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diff --git a/manual/xml/synchronization_concepts.xml b/manual/xml/synchronization_concepts.xml new file mode 100644 index 0000000000..765bb69fe5 --- /dev/null +++ b/manual/xml/synchronization_concepts.xml @@ -0,0 +1,164 @@ +<?xml version="1.0" standalone="no"?> + +<!DOCTYPE section PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN" "http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd" [ + +]> + +<section id="sn-synchronization_concepts"> + <title>Synchronization Concepts</title> + <para> + As soon as you start handling audio on more than one device, it is important + to understand and to think about + <emphasis>synchronization</emphasis> + : how to get the devices to have the same sense of time and speed. + </para> + + <para> + However, there are two fundamentally different kinds of synchronization: + </para> + + <section id="sample-clock"> + <title>Sample Clock</title> + <para> + As outlined in the <emphasis>introductory concepts</emphasis> section, + digital audio is created by taking a "sample" of an analog signal level on + a periodic basis, say 48000 times per seconds (the "sample rate"). A + dedicated clock (the "sample clock") ((actually, an oscillating crystal, + but technology people call such things clocks)) "ticks" at that rate, and + every time it does, a new sample is measured. The way the clock is used to + convert digital audio back to an analog signal (i.e. to be sent to some + loudspeakers) is more complex, but the clock is still an absolutely + fundamental part of the mechanism. + </para> + + <para> + Whenever you connect two digital audio devices together in order to move + audio data from one to the other, you <emphasis>must ensure they share the + same sample clock</emphasis> . Why is this necessary? The oscillating + crystals used for the sample clock are generally very stable (they always + tick at the same speed), but there are always minute differences in the + speed that any two clocks tick at. When used by themselves, this makes no + difference, but connect two digital audio devices together and these minute + differences will eventually accumulate over time. Eventually, one of the + devices will be trying to read a sample "in the middle" of the other + device's tick, and the result is a small click or pop in the audio stream. + </para> + </section> + + <section id="timeline-sync"> + <title>Timeline Sync</title> + <para> + The concept of a timeline comes up over and over again when working with a + digital audio workstation, and also with video editing systems. By + "timeline" we mean nothing more than some way to define a "name" for the + point where certain sounds (and/or visual images) occur. When you work in + Ardour's editor window, the rulers near the top provide one or more + timelines in different units. You can look at the editor window and say + "this sound starts at 1 minute 32 seconds" or "this tracks fades out + starting at bar 13 beat 22". + </para> + + <para> + But what happens when you want to share a timeline between two different + devices? For example, you may want to run a hardware video editor in + conjunction with ardour, and always have the visual and audio playback be + at the same point "in time". How do they each know what "in time" means? + How do they know where the other one is? A mechanism for answering these + questions provides <emphasis>timeline synchronization</emphasis> . + </para> + + <para> + Timeline synchronization is entirely different from sample clock + synchronization. Two devices can share a sample clock, but never use + timeline information. Two devices can be sharing timeline information, but + run on different sample clocks - they might not even have sample clocks if + they are analog devices. + </para> + </section> + + <section id="word-clock"> + <title>Word Clock</title> + <para> + "Word Clock" is the name given to a signal used + to distribute the "ticks" of a sample clock to multiple devices. Most + digital audio devices that are intended for professional use have a word + clock connector and a way to tell the device to use either its internal + sample clock (for standalone use), or to use the word clock signal as the + sample clock. Because of the electrical characteristics of the signal, it is + very important that any length of cable used to distribute word clock is + "terminated" with a 75 ohm resistor at both ends. Unfortunately, some + devices include this terminator themselves, some contain a switchable + resistor and some do not. Worse still, the user manuals for many devices do + not provide any information on their termination configuration. It is often + necessary to ask the manufacturer in cases where it is not made very obvious + from marking near the word clock connectors on the device. + </para> + </section> + + <section id="timecode"> + <title>Timecode</title> + <para> + "Timecode" is a signal that contains positional or "timeline" information. + There are several different kinds of timecode signal, but by far the most + important is known as SMPTE. Its name is an acronym for the Society for + Motion Picture T?? Engineering, and timecode is just one of the standards + they defined, but its the most well known. Because of its origins in the + film/video world, SMPTE is very centered on the time units that matter to + film/video editors. The base unit is called a "frame" and corresponds to a + single still image in a film or video. There are typically on the order of + 20-30 frames per second, so the actual resolution of SMPTE timecode is not + very good compared to audio-based units where there are tens of thousands + of "frames" per second. + </para> + </section> + + <section id="SMPTE"> + <title>SMPTE</title> + <para> + SMPTE defines time using a combinations of hours, minutes, seconds, frames + and subframes, combined with the frame rate. In a film/video environment, + SMPTE is typically stored on the film/video media, and sent from the device + used to play it. There are different ways of storing it on the media - you + may come across terms like LTR and VTC - but the crucial idea to grasp is + that the film/video has a timecode signal "stamped" into it, so that it is + always possible to determine "what time it is" when any given image is + visible. + </para> + + <para> + SMPTE timecode is sent from one system to another as an analog audio + signal. You could listen to it if you wanted to, though it sounds like a + generally screeching and unpleasant noise. What the SMPTE standard defines + is a way to encode and decode the hrs:mins:secs:frames:subframes time into + or from this audio signal. + </para> + </section> + + <section id="mtc"> + <title>MTC</title> + <para> + The other very common form of timecode is known as "MTC" (MIDI Time Code). + However, MTC is actually nothing more than a different way to transmit + SMPTE timecode. It uses the exact same units as SMPTE timecode, but rather + than send the signal as audio MTC defines a transmission method that uses a + MIDI cabable and a data protocol. MTC consumes a measurable, but small, + percentage of the available bandwidth on a MIDI cable (on the order of + 2-3%). Most of the time, it is wise to use a single cable for MTC and MMC + (MIDI Machine Control) and not share it with "musical" MIDI data (the kind + that an instrument would send while being played). + </para> + </section> + + <section id="jack-transport"> + <title>JACK Transport</title> + <para> + For Ardour and other programs that use <emphasis>JACK</emphasis>, there is + another method of doing timeline synchronization that is not based on SMPTE + or MTC. + </para> + </section> +<!-- + <xi:include xmlns:xi="http://www.w3.org/2001/XInclude" + href="Some_Subsection.xml" /> + --> +</section> |