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diff --git a/manual/xml/synchronization_concepts.xml b/manual/xml/synchronization_concepts.xml index 765bb69fe5..0947baf340 100644 --- a/manual/xml/synchronization_concepts.xml +++ b/manual/xml/synchronization_concepts.xml @@ -5,158 +5,164 @@ ]> <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> + <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> + <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> + <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> + <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> + <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> + 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> + <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="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="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> + <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> + <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="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> + <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" /> |