Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Pulse-width modulation
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Audio effects and amplification=== Varying the duty cycle of a pulse waveform in a synthesis instrument creates useful timbral variations. Some synthesizers have a duty-cycle trimmer for their square-wave outputs, and that trimmer can be set by ear; the 50% point (true square wave) is distinctive because even-numbered harmonics essentially disappear at 50%. Pulse waves, usually 50%, 25%, and 12.5%, make up the [[Video game music|soundtracks of classic video games]]. The term PWM as used in sound (music) synthesis refers to the ratio between the high and low level being secondarily modulated with a [[low-frequency oscillator]]. This gives a sound effect similar to [[Chorus (audio effect)|chorus]] or slightly detuned oscillators played together. (In fact, PWM is equivalent to the sum of two [[sawtooth wave]]s with one of them inverted.)<ref>{{Cite web|url=https://www.soundonsound.com/techniques/synthesizing-strings-pwm-string-sounds|title=Synthesizing Strings: PWM & String Sounds|website=www.soundonsound.com}}</ref> [[Class-D amplifier]]s produce a PWM equivalent of a lower frequency input signal that can be sent to a [[loudspeaker]] via a suitable filter network to block the carrier and recover the original lower frequency signal. Since they switch power directly from the high supply rail and low supply rail, these amplifiers have efficiency above 90% and can be relatively compact and light, even for large power outputs. For a few decades, industrial and military PWM amplifiers have been in common use, often for driving [[servomotor]]s. Field-gradient coils in [[MRI]] machines are driven by relatively high-power PWM amplifiers. Historically, a crude form of PWM has been used to play back [[PCM]] digital sound on the [[PC speaker]], which is driven by only two voltage levels, typically 0 V and 5 V. By carefully timing the duration of the pulses, and by relying on the speaker's physical filtering properties (limited frequency response, self-inductance, etc.) it was possible to obtain an approximate playback of mono PCM samples, although at a very low quality, and with greatly varying results between implementations. The [[Sega 32X]] uses PWM to play sample-based sound in its games. In more recent times, the [[Direct Stream Digital]] sound encoding method was introduced, which uses a generalized form of pulse-width modulation called [[pulse-density modulation]], at a high enough sampling rate (typically in the order of MHz) to cover the whole [[Acoustics|acoustic]] frequencies range with sufficient fidelity. This method is used in the [[Super Audio CD|SACD]] format, and reproduction of the encoded audio signal is essentially similar to the method used in class-D amplifiers.
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Pulse-width modulation
(section)
Add topic