pinnahertz
Headphoneus Supremus
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- Mar 11, 2016
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1. We can't assume uncorrelated signals though, particularly when mixing music and, they're not at the same level. Nevertheless, even though the "law of uncorrelated summing" is extremely imprecise in practice (the real world of mixing real acoustic sound signal), as we increase the channel count we would build level.
Actually, you can assume uncorrelated. Correlated summing, and the resulting 6dB voltage increase when the number of summed channels doubles, only happens when you sum perfectly identical waveforms, in phase, and at an identical level. As you increase the total number of channels, the rare possibility of that happening gets buried in the huge number of uncorrelated channels being summed. Designing for correlated summing would only become necessary if you planned to identical signals to the majority of channels. Not something that would happen in music or film. Uncorrelated summing is also a worst-case scenario because it too assumes identical levels, but of completely different signals, to build at the rate of 3dB/channel count doubling. Reality is usually below that, often by quite a bit.
Headroom is simply the ratio of a nominal (and somewhat arbitrary) reference level to 0dBFS. 16 bit puts that somewhere around -15 to -20dBFS, usually. 24 bit lets you fudge that around without taking a noise hit. We're saying the same thing in different reference frames. If you look at a gain-structure diagram of an analog mixer you'll see reference levels moving all over the place depending on the specific need for headroom at that point in the design. That's how I look at 24 bit, you get more room to adjust your gain structure during the original recording because you're not fighting with the noise floor as much. Where I think a lot of location sound guys mess up is they record lower, but don't match the overload points of the entire system, so shouted dialog still gets crunched by a clipped preamp even though it's below 0dBFS. Just a guess, but easy to confirm.