gregorio
Headphoneus Supremus
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There are countless threads throughout Head-Fi dealing specifically with (or mentioning) bit depths and/or sampling rates in terms of perceived quality. Comparisons or opinions on so called Hi-Rez recordings, in terms of say Hi-Rez verses standard-definition CD (16/44.1), being a common example. There are always subjectivists who state that they can clearly hear a difference/improvement with Hi-Rez, an argument which is (rightly) rebutted by the better informed rationalists on the grounds that the subjectivists have fallen victim to at least one type of logical fallacy. At some stage during the thread, the rationalists will likely need to point out that the subjectivist/s are not comparing like with like; they are comparing different masters, not different formats. This quote taken from a recent thread is a typical example:
Quote:
I certainly agree with the first part of the quote and the first sentence of the second part but the last part ("we can only achieve better quality music when audio / mastering engineers start doing their job properly"), crops up fairly commonly here on Head-Fi in one form or another. IMHO, while the quote as a whole indicates an enlightened understanding of digital audio, this last part also indicates both a very narrow appreciation of "better quality" and a misunderstanding of the role of the mastering engineer. This, and some other aspects of mastering which appear to be generally quite poorly understood, is why I've started this thread.
"Better Quality":
Of course, the determination of quality is a personal, subjective opinion. Having said this, there are a number of determining factors members here would commonly agree on, which would therefore form somewhat of a consensus of opinion. A typical example is dynamic range. Heavily reducing the dynamic range, mainly accomplished through a process called "compression", is likely to have all of the following side effects: It increases the noise floor, it damages/smears the transients and it damages the stereo image (perceived width and/or depth). In any moderately decent consumer playback scenario, these side effects are usually perceived as distortion, a loss of detail and/or a poorer "soundstage". To those who listen to music critically and who have a better than "moderately decent" playback scenario, these side effects can (on occasion) legitimately be described as "night and day", especially if a significantly less compressed version is available for direct comparison. So, we can all agree (have a consensus opinion) that compressed recordings are "poor quality" and indicative of incompetent/poor mastering. ... Whoa, hang on a minute, not so fast!! There are a couple of fallacies in this statement which means that it's untrue, or at least, that it's only true sometimes:
1. While there are a variety of reasons people join Head-fi, probably the most common is to improve their playback scenario, either by looking for reviews/comparisons of specific equipment or occasionally by gaining a better understanding of how equipment works generally or by some combination of the two. While there are many different sub-groups of members, even those who appear polemically opposed, do have certain things in common, which makes them part of a bigger but still relatively small niche demographic. The consensus opinion, that which the vast majority of us can agree, is NOT a truism, it's specific to this bigger though still relatively small niche!
2. If this statement really were true, why would we (mastering engineers) go to the additional effort of adding audio compression in the first place? The reason is simple; virtually without exception, some amount of compression is desirable: It helps to smooth out or tie together an otherwise disparate recording (a common weakness with multi-tracked or multi-sourced mixes), it helps improve presence and it reduces dynamic range (I'll come back to why we might actually want this!). Providing not too much compression is applied, we can achieve these aims without too much of the unwanted side effects. While some compression processors are specifically designed to achieve these wanted aims as transparently as possible, others are specifically designed not to! "Classic" compressors take advantage of the non-linear nature of compression to add a type of colour, flavour or character which maybe desirable aesthetically. TV/film audio post virtually always employs the most transparent compressions but with music recordings it varies from genre to genre and even sometimes within the genre. It's not at all uncommon, with many genres, to employ different types of compression within the same music mix/master, to achieve different effects. In fact, this has evolved to the point where the use of compression itself can be described as an art and there are a number of rather convoluted compression "schemes" and ingenious applications.
Coming back to wanting to reduce dynamic range not only goes to the heart of the role of mastering but also ties the two above points together.
The Role of the Mastering Engineer:
The role of the mastering engineer is much more than just the application of compression, it's to take the producer's studio mix and turn it into a mix which works as intended in the consumer playback scenario (which raises issues I may address in a further post) but I'll continue with the example of compression. Both at the mixing level and the mastering level there are reasons why reducing the dynamic range is often desirable, for now, I'll just deal with the mastering side.
