3 ms·
This is not how any of this works. Sound simply is a variation of pressure over time, hence a one-dimensional signal (in classical physics, time is not consider
by fsh 6y ago
This is not how any of this works. Sound simply is a variation of pressure over time, hence a one-dimensional signal (in classical physics, time is not considered a dimension).
Sampling is simply a way of approximating this continuous signal on a digital computer. A music instrument doesn't have a sample rate and neither have your ears.
- sudosysgen 6y agoYour ears do have a sample rate. They are bandwidth limited, which is the same thing as having a sample rate. While in classical physics, time is not considered a dimension, if you what you want to do is encode a signal, or construct a mathematical model, time is very much a dimension.
- fsh 6y agoSorry, but this is completely wrong. Analog systems, such as human ears, can be band-limited but do not have a sample rate. In fact, any digital recording system requires analog lowpass-filtering to avoid aliasing. Otherwise, the original (analog) signal cannot be accurately reproduced from the samples. Of course you are free to use a different definition of "dimension" than the rest of the world. But this won't help making discussions any easier.
- sudosysgen 6y agoA digital signal with a sample rate of 1000hz is an exact representation of an analog signal with a bandwidth of 500hz. The low-pass filter is just part of how you would build a DAC. If you want to use the physics definition of dimensions in a discussion about colourspaces that has nothing to do with physics jargon, that's ok. If you want to represent amplitude over time, you need two dimensions. There is no graphical representation of sound that can be done in less than two dimensions for this reason. If you want to graphically represent the human perception of sound, you need three dimensions, that correspond to frequency, amplitude and time.