AES31
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AES31
AES31 is a standard developed by the Audio Engineering Society for the interchange of digital audio projects between different systems. The primary purpose of the standard is to allow exchange of audio editing projects between digital audio workstations (DAWs). The standard is divided into three parts, the most critical of which is the project interchange format, which defines a standard for edit decision lists. Parts ;Part 1 - Disk format :Ensures the ability to read files across platforms. ;Part 2 - File format :Specifies use of monaural Broadcast Wave Format files ;Part 3 - Project interchange :Provides a method of exchanging edit data in a text format. This allows an audio edit in one DAW to be opened in another, with little or no difference in the mix. The standard focuses on simple and accurate parsing, and human readability. Timecode The standard describes a ''time-code character format'' (TCF), which is used to express time code information in character notation. It ena ...
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Audio Engineering Society
The Audio Engineering Society (AES) is a professional body for engineers, scientists, other individuals with an interest or involvement in the professional audio industry. The membership largely comprises engineers developing devices or products for audio, and persons working in audio content production. It also includes acousticians, audiologists, academics, and those in other disciplines related to audio. The AES is the only worldwide professional society devoted exclusively to audio technology. Established in 1948, the Society develops, reviews and publishes engineering standards for the audio and related media industries, and produces the AES Conventions, which are held twice a year alternating between Europe and the US. The AES and individual regional or national ''sections'' also hold ''AES Conferences'' on different topics during the year. History The idea of a society dedicated solely to audio engineering had been discussed for some time before the first meeting, but was ...
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Edit Decision List
An edit decision list or EDL is used in the post-production process of film editing and video editing. The list contains an ordered list of reel and timecode data representing where each video clip can be obtained in order to conform the final cut. EDLs are created by offline editing systems, or can be paper documents constructed by hand such as shot logging. These days, linear video editing systems have been superseded by non-linear editing (NLE) systems which can output EDLs electronically to allow autoconform on an online editing system – the recreation of an edited programme from the original sources (usually video tapes) and the editing decisions in the EDL. They are also often used in the digital video editing world, so rather than referring to reels they can refer to sequences of images stored on disk. Some formats, such as CMX3600, can represent simple editing decisions only. Final Cut Pro XML, the Advanced Authoring Format (AAF), and AviSynth scripts are relatively ...
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Broadcast Wave Format
Broadcast Wave Format (BWF) is an extension of the popular Microsoft WAV audio format and is the recording format of most file-based non-linear digital recorders used for motion picture, radio and television production. It was first specified by the European Broadcasting Union in 1997, and updated in 2001 and 2003. It has been accepted as the ITU recommendation ITU-R BS.1352-3, Annex 1. The purpose of this file format is the addition of metadata to facilitate the seamless exchange of sound data between different computer platforms and applications. It specifies the format of metadata, allowing audio processing elements to identify themselves, document their activities, and supports timecode to enable synchronization with other recordings. This metadata is stored as extension chunks in a standard digital audio WAV file. BWF is the recommended format for digitizing sound files by the International Association of Sound and Audiovisual Archives. Files conforming to the Broadcast ...
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Digital Audio
Digital audio is a representation of sound recorded in, or converted into, digital form. In digital audio, the sound wave of the audio signal is typically encoded as numerical samples in a continuous sequence. For example, in CD audio, samples are taken 44,100 times per second, each with 16-bit sample depth. Digital audio is also the name for the entire technology of sound recording and reproduction using audio signals that have been encoded in digital form. Following significant advances in digital audio technology during the 1970s and 1980s, it gradually replaced analog audio technology in many areas of audio engineering, record production and telecommunications in the 1990s and 2000s In a digital audio system, an analog electrical signal representing the sound is converted with an analog-to-digital converter (ADC) into a digital signal, typically using pulse-code modulation (PCM). This digital signal can then be recorded, edited, modified, and copied using computer ...
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Digital Audio Workstation
A digital audio workstation (DAW) is an electronic device or application software used for Sound recording and reproduction, recording, editing and producing audio files. DAWs come in a wide variety of configurations from a single software program on a laptop, to an integrated stand-alone unit, all the way to a highly complex configuration of numerous components controlled by a central computer. Regardless of configuration, modern DAWs have a central interface that allows the user to alter and mix multiple recordings and tracks into a final produced piece. DAWs are used for producing and recording music, songs, human speech, speech, Radio broadcasting, radio, television, soundtracks, podcasts, sound effects and nearly any other situation where complex recorded audio is needed. Hardware Early attempts at digital audio workstations in the 1970s and 1980s faced limitations such as the high price of storage, and the vastly slower processing and disk speeds of the time. In 1978, ...
