OT wifey amazes me AGAIN
#151
Guest
Posts: n/a
Re: OT wifey amazes me AGAIN
"FrankW" <fworm@mxznorpak.ca> wrote in message
news:b-mcnQvh5uyhRguiU-KYiw@magma.ca...
> As for rocks... Well it's like any machine. Put the wheels on the
> highest rocks to climb over or go around.( I don't climbs rocks for fun)
ive met a few argo and argo type rigs on the trail in 6x6 and even 8x8
configurations. theyre a great all around machine, but my experience with
them has left me with the impression that they arent at home in rocks. im
not talking about crossing a rock here and there, im talking about in more
aggressive areas like daniel at uwharrie, or anywhere at tellico. while you
can make it go, it seems to require far more effort than i would want to put
into it. skid steer just is not effective in off camber rocky situations.
or maybe it was just those particular riders.
> I guarantee that a Jeep or Quad cannot follow me up at the hunt camp.
you talking 4x4 quads? unless youre referencing floatation......
--
Nathan W. Collier
http://7SlotGrille.com
news:b-mcnQvh5uyhRguiU-KYiw@magma.ca...
> As for rocks... Well it's like any machine. Put the wheels on the
> highest rocks to climb over or go around.( I don't climbs rocks for fun)
ive met a few argo and argo type rigs on the trail in 6x6 and even 8x8
configurations. theyre a great all around machine, but my experience with
them has left me with the impression that they arent at home in rocks. im
not talking about crossing a rock here and there, im talking about in more
aggressive areas like daniel at uwharrie, or anywhere at tellico. while you
can make it go, it seems to require far more effort than i would want to put
into it. skid steer just is not effective in off camber rocky situations.
or maybe it was just those particular riders.
> I guarantee that a Jeep or Quad cannot follow me up at the hunt camp.
you talking 4x4 quads? unless youre referencing floatation......
--
Nathan W. Collier
http://7SlotGrille.com
#152
Guest
Posts: n/a
Re: Argo and other 6-8 wheeled ATV capabilities was Re: OT wifey amazes me AGAIN
"Scooby Don't" <Scooby_do_not@yahoo.com> wrote in message
news:2atdpv4almcn8nh8hkcobmaucq47i4im22@4ax.com...
> I won't
> ever be able to ride a Quad agaid so the Rhino is looking mighty good
> and I'll be interested to see what Nathan says about it's
> capabilities.
so far im amazed by this machine. the proof lies in the rocks though, and
thats coming this weekend.
> Quads are fast and it would be nice if they could double the speed on
> the Argo.
my '01 arctic cat 500 4x4 manual runs out about 52mph....58 with the
"normal" tires on it. there are many faster machines, but i prefered the
low end torque of the cat. now they have the 650 vtwin cat that gives you
the best of both. another option is the polaris ranger. i was going to get
the ranger until yamaha announced the release of the rhino about 6 months
ago. both are great machines, but i went with the smaller rhino because i
dont like the polaris front drive system. it works like "auto" 4x4 on the
expedition. if you put it in 4x4, the front wheels dont pull until the
machine senses rear wheel slippage and then it locks them in. when there is
no more slippage, it releases the front drive. i would have gone that route
for the benefits of a side by side, but im glad now that i waited.
--
Nathan W. Collier
http://7SlotGrille.com
news:2atdpv4almcn8nh8hkcobmaucq47i4im22@4ax.com...
> I won't
> ever be able to ride a Quad agaid so the Rhino is looking mighty good
> and I'll be interested to see what Nathan says about it's
> capabilities.
so far im amazed by this machine. the proof lies in the rocks though, and
thats coming this weekend.
