pipelineaudio
1st October 2007, 11:42 PM
I deal with this in odd snippets here or there, but today I wasted a whole day, on nothing but this nonsense.
For some background, among all the audiophile nonsense, past the magic cable pixie dust, and into the world of the so called professional engineer, we have "the DAW summing Myth" that comes up in audio forums, stores, studios, and what have you, every 15 or so minutes
The myth goes like this: Mixing audio in some DAW's (digital audio workstations) adds super faerie dust magic to the dound and results in a hit. Audio mixed in other DAW's not currently featured in the industry's main magazine produces inferior audio that cannot be used professionally
Might seem reasonable, but in truth, each and every app is designed to be as transparent as possible.
garbage in/ Garbage out
WYSIWYG
there are some gotchas, dealing with the amount of bits you have to work with, but when it comes down to it, its just math. 2+2 BETTER = 4 or else
And normally it does.
Even if it DIDNT, I submit there is nothing, nada, zilcho, that could possibly ALWAYS be better. No matter what sort of distortion, be it tone, dynamics, time tricks, it doesnt matter. I submit NOTHING will *always* be better than transparent
But still it goes on.
Today, I blew the whole day making and soliciting the help for, some real summing tests, as follows.
****************
Being such a tired and ridiculous topic that seems to come up every 11 minutes or so, I wanted to be able to point to a link where not only would it be proven that this whole summing issue is nonsense, but where you could prove it to YOURSELF!
This actually wasn't as easy as I had imagined it would be, and there are still a few little kinks to work out.
Here are the test files to download, along with the results:
http://pipelineaudio.net/samples/summing%20test.zip
Here is how it works:
For the "Straight Test"
1. Place all three files from the "test files" folder in your project
2. Set project for 44khz
3. Turn dither off if possible
4. Render to 24 bit 44khz wave file
For the "faders down 6 master up 6 Test"
1. Place all three files from the "test files" folder in your project
2. Set project for 44khz
3. Turn all three channel faders down to -6dB
4. Set master to +6dB
5. Turn dither off if possible
6. Render to 24 bit 44khz wave file
Now, assuming that an app isn't BROKEN, every single one of these files should be identical
err wait, some of the tinfoil hat crowd claims some apps have magic pixie dust summing math that makes the sound have more SOAR, so I included the outputs just in case there were sonic differences, and they could claim they abx tested the files and found one "better" than another - yes and Im waiting for a certain Nigerian Ambassador to transfer funds into my bank account, since you know, I sent him the transfer fee.....
So, so far as you shall see, in the unity gain test we have:
REAPER, Podium, Vegas, Pro Tools, Cubase, Nuendo, SAW, Samplitude, SONAR and Logic 8
You already know the answer: Samplitude and SAW have magical supermixer properties that will make hit producing euphonanity over all these other apps right?
Wrong, every one of these is a DEAD, MINUS INFINITY, null
Given the same input, all these apps produce the same output...they sound EXACTLY the same. Unless you can posit a theory of how identical files could sound different, I think its time to start worrying about mic positioning, control room accoustics, or hey, the talent of the "talent", you know, things that might actually matter
But wait, there's more....just in case some of these apps might be doing things a little differently, we did a test of turning down the channel fader by 6dB, turning UP the master fader by 6dB and rendering. I mean, If there IS any magic pixie dust sprinkled in the code somewhere, its gotta show in the level changes, where else could it be?
Unless the app is somehow screwed up, it should still null with the unity gain files right?
well....here's where things got a little interesting
We KNOW 100% that pan laws arent an issue here, or the unity gain renders would not have nulled
so, Vegas, SONAR, REAPER, and Pro Tools nulled with the unity gain files exactly as they should.
SAW did not - what seems to be a slight error in SAW's math resulted in a render which was 0.00451dB too quiet. When this gain was added back in, the file nulled as expected - note to the Shakti Stone arrangers out there, it still didnt make a different sounding file, just a quieter one that sounded exactly the same as the others once the level error was corrected
Logic 8 also, did not render correctly, it resulted in a file which was 0.06dB too loud. Again, turning down the file to the correct level resulted in a file which nulled to -infinity with the rest of the files.
Cubase/Nuendo - here is the weirdest one. These files did not null with the others. The level was correct, we know the pan law was correct, I just dont have an explanation for why these didn't render correctly.
(actually I do, as was pointed out, this is a known issue with cubendo: http://forum.nuendo.com/phpbb2/viewtopic.php?t=13345&postdays=0&postorder=asc&highlight=null+summing&start=0 )
But before you send that check to Sylvia Browne, these nulled to -99dB, HARDLY anything to write home about
Now, it is QUITE possible there was some pilot error involved so I heartily invite you to download the tests yourself, and have at it.
For all practical purposes, I consider this summing nonsense dead and buried.
***********************************
So, being a skeptics board, do you see anything wrong with my methodology?