A lot of dynamic range is only a good thing if our playback scenario can actually reproduce it. I've used the term "playback scenario" rather than audio equipment because it's not just about the cost/quality of equipment. For example one can have a very expensive playback system, capable of reproducing a very wide dynamic range fitted in a car but in practice, while driving, we have a relatively poor playback scenario which is incapable of a wide dynamic range (due to engine, road and other traffic noise). Either we crank up the volume to hear the quiet parts and deafen ourselves when the loud parts come along or we set the loud parts to a comfortable level and then can't hear the quiet parts. Another example would be the use of decent head/earphones in a train, bus, plane or metro. Of course in many situations a poor playback scenario is caused by poor equipment or even fairly decent equipment turned down low because the listener is only listening casually, maybe while they're working or doing something else or maybe because it's late and the neighbours have complained! In ALL of these scenarios, a reduced or even a highly reduced dynamic range is a good thing! Being able to hear the whole track in relative comfort is obviously "better quality" (even with unwanted side effects) than only hearing some parts of it. Here on head-fi discussion is mostly in terms of optimum playback scenarios or at least as optimum as practical but this is a niche! As mastering engineers we rarely get the opportunity of mastering for a single niche playback scenario, we have to master for a number of different scenarios and this means that for the more extreme scenarios, compromises are inevitable. We could master recordings to have as much as a 70dB dynamic range but who would pay for them? Yes, many here would cheer but in reality only a portion of what is a already relatively tiny number of people (who have the required playback scenario) would buy such a recording. Just recouping the costs of making such a recording is quite a risk, let alone making any serious profit. By the way, a 70dB dynamic range is about the maximum practical, we would in certain cases be able make much more but we are running into a couple of practical limitations: 1. The dynamic range of mics and recording environments and 2. The safe range of human hearing. To hear all the dynamic range of even a 70dB recording means that if you have an extremely quiet listening environment, say 30dB, the peak level of the recording would be at 100dB, which most people would find very uncomfortable. Most consumers optimal listening environment is more likely to be around 50dB and therefore a max dynamic range of about 40dB would be more appropriate and for those who commonly listen to music while travelling or doing something else, 20dB or less would probably appear "better quality". In other words, a mastering engineer who crushes a recording with compression could be achieving "better quality" and very much "doing their job properly", even if it sounds the opposite to you personally in your personal playback scenario! One other consideration, mastering engineers (like other audio engineers) generally have limited executive authority. We don't have the final say, we can advise or recommend but at the end of the day our employers (musicians, producers or labels) can and do demand we give them what they want and commonly, that is a master more compressed than we would ideally like.
G
Quote:
The only reason why it would sound better is that it has been mixed & mastered differently than it's CD counterpart.
I'm pretty sure we all are up for better music quality, however upping the settings that are beyond human hearing to begin with doesn't magically do that; that's only snake oil ... we can only achieve better quality music when audio / mastering engineers start doing their job properly.
I certainly agree with the first part of the quote and the first sentence of the second part but the last part ("we can only achieve better quality music when audio / mastering engineers start doing their job properly"), crops up fairly commonly here on Head-Fi in one form or another. IMHO, while the quote as a whole indicates an enlightened understanding of digital audio, this last part also indicates both a very narrow appreciation of "better quality" and a misunderstanding of the role of the mastering engineer. This, and some other aspects of mastering which appear to be generally quite poorly understood, is why I've started this thread.
"Better Quality":
Of course, the determination of quality is a personal, subjective opinion. Having said this, there are a number of determining factors members here would commonly agree on, which would therefore form somewhat of a consensus of opinion. A typical example is dynamic range. Heavily reducing the dynamic range, mainly accomplished through a process called "compression", is likely to have all of the following side effects: It increases the noise floor, it damages/smears the transients and it damages the stereo image (perceived width and/or depth). In any moderately decent consumer playback scenario, these side effects are usually perceived as distortion, a loss of detail and/or a poorer "soundstage". To those who listen to music critically and who have a better than "moderately decent" playback scenario, these side effects can (on occasion) legitimately be described as "night and day", especially if a significantly less compressed version is available for direct comparison. So, we can all agree (have a consensus opinion) that compressed recordings are "poor quality" and indicative of incompetent/poor mastering. ... Whoa, hang on a minute, not so fast!! There are a couple of fallacies in this statement which means that it's untrue, or at least, that it's only true sometimes:
1. While there are a variety of reasons people join Head-fi, probably the most common is to improve their playback scenario, either by looking for reviews/comparisons of specific equipment or occasionally by gaining a better understanding of how equipment works generally or by some combination of the two. While there are many different sub-groups of members, even those who appear polemically opposed, do have certain things in common, which makes them part of a bigger but still relatively small niche demographic. The consensus opinion, that which the vast majority of us can agree, is NOT a truism, it's specific to this bigger though still relatively small niche!