> Quads are fast and it would be nice if they could double the speed on
> the Argo.
my '01 arctic cat 500 4x4 manual runs out about 52mph....58 with the
"normal" tires on it. there are many faster machines, but i prefered the
low end torque of the cat. now they have the 650 vtwin cat that gives you
the best of both. another option is the polaris ranger. i was going to get
the ranger until yamaha announced the release of the rhino about 6 months
ago. both are great machines, but i went with the smaller rhino because i
dont like the polaris front drive system. it works like "auto" 4x4 on the
expedition. if you put it in 4x4, the front wheels dont pull until the
machine senses rear wheel slippage and then it locks them in. when there is
no more slippage, it releases the front drive. i would have gone that route
for the benefits of a side by side, but im glad now that i waited.
--
Nathan W. Collier
http://7SlotGrille.com
#153
Guest
Posts: n/a
Re: Argo and other 6-8 wheeled ATV capabilities was Re: OT wifey amazes me AGAIN
"Scooby Don't" <Scooby_do_not@yahoo.com> wrote in message
news:2atdpv4almcn8nh8hkcobmaucq47i4im22@4ax.com...
> I won't
> ever be able to ride a Quad agaid so the Rhino is looking mighty good
> and I'll be interested to see what Nathan says about it's
> capabilities.
so far im amazed by this machine. the proof lies in the rocks though, and
thats coming this weekend.
> Quads are fast and it would be nice if they could double the speed on
> the Argo.
my '01 arctic cat 500 4x4 manual runs out about 52mph....58 with the
"normal" tires on it. there are many faster machines, but i prefered the
low end torque of the cat. now they have the 650 vtwin cat that gives you
the best of both. another option is the polaris ranger. i was going to get
the ranger until yamaha announced the release of the rhino about 6 months
ago. both are great machines, but i went with the smaller rhino because i
dont like the polaris front drive system. it works like "auto" 4x4 on the
expedition. if you put it in 4x4, the front wheels dont pull until the
machine senses rear wheel slippage and then it locks them in. when there is
no more slippage, it releases the front drive. i would have gone that route
for the benefits of a side by side, but im glad now that i waited.
--
Nathan W. Collier
http://7SlotGrille.com
news:2atdpv4almcn8nh8hkcobmaucq47i4im22@4ax.com...
> I won't
> ever be able to ride a Quad agaid so the Rhino is looking mighty good
> and I'll be interested to see what Nathan says about it's
> capabilities.
so far im amazed by this machine. the proof lies in the rocks though, and
thats coming this weekend.
> Quads are fast and it would be nice if they could double the speed on
> the Argo.
my '01 arctic cat 500 4x4 manual runs out about 52mph....58 with the
"normal" tires on it. there are many faster machines, but i prefered the
low end torque of the cat. now they have the 650 vtwin cat that gives you
the best of both. another option is the polaris ranger. i was going to get
the ranger until yamaha announced the release of the rhino about 6 months
ago. both are great machines, but i went with the smaller rhino because i
dont like the polaris front drive system. it works like "auto" 4x4 on the
expedition. if you put it in 4x4, the front wheels dont pull until the
machine senses rear wheel slippage and then it locks them in. when there is
no more slippage, it releases the front drive. i would have gone that route
for the benefits of a side by side, but im glad now that i waited.
--
Nathan W. Collier
http://7SlotGrille.com
#154
Guest
Posts: n/a
Re: Argo and other 6-8 wheeled ATV capabilities was Re: OT wifey amazes me AGAIN
"Scooby Don't" <Scooby_do_not@yahoo.com> wrote in message
news:2atdpv4almcn8nh8hkcobmaucq47i4im22@4ax.com...
> I won't
> ever be able to ride a Quad agaid so the Rhino is looking mighty good
> and I'll be interested to see what Nathan says about it's
> capabilities.
so far im amazed by this machine. the proof lies in the rocks though, and
thats coming this weekend.
