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audio: fix typos
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Signed-off-by: Alexandre Belloni <[email protected]>
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alexandrebelloni committed Nov 8, 2023
1 parent 69d941e commit 0aed4b4
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Showing 5 changed files with 9 additions and 9 deletions.
2 changes: 1 addition & 1 deletion slides/audio-alsa-lib/audio-alsa-lib.tex
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Expand Up @@ -43,7 +43,7 @@ \subsection{alsa-lib}
\item This can be specified as a hardware device. The three
arguments (in order: CARD,DEV,SUBDEV) specify card number or
identifier, device number and subdevice number (-1 means any). For
example: \code{hw:0} or \code{hw:1,0}. Instea of the index, the
example: \code{hw:0} or \code{hw:1,0}. Instead of the index, the
card name can be used: \code{hw:STM32MP15DK,0}
\item Or through the \code{plug} plugin: \code{plug:mypcmdef},
\code{plug:hw:0,0}.
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2 changes: 1 addition & 1 deletion slides/audio-asoc-cpu/audio-asoc-cpu.tex
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Expand Up @@ -83,7 +83,7 @@ \subsection{CPU DAI driver}
\begin{itemize}
\item When a peripheral DMA controller is used, this is more
complex.
\item The driver will have to handle all th aspects of the PCM
\item The driver will have to handle all the aspects of the PCM
stream life cycle.
\item Understandable example in \kfile{sound/soc/atmel/atmel-pcm-pdc.c}
\end{itemize}
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4 changes: 2 additions & 2 deletions slides/audio-debugging/audio-debugging.tex
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Expand Up @@ -3,7 +3,7 @@ \section{Troubleshooting}
\begin{frame}{Troubleshooting: no sound}
Audio seems to play for the correct duration but there is no sound:
\begin{itemize}
\item Unmute \code{Master} and the relevant widgets
\item Unmute \code{Master} and the relevant controls
\item Turn up the volume
\item Check the codec analog muxing and mixing (use alsamixer)
\item Check the amplifier configuration
Expand Down Expand Up @@ -60,7 +60,7 @@ \section{Troubleshooting}

\begin{frame}{Troubleshooting: going further}
\begin{itemize}
\item Use \code{speaker-test} to generate audio an play tones.
\item Use \code{speaker-test} to generate audio and play tones.
\item Be careful with the 440Hz tone, it may not expose all the
errors. Rather play something that is not commonly divisible (e.g.
441Hz)
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2 changes: 1 addition & 1 deletion slides/audio-regmap/audio-regmap.tex
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Expand Up @@ -88,7 +88,7 @@ \subsection{regmap}
\item \code{writeable_reg}, \code{readable_reg},
\code{volatile_reg}, \code{precious_reg}: Optional callbacks
returning true if the register is writeable, readable, volatile or
precious. volatile registers wont be cached. precious registers
precious. volatile registers won't be cached. precious registers
will not be read unless the driver explicitly calls a read
function. There are also tables in the \code{struct regmap_config}
for the same purpose.
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8 changes: 4 additions & 4 deletions slides/audio-sound/audio-sound.tex
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Expand Up @@ -68,15 +68,15 @@ \section{Sound and its representation}
\item The sample size, in bits, then defines the resolution.
\item Common sample sizes are 16 and 24 bits.
\item 8 bits is getting very rare due to the poor audio quality and
32 bits samples can be used when specific alignment is required
32 bits samples can be used when specific alignment is required.
\end{itemize}
\end{frame}

\begin{frame}{Sound digitization - sample format}
There are multiple ways to store samples in memory or on disk:
\begin{itemize}
\item as signed integers
\item as unsigned integer
\item as unsigned integers
\item as floating points
\end{itemize}
Also, they can be stored in little-endian or big-endian order.
Expand All @@ -90,7 +90,7 @@ \section{Sound and its representation}
\item We can then store sound as a sequence of samples and the
specific sample rate that was used.
\item This method is called Linear Pulse-code modulation or LPCM.
\item A sampling rate of 40~kHz is needed.
\item A sampling rate of about 40kHz is needed.
\end{itemize}
\end{frame}

Expand All @@ -108,7 +108,7 @@ \section{Sound and its representation}
17-20 & 16 & Length of format data, 16 for PCM \\
21-22 & 1 & Audio format, 1 for PCM \\
23-24 & 2 & Number of channels \\
25-28 & 44800 & Sample rate \\
25-28 & 48000 & Sample rate \\
29-32 & 176400 & Byte rate = (Sample rate * BitsPerSample * channels) / 8. \\
33-34 & 4 & BlockAlign = (BitsPerSample * Channels) / 8 \\
35-36 & 16 & Bits per sample \\
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