2. If this statement really were true, why would we (mastering engineers) go to the additional effort of adding audio compression in the first place? The reason is simple; virtually without exception, some amount of compression is desirable: It helps to smooth out or tie together an otherwise disparate recording (a common weakness with multi-tracked or multi-sourced mixes), it helps improve presence and it reduces dynamic range (I'll come back to why we might actually want this!). Providing not too much compression is applied, we can achieve these aims without too much of the unwanted side effects. While some compression processors are specifically designed to achieve these wanted aims as transparently as possible, others are specifically designed not to! "Classic" compressors take advantage of the non-linear nature of compression to add a type of colour, flavour or character which maybe desirable aesthetically. TV/film audio post virtually always employs the most transparent compressions but with music recordings it varies from genre to genre and even sometimes within the genre. It's not at all uncommon, with many genres, to employ different types of compression within the same music mix/master, to achieve different effects. In fact, this has evolved to the point where the use of compression itself can be described as an art and there are a number of rather convoluted compression "schemes" and ingenious applications.
Coming back to wanting to reduce dynamic range not only goes to the heart of the role of mastering but also ties the two above points together.
The Role of the Mastering Engineer:
The role of the mastering engineer is much more than just the application of compression, it's to take the producer's studio mix and turn it into a mix which works as intended in the consumer playback scenario (which raises issues I may address in a further post) but I'll continue with the example of compression. Both at the mixing level and the mastering level there are reasons why reducing the dynamic range is often desirable, for now, I'll just deal with the mastering side.
A lot of dynamic range is only a good thing if our playback scenario can actually reproduce it. I've used the term "playback scenario" rather than audio equipment because it's not just about the cost/quality of equipment. For example one can have a very expensive playback system, capable of reproducing a very wide dynamic range fitted in a car but in practice, while driving, we have a relatively poor playback scenario which is incapable of a wide dynamic range (due to engine, road and other traffic noise). Either we crank up the volume to hear the quiet parts and deafen ourselves when the loud parts come along or we set the loud parts to a comfortable level and then can't hear the quiet parts. Another example would be the use of decent head/earphones in a train, bus, plane or metro. Of course in many situations a poor playback scenario is caused by poor equipment or even fairly decent equipment turned down low because the listener is only listening casually, maybe while they're working or doing something else or maybe because it's late and the neighbours have complained! In ALL of these scenarios, a reduced or even a highly reduced dynamic range is a good thing! Being able to hear the whole track in relative comfort is obviously "better quality" (even with unwanted side effects) than only hearing some parts of it. Here on head-fi discussion is mostly in terms of optimum playback scenarios or at least as optimum as practical but this is a niche! As mastering engineers we rarely get the opportunity of mastering for a single niche playback scenario, we have to master for a number of different scenarios and this means that for the more extreme scenarios, compromises are inevitable. We could master recordings to have as much as a 70dB dynamic range but who would pay for them? Yes, many here would cheer but in reality only a portion of what is a already relatively tiny number of people (who have the required playback scenario) would buy such a recording. Just recouping the costs of making such a recording is quite a risk, let alone making any serious profit. By the way, a 70dB dynamic range is about the maximum practical, we would in certain cases be able make much more but we are running into a couple of practical limitations: 1. The dynamic range of mics and recording environments and 2. The safe range of human hearing. To hear all the dynamic range of even a 70dB recording means that if you have an extremely quiet listening environment, say 30dB, the peak level of the recording would be at 100dB, which most people would find very uncomfortable. Most consumers optimal listening environment is more likely to be around 50dB and therefore a max dynamic range of about 40dB would be more appropriate and for those who commonly listen to music while travelling or doing something else, 20dB or less would probably appear "better quality". In other words, a mastering engineer who crushes a recording with compression could be achieving "better quality" and very much "doing their job properly", even if it sounds the opposite to you personally in your personal playback scenario! One other consideration, mastering engineers (like other audio engineers) generally have limited executive authority. We don't have the final say, we can advise or recommend but at the end of the day our employers (musicians, producers or labels) can and do demand we give them what they want and commonly, that is a master more compressed than we would ideally like.
G