> Quads are fast and it would be nice if they could double the speed on
> the Argo.
my '01 arctic cat 500 4x4 manual runs out about 52mph....58 with the
"normal" tires on it. there are many faster machines, but i prefered the
low end torque of the cat. now they have the 650 vtwin cat that gives you
the best of both. another option is the polaris ranger. i was going to get
the ranger until yamaha announced the release of the rhino about 6 months
ago. both are great machines, but i went with the smaller rhino because i
dont like the polaris front drive system. it works like "auto" 4x4 on the
expedition. if you put it in 4x4, the front wheels dont pull until the
machine senses rear wheel slippage and then it locks them in. when there is
no more slippage, it releases the front drive. i would have gone that route
for the benefits of a side by side, but im glad now that i waited.
--
Nathan W. Collier
http://7SlotGrille.com
news:2atdpv4almcn8nh8hkcobmaucq47i4im22@4ax.com...
> I won't
> ever be able to ride a Quad agaid so the Rhino is looking mighty good
> and I'll be interested to see what Nathan says about it's
> capabilities.
so far im amazed by this machine. the proof lies in the rocks though, and
thats coming this weekend.
> Quads are fast and it would be nice if they could double the speed on
> the Argo.
my '01 arctic cat 500 4x4 manual runs out about 52mph....58 with the
"normal" tires on it. there are many faster machines, but i prefered the
low end torque of the cat. now they have the 650 vtwin cat that gives you
the best of both. another option is the polaris ranger. i was going to get
the ranger until yamaha announced the release of the rhino about 6 months
ago. both are great machines, but i went with the smaller rhino because i
dont like the polaris front drive system. it works like "auto" 4x4 on the
expedition. if you put it in 4x4, the front wheels dont pull until the
machine senses rear wheel slippage and then it locks them in. when there is
no more slippage, it releases the front drive. i would have gone that route
for the benefits of a side by side, but im glad now that i waited.
--
Nathan W. Collier
http://7SlotGrille.com
#155
Guest
Posts: n/a
Re: OT wifey amazes me AGAIN
"Lon Stowell" <LonDot.Stowell@ComcastPeriod.Net> wrote in message
news:KgClb.2583$HS4.7626@attbi_s01...
> Oversampling doesn't prevent skipping, has nada to to with it.
? i thought oversampling was where the player reads ahead and plays from
memory therefore reducing skips?
--
Nathan W. Collier
http://7SlotGrille.com
news:KgClb.2583$HS4.7626@attbi_s01...
> Oversampling doesn't prevent skipping, has nada to to with it.
? i thought oversampling was where the player reads ahead and plays from
memory therefore reducing skips?
--
Nathan W. Collier
http://7SlotGrille.com
#156
Guest
Posts: n/a
Re: OT wifey amazes me AGAIN
"Lon Stowell" <LonDot.Stowell@ComcastPeriod.Net> wrote in message
news:KgClb.2583$HS4.7626@attbi_s01...
> Oversampling doesn't prevent skipping, has nada to to with it.
? i thought oversampling was where the player reads ahead and plays from
memory therefore reducing skips?
--
Nathan W. Collier
http://7SlotGrille.com
news:KgClb.2583$HS4.7626@attbi_s01...
> Oversampling doesn't prevent skipping, has nada to to with it.
? i thought oversampling was where the player reads ahead and plays from
memory therefore reducing skips?
--
Nathan W. Collier
http://7SlotGrille.com
#157
Guest
Posts: n/a
Re: OT wifey amazes me AGAIN
"Lon Stowell" <LonDot.Stowell@ComcastPeriod.Net> wrote in message
news:KgClb.2583$HS4.7626@attbi_s01...
> Oversampling doesn't prevent skipping, has nada to to with it.
? i thought oversampling was where the player reads ahead and plays from
memory therefore reducing skips?
--
Nathan W. Collier
http://7SlotGrille.com
news:KgClb.2583$HS4.7626@attbi_s01...
> Oversampling doesn't prevent skipping, has nada to to with it.
? i thought oversampling was where the player reads ahead and plays from
memory therefore reducing skips?
