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Small attempt at documenting the dithering option.

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@11575 a1c6a512-1295-4272-9138-f99709370657
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Thom Johansen 2006-11-22 18:21:39 +00:00
parent 6675b64f46
commit 7ec3777883

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@ -385,3 +385,31 @@ is similar to ``Q'' in the Graphical EQ).
filters, and High Shelf, the peaking filters are not currently operational.}
}
\opt{SWCODEC}{
\section{Dithering}
This setting controls the dithering and noise shaping functionality of Rockbox.
Most of Rockbox' audio file decoders work at a higher bit depth than the 16 bits
used for output on the \daps{} audio connectors. The simplest way in which to
convert from one bit depth to another is simply discarding all the surplus bits.
This is the default behaviour, and adds distortion to the signal that will
vary in character along with the desired sound.
Dithering adds low-level noise to the signal prior to throwing away the surplus
bits, which gives the resulting signal a uniform noise floor which is
independent of the signal. Most people find this noise preferable to the
time-varying noise heard when not performing dithering.
After dithering, noise shaping is performed. This basically just pushes the
dithering noise to the parts of the frequency spectrum humans cannot hear so
easily. In Rockbox' case, some of the noise is pushed up to above 10 kHz.
This setting will be put to its best use when listening to dynamic music with
frequently occuring quiet parts, classical music being a typical example. It is
worth noting that the effects of dithering and noise shaping are very subtle,
and not easily noticable.
Rockbox uses highpass triangular distribution noise as the dithering noise
source, and a third order noise shaper.
}