Hey Ironwill,
You should be fine. I would set your DAW to 24bit 48Khz and then have it process with the 32bit float. This will keep the audio files 24bit but will process any FX, dithering etc with the 32bit floating computation. At least as far as I understand it Hahahah.
Take care, Chris.
Your DAW should do that for you, so you shouldn't have to switch anything (just maybe once in your preferences to turn on the floating point computation).
Take care, Chris.
Okay, I just tried, started my session 48khz 32 Bits float engine. I compared recording with 32 bits and switch in the the session setting window to 24 bits, I can hear a very slight difference. The 24 bit recorded clip sound a little more detailed, wider and warmer to me, but its not a big diff.
thx for your help mister!!
OK, the Shade of difference I hear is most likely in my head ?! Alrighty, so I don't have to care about switch to 24 bits in PT session when recording, just stay on 32 Bit depth float (Pro Tools converting on the fly) and it shouldn't make a difference when record with the Axe fx 24 bit fixed.right??I doubt it. IEEE floating point format is 23 bits of mantissa, 8 bits of exponent and a sign bit. 24-bit fixed point is 23 bits plus a sign bit. So there is nothing lost in converting 24-bit fixed to 32-bit float. And you are better off mixing in 32-bit float since overflow is not an issue.
Nice thread.
I haven't done much 32 bit float with PT yet because almost all the passing around I do is 24/48 projects.
But I've wondered about it being better or worse overall.
I'm going to give it a go for an upcoming project where I need to print 16/44.1 files anyway. So I might as well dither from 32 bit float as to 24.
If you're just listening to a single track it won't matter either way. The advantage of 32 bit float is that you won't lose precision mathematical precision as multiple tracks are mixed together - presumably they're hitting other plugins and sub groups and sends as well. IOW, with 32 bit float you will potentially retain more detail in the final rendering.