--
Nathan W. Collier
http://7SlotGrille.com
#158
Guest
Posts: n/a
Re: OT wifey amazes me AGAIN
Approximately 10/22/03 15:44, Nathan Collier uttered for posterity:
> "Lon Stowell" <LonDot.Stowell@ComcastPeriod.Net> wrote in message
> news:KgClb.2583$HS4.7626@attbi_s01...
>> Oversampling doesn't prevent skipping, has nada to to with it.
>
> ? i thought oversampling was where the player reads ahead and plays from
> memory therefore reducing skips?
No.
The only way you could read ahead is to spin the disk faster than
the music rate. Don't know of any music player or even CD-ROM
that does this when playing the data as music. Ripping CD-ROM's
of course do overspin, but that is recovering the music as
data, not music.
For skip/loss issues, a music CD has it much easier than a data one.
The music is group encoded and interleaved such that the player
can actually lose one entire group sample and still be able to
recover the original signal 100%. And if the loss is beyond the
ability of the player to recover from error and group encoding,
the player will typically interpolate the missing values.
[Muting will either produce a pronounced "click" or will cause
more audible effects than simply interpolating.] Engineering
opinions vary on what to do if the music track is lost, some
players hold the pickup exactly in place and hope it is
recovered. Some do that at first, but then slowly move the
pickup outwards, hoping to pick up the next track. [not song,
just the linear track] and recover a better clock. For
a player that gets moved a lot, first you make sure the
playback mechanicals are really really light weight, so
they are more immune to being jarred out of place. Then
you add a few Megabytes of FIFO memory in series with the
data. That way, if you drop the signal at the pickup
end, you can hopefully recover it and stuff it into that
FIFO exactly where it belongs before the FIFO empties out.
This memory is what really helps a moving type player
handle shocks... it doesn't handle them, it just cheats
and uses the data as it comes out of the FIFO and hopes
the pickup manages to wander back into place before the
memory is drained of music.
Oversampling is used to make it easier on the D/A convertors,
whether multibit or single bit. Oversampling consists of
[and this is oversimplification] simply sampling the *same*
sound sample multiple times. 2x to 16x or so oversampling
usually means that the player has a linear D/A of which there
are cheap ones and very good ones but not both. This oversampling
can help with clock recovery issues as it is extremely
important that the digital recovered data be fed to the
convertor at exactly the rate at which it was recorded
[nominally 44.1 Khz] and that the successive clocks do
not vary as far as when they are used to clock the music
sample. Anything over 16x Oversampling with a Linear PCM
D/A is marketing fluff. Oversampling rates of 96x to
abou 256x mean that the D/A is pulse width modulated.
In other words the analog signal is created by simply
switching on and off a single bit at many times the original
music rate, then integrate the result and viola.
--
My governor can kick your governor's ***
> "Lon Stowell" <LonDot.Stowell@ComcastPeriod.Net> wrote in message
> news:KgClb.2583$HS4.7626@attbi_s01...
>> Oversampling doesn't prevent skipping, has nada to to with it.
>
> ? i thought oversampling was where the player reads ahead and plays from
> memory therefore reducing skips?
No.
The only way you could read ahead is to spin the disk faster than
the music rate. Don't know of any music player or even CD-ROM
that does this when playing the data as music. Ripping CD-ROM's
of course do overspin, but that is recovering the music as
data, not music.
For skip/loss issues, a music CD has it much easier than a data one.
The music is group encoded and interleaved such that the player
can actually lose one entire group sample and still be able to
recover the original signal 100%. And if the loss is beyond the
ability of the player to recover from error and group encoding,
the player will typically interpolate the missing values.
[Muting will either produce a pronounced "click" or will cause
more audible effects than simply interpolating.] Engineering
opinions vary on what to do if the music track is lost, some
players hold the pickup exactly in place and hope it is
recovered. Some do that at first, but then slowly move the
pickup outwards, hoping to pick up the next track. [not song,
just the linear track] and recover a better clock. For
a player that gets moved a lot, first you make sure the
playback mechanicals are really really light weight, so
they are more immune to being jarred out of place. Then
you add a few Megabytes of FIFO memory in series with the
data. That way, if you drop the signal at the pickup
end, you can hopefully recover it and stuff it into that
FIFO exactly where it belongs before the FIFO empties out.
