The final component of the multimedia experience in a PC is sound. If you recall your physics classes, you'll remember that sound is created by vibrations of a material, like your vocal cords.
The energy from these vibrations vibrates the air molecules around it.
The air carries this vibration energy to another material, say somebody's eardrum, which is vibrated.
The brain interprets these vibrations and processes them as sound. Sound is by its very nature analog.
It can be visually represented by a sine wave. You remember from previous discussions that sine wave frequencies are measured by the number of cycles per second, or Hz.
Lower pitched sounds have a low frequency and high pitch sounds have a high frequency.
You know by now that computers communicate digitally.
So in order to interpret an analog sound, the computer must sample it for both changes in frequency and amplitude.
This is done through a process called sampling. Let's refer to the graphic to see how this really works.
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