Re: Dolby A example (was Re: Has anyone ever used `echos` or `chorus`?)

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On 13/02/25 03:04, John Dyson via Sox-users wrote:
About the DolbyA thing...

All I could find was a mention of "about" 0.1s attack time, apparently the same decay time,

12dB/octave shoulders to the filters (not an mcompand parameter at present;

I dunno what it uses, 6dB per octave seems to be usual)

measuring Ray's graphs in the paper with a ruler, and someone saying that

it gets up to 10dB difference most of the way (which corresponds exactly

to the linear lower section of Ray's graphs) and up to 15dB at 15kHz,

which I took to mean the combined result of the parallel 3kHz and 9kHz filters,

forgot to include the 4db "knees" so that the curves are rounded instead of having corners

and rounded the figures to no decimal places so that each line would fit into 80 chars.

If you have more precise detail about what Dolby A should be, I would be happy

to amend the example so that it's closer. I'll even include decimal places ;-)

Adding a parameter to mcompand to specify the steepness of the filters' shoulders

also seems necessary for this use case, if I can figure out how to do that.

(Also, the Q values for the band splitter are approx 0.42 for 8.8kHz, 0.45 for 2.7kHz
> and apprx 1 or 1.2 for somewhere around 75-80Hz??

Hmm. So filter shoulder steepness would need to be specifiable for each frequency crossover point.


> Truly encoding/decoding DolbyA materials is a totally different world.

Yes. Emulating existing analog electronics is a totally different world. Csound might be able to help;

it makes SoX look like a handcart, but then their application domains are quite different.


It is probably very off topic for this mailing list...

Not if it affects needed changes (or, rather extensions) to SoX.

I need to know what people use it for and how it could be improved in the light of that.


    M



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