This memory is what really helps a moving type player
handle shocks... it doesn't handle them, it just cheats
and uses the data as it comes out of the FIFO and hopes
the pickup manages to wander back into place before the
memory is drained of music.
Oversampling is used to make it easier on the D/A convertors,
whether multibit or single bit. Oversampling consists of
[and this is oversimplification] simply sampling the *same*
sound sample multiple times. 2x to 16x or so oversampling
usually means that the player has a linear D/A of which there
are cheap ones and very good ones but not both. This oversampling
can help with clock recovery issues as it is extremely
important that the digital recovered data be fed to the
convertor at exactly the rate at which it was recorded
[nominally 44.1 Khz] and that the successive clocks do
not vary as far as when they are used to clock the music
sample. Anything over 16x Oversampling with a Linear PCM
D/A is marketing fluff. Oversampling rates of 96x to
abou 256x mean that the D/A is pulse width modulated.
In other words the analog signal is created by simply
switching on and off a single bit at many times the original
music rate, then integrate the result and viola.
--
My governor can kick your governor's ***
#159
Guest
Posts: n/a
Re: OT wifey amazes me AGAIN
Approximately 10/22/03 15:44, Nathan Collier uttered for posterity:
> "Lon Stowell" <LonDot.Stowell@ComcastPeriod.Net> wrote in message
> news:KgClb.2583$HS4.7626@attbi_s01...
>> Oversampling doesn't prevent skipping, has nada to to with it.
>
> ? i thought oversampling was where the player reads ahead and plays from
> memory therefore reducing skips?
No.
The only way you could read ahead is to spin the disk faster than
the music rate. Don't know of any music player or even CD-ROM
that does this when playing the data as music. Ripping CD-ROM's
of course do overspin, but that is recovering the music as
data, not music.
For skip/loss issues, a music CD has it much easier than a data one.
The music is group encoded and interleaved such that the player
can actually lose one entire group sample and still be able to
recover the original signal 100%. And if the loss is beyond the
ability of the player to recover from error and group encoding,
the player will typically interpolate the missing values.
[Muting will either produce a pronounced "click" or will cause
more audible effects than simply interpolating.] Engineering
opinions vary on what to do if the music track is lost, some
players hold the pickup exactly in place and hope it is
recovered. Some do that at first, but then slowly move the
pickup outwards, hoping to pick up the next track. [not song,
just the linear track] and recover a better clock. For
a player that gets moved a lot, first you make sure the
playback mechanicals are really really light weight, so
they are more immune to being jarred out of place. Then
you add a few Megabytes of FIFO memory in series with the
data. That way, if you drop the signal at the pickup
end, you can hopefully recover it and stuff it into that
FIFO exactly where it belongs before the FIFO empties out.
This memory is what really helps a moving type player
handle shocks... it doesn't handle them, it just cheats
and uses the data as it comes out of the FIFO and hopes
the pickup manages to wander back into place before the
memory is drained of music.
Oversampling is used to make it easier on the D/A convertors,
whether multibit or single bit. Oversampling consists of
[and this is oversimplification] simply sampling the *same*
sound sample multiple times. 2x to 16x or so oversampling
usually means that the player has a linear D/A of which there
are cheap ones and very good ones but not both. This oversampling
can help with clock recovery issues as it is extremely
important that the digital recovered data be fed to the
convertor at exactly the rate at which it was recorded
[nominally 44.1 Khz] and that the successive clocks do
not vary as far as when they are used to clock the music
sample. Anything over 16x Oversampling with a Linear PCM
D/A is marketing fluff. Oversampling rates of 96x to
abou 256x mean that the D/A is pulse width modulated.
In other words the analog signal is created by simply
switching on and off a single bit at many times the original
music rate, then integrate the result and viola.
