Comment Re:Modern audiophiles are no different. (Score 0) 469
There are people who insist that they can hear the difference between 320kbps mp3s (using the highest-quality available compressor) and their uncompressed counterparts
So you can't? And hence you conclude no one can?
Sorry, that is bullshit!
Science and math proves all of these things wrong, yet people still insist they're right.
A contrair! Sciense and math exactly proof that. You have a braindead idea about math and sciense.
You can only hear up to like 20k Herz.
But there are so called overtones, multiples of the base frequency. In this case 40k, 60k, 80k 100k etc.
No human is able to hear 40k and above frequencies, but we all can hear if a 20k frequency is combined with an 40k overtone, or an 100k overtone even. Modern lossy compression algorithms cut off these overtones (as the overtone itself is unhearable)
Same is true for wine tasting and other human senses
The interference patterns caused by high (or low) frequencies interacting with the audible frequencies are both audible and inaudible.
An recording recording will have all those interference patterns recorded as part of the overall resultant signal.
The entire signal is processes by the compressor - highs and lows are removed because they are inaudible, but any interference patterns they created in the audible range will still be present. Cutting off the high/low end does not undo whatever effects the original sources for those frequencies had in the audible band.
Preserving highs and lows beyond our hearing range only matter during mixing, which happens before compression.
Studios know what they're doing and generally won't resort to mixing compressed samples.
Some older games however had no choice but to use compressed samples because of storage restrictions, and as a result can sound like ass if there are too many channels firing at once.