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Question by AndyMartin458 · Oct 09, 2013 at 09:30 PM · c#floataudioclip

Why does an audio clip only want samples between 0 and 1.0?

I'm trying to create an audio clip from a set of floats, and it seems to me that having this limitation would severely limit the quality of the audio. Is that the case, or am I missing something?

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Answer by Hoeloe · Oct 09, 2013 at 09:45 PM

Well, yes there is a fundamental limit on it, but generally it's for performance reasons. Values between 0 and 1 give you a substantially large range to produce good quality audio. In fact, it's less the fact that it's between 0 and 1, and the fact that the samples are 32-bit floating points (rather than 64-bit) that puts the limitation. The meaning of a number is totally arbitrary, and in this case, it's essentially a percentage, where 1 means "the highest value" and 0 means "the lowest value". You would not get better quality audio by sampling between 0 and 255 with integers, because the number of discrete steps available is actually less, even for a 32-bit floating point. The reason 32-bit floats are chosen instead of 64-bit is a trade-off between the increase in audio quality (which is minor) and the increase in memory usage (which can be major).

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avatar image AndyMartin458 · Oct 09, 2013 at 09:52 PM 0
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Do you have any advice on normalizing my audio, which seems to range from -1 to 1?

avatar image Hoeloe · Oct 09, 2013 at 10:00 PM 0
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Simple. Add 1, divide by 2.

avatar image AndyMartin458 · Oct 09, 2013 at 10:03 PM 0
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haha, yeah, that does some like the right approach. Thanks!

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