--
My governor can kick your governor's ***
> "Lon Stowell" <LonDot.Stowell@ComcastPeriod.Net> wrote in message
> news:KgClb.2583$HS4.7626@attbi_s01...
>> Oversampling doesn't prevent skipping, has nada to to with it.
>
> ? i thought oversampling was where the player reads ahead and plays from
> memory therefore reducing skips?
No.
The only way you could read ahead is to spin the disk faster than
the music rate. Don't know of any music player or even CD-ROM
that does this when playing the data as music. Ripping CD-ROM's
of course do overspin, but that is recovering the music as
data, not music.
For skip/loss issues, a music CD has it much easier than a data one.
The music is group encoded and interleaved such that the player
can actually lose one entire group sample and still be able to
recover the original signal 100%. And if the loss is beyond the
ability of the player to recover from error and group encoding,
the player will typically interpolate the missing values.
[Muting will either produce a pronounced "click" or will cause
more audible effects than simply interpolating.] Engineering
opinions vary on what to do if the music track is lost, some
players hold the pickup exactly in place and hope it is
recovered. Some do that at first, but then slowly move the
pickup outwards, hoping to pick up the next track. [not song,
just the linear track] and recover a better clock. For
a player that gets moved a lot, first you make sure the
playback mechanicals are really really light weight, so
they are more immune to being jarred out of place. Then
you add a few Megabytes of FIFO memory in series with the
data. That way, if you drop the signal at the pickup
end, you can hopefully recover it and stuff it into that
FIFO exactly where it belongs before the FIFO empties out.
This memory is what really helps a moving type player
handle shocks... it doesn't handle them, it just cheats
and uses the data as it comes out of the FIFO and hopes
the pickup manages to wander back into place before the
memory is drained of music.
Oversampling is used to make it easier on the D/A convertors,
whether multibit or single bit. Oversampling consists of
[and this is oversimplification] simply sampling the *same*
sound sample multiple times. 2x to 16x or so oversampling
usually means that the player has a linear D/A of which there
are cheap ones and very good ones but not both. This oversampling
can help with clock recovery issues as it is extremely
important that the digital recovered data be fed to the
convertor at exactly the rate at which it was recorded
[nominally 44.1 Khz] and that the successive clocks do
not vary as far as when they are used to clock the music
sample. Anything over 16x Oversampling with a Linear PCM
D/A is marketing fluff. Oversampling rates of 96x to
abou 256x mean that the D/A is pulse width modulated.
In other words the analog signal is created by simply
switching on and off a single bit at many times the original
music rate, then integrate the result and viola.
--
My governor can kick your governor's ***
#160
Guest
Posts: n/a
Re: OT wifey amazes me AGAIN
Approximately 10/22/03 15:44, Nathan Collier uttered for posterity:
> "Lon Stowell" <LonDot.Stowell@ComcastPeriod.Net> wrote in message
> news:KgClb.2583$HS4.7626@attbi_s01...
>> Oversampling doesn't prevent skipping, has nada to to with it.
>
> ? i thought oversampling was where the player reads ahead and plays from
> memory therefore reducing skips?
No.
The only way you could read ahead is to spin the disk faster than
the music rate. Don't know of any music player or even CD-ROM
that does this when playing the data as music. Ripping CD-ROM's
of course do overspin, but that is recovering the music as
data, not music.
For skip/loss issues, a music CD has it much easier than a data one.
The music is group encoded and interleaved such that the player
can actually lose one entire group sample and still be able to
recover the original signal 100%. And if the loss is beyond the
ability of the player to recover from error and group encoding,
the player will typically interpolate the missing values.
[Muting will either produce a pronounced "click" or will cause
more audible effects than simply interpolating.] Engineering
opinions vary on what to do if the music track is lost, some
players hold the pickup exactly in place and hope it is
recovered. Some do that at first, but then slowly move the
pickup outwards, hoping to pick up the next track. [not song,
just the linear track] and recover a better clock. For
a player that gets moved a lot, first you make sure the
playback mechanicals are really really light weight, so
they are more immune to being jarred out of place. Then
you add a few Megabytes of FIFO memory in series with the
data. That way, if you drop the signal at the pickup
end, you can hopefully recover it and stuff it into that
FIFO exactly where it belongs before the FIFO empties out.
