Know Audio: Lossy Compression Algorithms And Distortion

In previous episodes of this long-running series looking at the world of high-quality audio, at every point we’ve stayed in the real world of physical audio hardware. From the human ear to the loudspeaker, from the DAC to measuring distortion, this is all stuff that can happen on your bench or in your Hi-Fi rack.

We’re now going for the first time to diverge from the practical world of hardware into the theoretical world of mathematics, as we consider a very contentious topic in the world of audio. We live in a world in which it is now normal for audio to have some form of digital compression applied to it, some of which has an effect on what is played back through our speakers and headphones. When a compression algorithm changes what we hear, it’s distortion in audio terms, but how much is it distorted and how do we even measure that? It’s time to dive in and play with some audio files. Continue reading “Know Audio: Lossy Compression Algorithms And Distortion”

Know Audio: Distortion Part Two

It’s been a while since the last installment in our Know Audio series, in which we investigated distortion as it applies to Hi-Fi audio. Now it’s time to return with part two of our look at distortion, and attempt some real-world distortion measurements on the bench.

Last time, we examined distortion from a theoretical perspective, as the introduction of unwanted harmonics as a result of non-linearities in the signal path. Sometimes that’s a desired result, as with a guitar pedal, but in a Hi-Fi system where the intention is to reproduce as faithfully as possible a piece of music from a recording, the aim is to make any signal path components as linear as possible. When we measure the distortion, usually expressed as THD, for Total Harmonic Distortion, of a piece of equipment we are measuring the ratio of those unwanted harmonics in the output to the frequencies we want,  and the resulting figure is commonly expressed in dB, or as a percentage. Continue reading “Know Audio: Distortion Part Two”

A red Sony PSP gaming console is shown, displaying the lines “Audio Mechanica,” “Brek Martin 2006-2025,” and “Waiting for Headphones.”

Running Guitar Effects On A PlayStation Portable

If your guitar needs more distortion, lower audio fidelity, or another musical effect, you can always shell out some money to get a dedicated piece of hardware. For a less conventional route, though, you could follow [Brek Martin]’s example and reprogram a handheld game console as a digital effects processor.

[Brek] started with a Sony PSP 3000 handheld, with which he had some prior programming experience, having previously written a GPS maps program and an audio recorder for it. The PSP has a microphone input as part of the connector for a headset and remote, though [Brek] found that a Sony remote’s PCB had to be plugged in before the PSP would recognize the microphone. To make things a bit easier to work with, he made a circuit board that connected the remote’s hardware to a microphone jack and an output plug.

[Brek] implemented three effects: a flanger, bitcrusher, and crossover distortion. Crossover distortion distorts the signal as it crosses zero, the bitcrusher reduces sample rate to make the signal choppier, and the flanger mixes the current signal with its variably-delayed copy. [Brek] would have liked to implement more effects, but the program’s lag would have made it impractical. He notes that the program could run more quickly if there were a way to reduce the sample chunk size from 1024 samples, but if there is a way to do so, he has yet to find it.

If you’d like a more dedicated digital audio processor, you can also build one, perhaps using some techniques to reduce lag.

Continue reading “Running Guitar Effects On A PlayStation Portable”

You Can Use An Old Tape Deck As A Distortion Pedal

Distorted guitars were a big part of the rock revolution last century; we try to forget about the roll. As a youth, [David Hilowitz] couldn’t afford a loud aggressive amp, a distortion pedal, or even a proper electric guitar. This experience ended up teaching him that you can use random old audio hardware as a distortion effect.

[David’s] guitar journey started when he found a classical guitar on a dumpster. He learned to play, but longed for the sound of a proper electric guitar. Family friends gifted him a solitary pickup, intending he build a guitar, but he simply duct-taped it to his steel-strung classical instead. The only thing he lacked was an amp. He made do with an old stereo system and a record pre-amp. With his his faux-electric guitar plugged into the microphone input, he was blessed with a rudimentary but pleasant distortion that filled his heart with joy.

[David] goes on to explain the concepts behind distorted guitar sounds, and how his home hi-fi was able to serve as a passable starter amp when he was young and couldn’t afford better. He then goes on the hunt for more old gear at a local Goodwill store, finding a neat old tape deck that similarly produced some nice warm distorted tones. In [David’s] experience, old hi-fi gear with microphone inputs can generally do a decent job in this role, with electric guitar pickups typically overloading the preamps which expect a lower-level signal. It’s different to what you’d get from a Big Muff or Boss DS-1, but it’s a neat sound nonetheless.

We’ve looked at distortion effects before, including rolling your own and putting it into production. Video after the break.

Continue reading “You Can Use An Old Tape Deck As A Distortion Pedal”