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Time Code
A timecode (alternatively, time code) is a sequence of numeric codes generated at regular intervals by a timing synchronization system. Timecode is used in video production, show control and other applications which require temporal coordination or logging of recording or actions. Video and film In video production and filmmaking, SMPTE timecode is used extensively for synchronization, and for logging and identifying material in recorded media. During filmmaking or video production shoot, the camera assistant will typically log the start and end timecodes of shots, and the data generated will be sent on to the editorial department for use in referencing those shots. This shot-logging process was traditionally done by hand using pen and paper, but is now typically done using shot-logging software running on a laptop computer that is connected to the timecode generator or the camera itself. The SMPTE family of timecodes are almost universally used in film, video and audio produ ...
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Video Field
In video, a field is one of the many still images which are displayed sequentially to create the impression of motion on the screen. Two fields comprise one video Film frame, frame. When the fields are displayed on a video monitor they are "Interlaced video, interlaced" so that the content of one field will be used on all of the odd-numbered lines on the screen and the other field will be displayed on the even lines. Converting fields to a still frame image requires a process called deinterlace, deinterlacing, in which the missing lines are duplicated or interpolation, interpolated to recreate the information that would have been contained in the discarded field. Since each field contains only half of the information of a full frame, however, deinterlaced images do not have the resolution of a full frame. In order to increase the resolution of video images, therefore, new schemes have been created that capture full-frame images for each frame. Video composed of such frames is cal ...
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Sample Rate
In signal processing, sampling is the reduction of a continuous-time signal to a discrete-time signal. A common example is the conversion of a sound wave to a sequence of "samples". A sample is a value of the signal at a point in time and/or space; this definition differs from the usage in statistics, which refers to a set of such values. A sampler is a subsystem or operation that extracts samples from a continuous signal. A theoretical ideal sampler produces samples equivalent to the instantaneous value of the continuous signal at the desired points. The original signal can be reconstructed from a sequence of samples, up to the Nyquist limit, by passing the sequence of samples through a type of low-pass filter called a reconstruction filter. Theory Functions of space, time, or any other dimension can be sampled, and similarly in two or more dimensions. For functions that vary with time, let ''S''(''t'') be a continuous function (or "signal") to be sampled, and let samp ...
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Plain Text
In computing, plain text is a loose term for data (e.g. file contents) that represent only characters of readable material but not its graphical representation nor other objects (floating-point numbers, images, etc.). It may also include a limited number of "whitespace" characters that affect simple arrangement of text, such as spaces, line breaks, or tabulation characters (although tab characters can "mean" many different things, so are hardly "plain"). Plain text is different from formatted text, where style information is included; from structured text, where structural parts of the document such as paragraphs, sections, and the like are identified; and from binary files in which some portions must be interpreted as binary objects (encoded integers, real numbers, images, etc.). The term is sometimes used quite loosely, to mean files that contain ''only'' "readable" content (or just files with nothing that the speaker doesn't prefer). For example, that could exclude any indic ...
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Markup Language
Markup language refers to a text-encoding system consisting of a set of symbols inserted in a text document to control its structure, formatting, or the relationship between its parts. Markup is often used to control the display of the document or to enrich its content to facilitating automated processing. A markup language is a set of rules governing what markup information may be included in a document and how it is combined with the content of the document in a way to facilitate use by humans and computer programs. The idea and terminology evolved from the "marking up" of paper manuscripts (i.e., the revision instructions by editors), which is traditionally written with a red pen or blue pencil on authors' manuscripts. Older markup languages, which typically focus on typography and presentation, include troff, TeX, and LaTeX. Scribe and most modern markup languages, for example XML, identify document components (for example headings, paragraphs, and tables), with the e ...
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Bracket
A bracket is either of two tall fore- or back-facing punctuation marks commonly used to isolate a segment of text or data from its surroundings. Typically deployed in symmetric pairs, an individual bracket may be identified as a 'left' or 'right' bracket or, alternatively, an "opening bracket" or "closing bracket", respectively, depending on the directionality of the context. Specific forms of the mark include parentheses (also called "rounded brackets"), square brackets, curly brackets (also called 'braces'), and angle brackets (also called 'chevrons'), as well as various less common pairs of symbols. As well as signifying the overall class of punctuation, the word "bracket" is commonly used to refer to a specific form of bracket, which varies from region to region. In most English-speaking countries, an unqualified word "bracket" refers to the parenthesis (round bracket); in the United States, the square bracket. Various forms of brackets are used in mathematics, with s ...
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Mix (magazine)
''Mix'' magazine is a periodical, billing itself as "the world's leading magazine for the professional recording and sound production technology industry". The magazine is headquartered in New York City and distributed in 94 countries. Its Korean version, ''Mix Korea'', was started in 2007. NewBay Media bought it from Penton Media in 2011. Future The future is the time after the past and present. Its arrival is considered inevitable due to the existence of time and the laws of physics. Due to the apparent nature of reality and the unavoidability of the future, everything that currently ... acquired NewBay Media in 2018. References External links See alsoInterview with founder, David SchwartzNAMM Oral History Library, January 14, 2011 Monthly magazines published in the United States Music magazines published in the United States Magazines established in 1977 Magazines published in New York City Professional and trade magazines 1977 establishments in New Yo ...
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