Pretend your headphones only moved with 8-bit resolution. There is no possible way the experiment could derive a useful conclusion, but you might trick yourself into thinking it did. Especially if your sample size was 10,000 people.
More realistically, the participant might choose music for which no 24-bit recording exists.
It's very important to control for every variable. It's actually not possible to gather info about what headphones the listener is wearing. Even if it was, it wouldn't be possible to know whether they're doing the experiment in a quiet room, or whether there's a traffic jam just outside their apartment window, or whether their dog is barking during the test. Stuff like that.
Crowdsourcing this is an incredibly cool idea, but it'd just be so easy to believe you've performed a reliable test even though some variable undermined it.
I forgot another variable: Whether the music was recorded at 16-bit resolution. Most musicians use 24-bit, but it's easy to imagine that some of their samples might've been quantized to 16-bit without them realizing it.
It's very important to control for every variable.
It's not, actually. Say you have 10,000 listeners and you randomly assign each one to 16-bit vs 24-bit listening. You have enough listeners that any differences between the groups are due to chance and will very close to even out. Now, if you find people are unable to distinguish between 16-bit and 24-bit you might want to try the test again with more control over the environment, but if you find a substantial difference in a large blind randomized test that's a real finding.
More realistically, the participant might choose music for which no 24-bit recording exists.
Well, obviously we'd need to have a limited set of music selections for which we have 24-bit recordings.
As you suggest, I expect the biggest impact on playback fidelity is going to be other factors like the noise in the system (likely a PC) and such.
But the flip side of it is that's also a good real world test. If the only time you can tell a difference is to be in an acoustically dead room with top end equipment, then the higher sample rate really isn't worth it.
But the flip side of it is that's also a good real world test. If the only time you can tell a difference is to be in an acoustically dead room with top end equipment, then the higher sample rate really isn't worth it
Hey, that's a great point! Hadn't considered that.
Proving "most people can't tell the difference between 24-bit and 16-bit in real-world settings" is less compelling than proving "no one can ever tell the difference," but it's still very relevant.
More realistically, the participant might choose music for which no 24-bit recording exists.
It's very important to control for every variable. It's actually not possible to gather info about what headphones the listener is wearing. Even if it was, it wouldn't be possible to know whether they're doing the experiment in a quiet room, or whether there's a traffic jam just outside their apartment window, or whether their dog is barking during the test. Stuff like that.
Crowdsourcing this is an incredibly cool idea, but it'd just be so easy to believe you've performed a reliable test even though some variable undermined it.
I forgot another variable: Whether the music was recorded at 16-bit resolution. Most musicians use 24-bit, but it's easy to imagine that some of their samples might've been quantized to 16-bit without them realizing it.