaging (MRI),
positron emission tomography (PET) are some examples. It is also used for
seismic tomography and other applications. == Undersampling ==