VileRancour wrote:Yep, that's quantization noise for you. Funny thing is, I could swear that when I did it back then with old software ON the old hardware (e.g. w/ "Blaster Master" on the SB16, as recently mentioned by rfnagel), downsampling/bit depth reduction yielded far better results than what I hear when I do the same these days.
Part of that is probably a rose-colored rear view mirror. The other part is, I wasn't dealing with very high sample rates or bit depths in the source material to begin with.
It is not "rose colored mirror", it is because low sample rates often sound much better without an antialiasing filter rather than with it. Antialiasing filters on modern soundcards filter out aliasing noise, but also mute all frequncies below half of the sample rate. So a 22 Khz file on a modern soundcard lacks any frequency above 11 Khz, resulting in a dull sound. The 22 Khz file played without filtering is full of aliasing noise above 11 Khz, but human ears don't generally recognise the exact content of high frequencies as long as they are there. So the aliased file often sounds better than the "proper" version. You can do this thing with a bitcrusher even in the present day.
Filtered low samplerate files sound dull, while unfiltered has a "metallic" sound to it, ranging from a nice "sparkle" at 22 Khz samplerate to a rough, metal junk sound typical of Sega Genesis samples at 4 Khz.
It is not black/white either. Many old samplers/soundcards had a filter, but not a one that completely elliminated all frequencies above the half of the sampling rate. The Amiga, SB Pro and the SP1200 sampler had one for example.
Quantization noise, well, it can be lessned very much by dynamic compression. My bitcrusher experiments yeilded me a listenable file at 4-bit when used on popular music, given the loudness war makes most modern releases already compressed as fuck. Dithering and noiseshaping also helps.
I'll upload and link some examples later.