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Re: How the "pits" are read

I am aware of how it works at that level, and yes the 1/4 wavelength principle behind it means that the word "deeper" must stay in quotes, but I beg to differ on the last part of your description a little, and perhaps to add some. The 'sinewave' varies. A series of alternating 1's and 0's will give an even mark/apce ratio and hence approximate a sinewave, but a few 1's, followed by many zero's then some quick 1's and 0's will give a rather odd looking waveform. Now, the next thing that is done in the curcuitry, is to turn that wave into a digital waveform, a certain voltage level indicating a 1 and another indicating a 0. This is why I referred to reading 1's and 0's, not wanting to get into the nitty gritty of HOW they are read. Nevertherless, that is what the player is interested in.

Within limits, your pits and lands can get pretty sloppy and so long as detected waveform is at the correct level/state when sampled (let's not get into a lengthy discussion on oversampling and jitter etc etc) then the result is a 1 or a 0. So, within normal tolerance, I believe what I said is correct.

The proof of the pudding is in the eating, and I get no more errors at 16x than at 4x, and subjectively it sounds just as good. Of course a good burner might compensate for the increased speed (power ramping you called it), in fact, such techniques must be one of the reasons burners keep getting faster.


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  • Re: How the "pits" are read - Oscillatus 15:18:49 01/03/03 (0)


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