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| quote: | Originally posted by Derivative
Thats wrong though. 24/96 properly dithered down to 16/44.1 will sound better than working straight in 16/44.1.
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well, i said "may" sound worse. 
this is true though. going from 96 to 44.1 puts a fair bit of faith in the dithering algo, in my oppinion. it may sound more true to the signal, but ends up sounding different from what you expected. this is what worries me and is the reason i use 44.1. going from 88.2 to 44.1 is likely a lot more reliable, since it could involve much more simple and accurate (due to less floating numbers) calculations.
whenever i asked this question, people always said "just use 44.1, because the result will be as predictable as the source". it made sense! we had a big thread on this before. i think diginut (?) went into some kind of mathematics/science trance, explaining why 44.1 is the win. maybe someone can dig it up!
| quote: | Originally posted by Magnus
So the programming of the sequencer is 32bit float, regardless of what you set your project settings to. However from what I gather although there seems to be come conflicting points of view on this, is that 32bit float, 44Khz is the ideal choice? |
i make all my projects 32bit float, like i said above. i don't upconvert samples on import though, because i don't see the benefit. recording into your project, 32bit won't really make any difference because your soundcard is only 24bit anyway. however, when you bounce or freeze parts, you want them to be as high quality as possible. in this case, this is 32bit float. 
regarding the sample rate, people in this thread are divided. if you use 44.1 in, its going to sound the same as 44.1 out. if you use anything else, you rely on your dither. i'm sure most are robust enough to make the difference negligable, but it's a bit of a moot point, since you won't really get much benefit out of a higher sample rate other than for oversampling effects etc. if you want to use a higher sample rate, i guess a safe midway is 88.2, this way it's almost just a division by two (of course, it is more complex than that lol).
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