Logic pro x 32 bit floating point free. 32-bit Float Audio - When Is The Best Time To Use It?

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WaveBurner Pro part of Logic Studio actually reads 32 bit floating point files and converts them, but it's not usable for true conversion purposes unlike Barbabatch. The thing is that when you bounce a selection or a track, it would be highly beneficial to store tracks in bit float. Anytime you add destructive effects or do destructive editing, storing files in bit can be very necessary. I HATE that fact that if I bounce all of my tracks as audio files in Logic, not a one can clip , otherwise there is terrible distortion, even though it can clip hard during a mix with no adverse effects or distortion at all.

That being said, storing ALL recorded audio in bit is simply inefficient and needless. This is because the audio is still being recorded in 24 or even 16 bit resolution. Therefore, when storing all recorded audio in bit float, you are adding a byte of extraneous information every sample. Larry Mal. Hold on: the only time anyone needs dither is from going from 24 bits of depth to 16 bits of depth.

Going from 32 bits to 24 bits does not need dither, and no one who runs any kind of mastering studio wouldn't be ignorant of that. These are admittedly very low level artifatcs but that doesn't matter if you're interested in the best possible preservation of audio quality, as we should be as mastering engineers. Sorry if I come across as aggressive but with your obviously great reputation I feel I shouldn't have to tell you this!

Actually that is not true, the mantissa is normalised, meaning it always starts with 1 not 0. Since it always starts with 1 there is no need for that bit, instead a 1 is implied as the first bit in the mantissa, meaning it is actually 24bits.

Secondly since the signed bit have a special resereved bit not part of the mantissa you can store values from to , so the range is , which is twice as large and would require 25bits if the signed bit was part of the mantissa, or if it was represented as fixed. Again, the actual sound contents of a 24 bit WAV file and a 32 bit floating point are virtually identical. The 8 extra bits are reserved for headroom, not extra resolution as such.

Therefore there's virtually no difference in the actual sound contents, and going from 32 bit floating point to 24 bit is a fairly simple process, as Larry pointed out. Thank you, my wording was unclear I think in trying to be overly brief. You have 24bits represented with the first bit assumed to be 1 hence 23, but I see the second half of my first sentence still did clearly states that the first bit of the mantissa is assumed to be one.

As for the loss of precision, this is because the floating point values are not evenly distributed in their scale or separate from each other. Values represented at the extremes of the floating point scale have a lot of deviation which can certainly lead to quantize noise.

The tradeoff of course is that the quantize noise is so rediculously low in practice as I mention below that you get significantly better data out of the other end of many calculations than you would have by sticking with integers, and the math is tremendously simpler to code for complex operations like calculating DFT so there is less chance for an error in thinking through your algorithm.

If my understanding is wrong, feel free to point it out as you have been pointing out my lack of clarity. And in relation to another thread on HT here you can often get higher utilization of a processor due to the amount of resources available for INT based operations, again increasing execution speed. Point being that x86 based programmers typically prefer INT for the speed of execution and the multitude of ways that certain operations can be accomplished or simulated.

You also need to be aware of quantization errors or implement some form of accumulator to track these across multiple operations. Since these need to be accounted for on each step in an algorithm that performs calculation that's an additional burden for the programmer and gives room for error and bugs I can think of a few hardware units that suffer from poor programming in this regard even with DSPs.

So it would seem to follow that in floating point operations the vastly simplified number of ways to go about things and the fact that the representation of values has such incredible headroom with low quantization noise makes this much less of an issue. It's also entirely possible that the typical audio programmer is simply calling math routines that account for all of this most FFT based code seems to rely on this , in which case it may a nonissue for coding a plugin or typical DAW app.

The only real error I can see in the discussion above is in stating things like "The 8 extra bits are reserved for headroom, not extra resolution as such" when converting from 24INT to 32FLT. As we stated though the quantization noise is so negligable that no audio converter should be able to reproduce it their own self noise being significantly higher. Would a mastering chain magnify those errors to the point where you care?

It's not extraneous, since the number is stored in the same manner as scientific notation but with base two.

The extra byte is used for the exponent. You are still writing 8 extra bits of information to the disk per sample that has absolutely nothing to do with the actual LPCM stream arriving from the converter. Any stream from a bit converter can be accurately represented in 24 bits. Now, later, it can be useful for sure, but capturing every bit stream in bit seems like a lot of overhead in terms of disk space. Especially with most people today leaving 10dB of headroom while tracking Here's my question: In a bit mix environment, is it less strenuous on the system if all of your streams already in bit as opposed to storing in bit and having the mix engine preform the calculation on the fly?

If it is, I'll start recording in bit today in Nuendo. Again that's not totally accurate in my experience with floating point numbers, floating point can be significantly MORE accurate on signals with very low dynamics where a integer signal would have problems say with only 1 or 2 bits of precision available but on signals with extreme dynamics the deviation between values at the top of the scale is so large that you will certainly get quantization.

In practice though the quantize error noise is insignificant when converting back to an integer format as will be necessary for playback if nothing else. I'm not sure about the difference in execution speed on the latest generations of Intel CPU's, my understanding is that floating point operations have been heavily optimised and gained alot of hardware suport over the years.

Floats might even be faster, I'm not sure. Yes, you would have to look out for integer overflow with ints, but on the other hand, ints have better accuracy. The way I see it there would be things you would have to look out for either way.

I think it's related to the details of the discussion at large, but I agree that the benefit of storing data on disc as float is not beneficial most of the times, the way I see it. I'm not arguing that 32 bit floating point isn't more accurate than 24 bit fixed when you're processing audio, of course. But delivering a mix as a 32 bit floating point file and a 24 bit WAV file peaking at to -3 dBFS to the ME for mastering will yield virtually identical end results.

Furthermore, many professional mastering software applications do not accept 32 bit floating point files or simply convert them on import. As we have mentioned, you cannot install the app directly on your PC.

For that you need to take the route of a virtual machine. Here is what you need to do:. So to ensure smooth running of the app, it would be better to check whether your device meets the following requirements. Despite an arduous installation process, the app is worth every bit the hardship. It carries great features which are beneficial for beginners as well as professionals. It does a lot more than just cutting, trimming and joining audios.

If you feel Logic Pro is a bit too much, then opt for Audacity. Considering its features, the app is also a very good substitute you might try. It is free to download and provides you with a multitude of features. You can record or edit a sound from your computer. It is easy to handle and gives great results. It is another iOS option to choose from. GarageBand is a reliable DAW that is used widely around the globe.

The app has a large library of a host of music to choose from.

   


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