This memory is what really helps a moving type player
handle shocks... it doesn't handle them, it just cheats
and uses the data as it comes out of the FIFO and hopes
the pickup manages to wander back into place before the
memory is drained of music.
Oversampling is used to make it easier on the D/A convertors,
whether multibit or single bit. Oversampling consists of
[and this is oversimplification] simply sampling the *same*
sound sample multiple times. 2x to 16x or so oversampling
usually means that the player has a linear D/A of which there
are cheap ones and very good ones but not both. This oversampling
can help with clock recovery issues as it is extremely
important that the digital recovered data be fed to the
convertor at exactly the rate at which it was recorded
[nominally 44.1 Khz] and that the successive clocks do
not vary as far as when they are used to clock the music
sample. Anything over 16x Oversampling with a Linear PCM
D/A is marketing fluff. Oversampling rates of 96x to
abou 256x mean that the D/A is pulse width modulated.
In other words the analog signal is created by simply
switching on and off a single bit at many times the original
music rate, then integrate the result and viola.
--
My governor can kick your governor's ***
> "Lon Stowell" <LonDot.Stowell@ComcastPeriod.Net> wrote in message
> news:KgClb.2583$HS4.7626@attbi_s01...
>> Oversampling doesn't prevent skipping, has nada to to with it.
>
> ? i thought oversampling was where the player reads ahead and plays from
> memory therefore reducing skips?
No.
The only way you could read ahead is to spin the disk faster than
the music rate. Don't know of any music player or even CD-ROM
that does this when playing the data as music. Ripping CD-ROM's
of course do overspin, but that is recovering the music as
data, not music.
For skip/loss issues, a music CD has it much easier than a data one.
The music is group encoded and interleaved such that the player
can actually lose one entire group sample and still be able to
recover the original signal 100%. And if the loss is beyond the
ability of the player to recover from error and group encoding,
the player will typically interpolate the missing values.
[Muting will either produce a pronounced "click" or will cause
more audible effects than simply interpolating.] Engineering
opinions vary on what to do if the music track is lost, some
players hold the pickup exactly in place and hope it is
recovered. Some do that at first, but then slowly move the
pickup outwards, hoping to pick up the next track. [not song,
just the linear track] and recover a better clock. For
a player that gets moved a lot, first you make sure the
playback mechanicals are really really light weight, so
they are more immune to being jarred out of place. Then
you add a few Megabytes of FIFO memory in series with the
data. That way, if you drop the signal at the pickup
end, you can hopefully recover it and stuff it into that
FIFO exactly where it belongs before the FIFO empties out.
This memory is what really helps a moving type player
handle shocks... it doesn't handle them, it just cheats
and uses the data as it comes out of the FIFO and hopes
the pickup manages to wander back into place before the
memory is drained of music.
Oversampling is used to make it easier on the D/A convertors,
whether multibit or single bit. Oversampling consists of
[and this is oversimplification] simply sampling the *same*
sound sample multiple times. 2x to 16x or so oversampling
usually means that the player has a linear D/A of which there
are cheap ones and very good ones but not both. This oversampling
can help with clock recovery issues as it is extremely
important that the digital recovered data be fed to the
convertor at exactly the rate at which it was recorded
[nominally 44.1 Khz] and that the successive clocks do
not vary as far as when they are used to clock the music
sample. Anything over 16x Oversampling with a Linear PCM
D/A is marketing fluff. Oversampling rates of 96x to
abou 256x mean that the D/A is pulse width modulated.
In other words the analog signal is created by simply
switching on and off a single bit at many times the original
music rate, then integrate the result and viola.
--
My governor can kick your governor's ***