And no, this didn't put it to rest, not 3 minutes had gone by and Ive already started hearing woo theories of cumulative magic poofter audio
For some background, among all the audiophile nonsense, past the magic cable pixie dust, and into the world of the so called professional engineer, we have "the DAW summing Myth" that comes up in audio forums, stores, studios, and what have you, every 15 or so minutes
The myth goes like this: Mixing audio in some DAW's (digital audio workstations) adds super faerie dust magic to the dound and results in a hit. Audio mixed in other DAW's not currently featured in the industry's main magazine produces inferior audio that cannot be used professionally
Might seem reasonable, but in truth, each and every app is designed to be as transparent as possible.
garbage in/ Garbage out
WYSIWYG
there are some gotchas, dealing with the amount of bits you have to work with, but when it comes down to it, its just math. 2+2 BETTER = 4 or else
And normally it does.
Even if it DIDNT, I submit there is nothing, nada, zilcho, that could possibly ALWAYS be better. No matter what sort of distortion, be it tone, dynamics, time tricks, it doesnt matter. I submit NOTHING will *always* be better than transparent
But still it goes on.
Today, I blew the whole day making and soliciting the help for, some real summing tests, as follows.
****************
Being such a tired and ridiculous topic that seems to come up every 11 minutes or so, I wanted to be able to point to a link where not only would it be proven that this whole summing issue is nonsense, but where you could prove it to YOURSELF!
This actually wasn't as easy as I had imagined it would be, and there are still a few little kinks to work out.
Here are the test files to download, along with the results:
http://pipelineaudio.net/samples/summing%20test.zip
Here is how it works:
For the "Straight Test"
1. Place all three files from the "test files" folder in your project
2. Set project for 44khz
3. Turn dither off if possible
4. Render to 24 bit 44khz wave file
For the "faders down 6 master up 6 Test"
1. Place all three files from the "test files" folder in your project
2. Set project for 44khz
3. Turn all three channel faders down to -6dB
4. Set master to +6dB
5. Turn dither off if possible
6. Render to 24 bit 44khz wave file
Now, assuming that an app isn't BROKEN, every single one of these files should be identical
err wait, some of the tinfoil hat crowd claims some apps have magic pixie dust summing math that makes the sound have more SOAR, so I included the outputs just in case there were sonic differences, and they could claim they abx tested the files and found one "better" than another - yes and Im waiting for a certain Nigerian Ambassador to transfer funds into my bank account, since you know, I sent him the transfer fee.....
So, so far as you shall see, in the unity gain test we have:
REAPER, Podium, Vegas, Pro Tools, Cubase, Nuendo, SAW, Samplitude, SONAR and Logic 8
You already know the answer: Samplitude and SAW have magical supermixer properties that will make hit producing euphonanity over all these other apps right?
Wrong, every one of these is a DEAD, MINUS INFINITY, null
Given the same input, all these apps produce the same output...they sound EXACTLY the same. Unless you can posit a theory of how identical files could sound different, I think its time to start worrying about mic positioning, control room accoustics, or hey, the talent of the "talent", you know, things that might actually matter
But wait, there's more....just in case some of these apps might be doing things a little differently, we did a test of turning down the channel fader by 6dB, turning UP the master fader by 6dB and rendering. I mean, If there IS any magic pixie dust sprinkled in the code somewhere, its gotta show in the level changes, where else could it be?
Unless the app is somehow screwed up, it should still null with the unity gain files right?
well....here's where things got a little interesting
We KNOW 100% that pan laws arent an issue here, or the unity gain renders would not have nulled
so, Vegas, SONAR, REAPER, and Pro Tools nulled with the unity gain files exactly as they should.
SAW did not - what seems to be a slight error in SAW's math resulted in a render which was 0.00451dB too quiet. When this gain was added back in, the file nulled as expected - note to the Shakti Stone arrangers out there, it still didnt make a different sounding file, just a quieter one that sounded exactly the same as the others once the level error was corrected
Logic 8 also, did not render correctly, it resulted in a file which was 0.06dB too loud. Again, turning down the file to the correct level resulted in a file which nulled to -infinity with the rest of the files.
Cubase/Nuendo - here is the weirdest one. These files did not null with the others. The level was correct, we know the pan law was correct, I just dont have an explanation for why these didn't render correctly.
(actually I do, as was pointed out, this is a known issue with cubendo: http://forum.nuendo.com/phpbb2/viewtopic.php?t=13345&postdays=0&postorder=asc&highlight=null+summing&start=0 )
But before you send that check to Sylvia Browne, these nulled to -99dB, HARDLY anything to write home about
Now, it is QUITE possible there was some pilot error involved so I heartily invite you to download the tests yourself, and have at it.
For all practical purposes, I consider this summing nonsense dead and buried.
***********************************
So, being a skeptics board, do you see anything wrong with my methodology?
And no, this didn't put it to rest, not 3 minutes had gone by and Ive already started hearing woo theories of cumulative magic poofter audio