Audio Sample Rates for Video: 48 kHz, 44.1 kHz and Sync

Updated

Why sound for picture is recorded at 48 kHz, how many samples land in each frame, when you need 48.048 kHz or a 0.1% pull-down, and how to keep sound locked to picture through post.

10 min readIntermediate
  • Audio
  • Sync
  • Frame rates
  • Editorial
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The short answer

  • • 48 kHz for anything with picture: production sound, edit, mix and delivery.
  • • 96 kHz when the spec or the sound team asks for it, for example for effects that will be pitched down.
  • • 44.1 kHz for music-only releases; resample music to 48 kHz once, before the edit.
  • • 48.048 kHz or a 0.1% pull-down only when picture changes speed by 0.1% between shoot and post.

The sample rate itself never causes drift. Drift comes from a speed mismatch between picture and sound, nearly always 23.976 against 24, and it is 3.6 seconds an hour whatever the sample rate.

Why video uses 48 kHz

The Audio Engineering Society's sampling-frequency standard, AES5, makes 48 kHz the recommended rate for professional digital audio and keeps 44.1 kHz for applications tied to consumer products like the CD. The ITU recommends 48 kHz for broadcast sound and for television, SMPTE allows 48 or 96 kHz for television audio, and Netflix wants original-language and M&E mixes at 48 kHz, 24-bit. Both 44.1 and 48 kHz capture everything people hear; 48 kHz wins for picture because it also fits the frame rates.

At 48 kHz every common whole-number frame rate holds a whole number of samples, so a cut on a frame line is also a cut on a sample. At 44.1 kHz, 24 fps gives 1,837.5 samples per frame: editing systems cope, but every edit point has to be rounded.

Samples per frame

Samples in one frame
Samples per frame = sample rate ÷ frame rate

Example: 48 kHz at 23.976 fps

Calculation:
48,000 ÷ (24,000 ÷ 1,001) = 48,000 × 1,001 ÷ 24,000
Result:
2,002 samples, exactly
Audio samples per video frame at 48 kHz and 44.1 kHz
Frame rate48 kHz44.1 kHz
23.9762,0021,839.34
242,0001,837.5
251,9201,764
29.971,601.6 (8,008 per 5 frames)1,471.47
301,6001,470
50960882
59.94800.8 (4,004 per 5 frames)735.74
60800735

29.97 and 59.94 are the awkward ones: 1,601.6 and 800.8 samples per frame. Digital video interfaces deal with it with a five-frame sequence: at 29.97, odd frames carry 1,602 samples and even frames 1,601, so every five frames hold exactly 8,008 (ITU-R BT.1305). It is also why Netflix asks for each segment of a 29.97 or 59.94 IMF package to be a multiple of five frames long: that keeps the audio a whole number of samples.

Pull-down, pull-up and 48.048 kHz

When picture shot at 24 or 30 fps is played at 23.976 or 29.97 (a film transfer, or a true 24 fps camera cut on a 23.976 timeline), it slows by 0.1%. Sound recorded in real time doesn't, so it has to be slowed by the same amount:

The two ways to slow sound by 0.1%
Pull-down: play 48 kHz audio at 48,000 × 1000/1001 = 47,952 Hz Pull-up on set: record at 48,000 × 1001/1000 = 48,048 Hz, play at 48,000 Hz

Both give the same result: the sound runs 0.1% slower and stays locked to the slowed picture. Without either, it drifts 3.6 seconds per hour, a frame every 41.7 seconds.

Sound Devices' recorders offer both: a 48.048 kHz mode whose files are stamped as 48 kHz, so they play back 0.1% slow, and a 47.952 kHz mode. Pro Tools has matching 0.1% pull-up and pull-down settings. A shoot avoids all of it when the camera records 23.976, the sound recorder runs 23.976 timecode at 48 kHz, and nothing changes speed in post. Pull-down only comes back when the camera really runs at 24.000 (film, or a digital camera set to true 24) and post works at 23.976. Settle that in prep: the camera report, the sound report and the edit timeline should name the same rate, as Netflix's sound spec also asks.

Audio for the 24 → 25 speed-up

Playing 24 fps material at 25 fps speeds the sound up by 4.17% and raises its pitch by about 0.71 semitone. Picture and sound stay in sync as long as both speed up together; the question is whether to correct the pitch, and whether to conform the mix from its stems instead. In Pro Tools, the 4% pull-up at 48 kHz plays the session at 50,000 Hz (48,000 × 25/24). The pulldown and conversion guide has the speed, running time and pitch for each conversion.

Keeping sound in sync in post

  • • Sync by timecode. Production recorders write Broadcast WAV (BWF) files whose header stores the start time as a count of samples since midnight; 10:00:00:00 at 48 kHz is 1,728,000,000 samples. The iXML chunk alongside it names the timecode rate (23.976 is written as 24000/1001) and whether it is drop-frame. NLEs read both and line the sound up with the picture timecode. The timecode on set guide covers how the timecode gets there.
  • • Check the first and last clap. If a long take is in sync at the slate but not at the tail, it is a speed mismatch, not an offset: look at frame rates before you nudge anything.
  • • Resample once. Convert 44.1 kHz music and any odd-rate files to 48 kHz before they go into the edit, rather than letting each system resample on the fly.
  • • Turn over at the delivery rate. The AAF or OMF to the mix stage should be 48 kHz at the project frame rate, with the same frame rate on the reference picture.

The Speed Change calculator in CineMath shows the 0.1% directly: 24 to 23.976 is 99.90% speed and 100.10% duration, and it warns when a conversion mixes fractional and whole-number rates. The free speed change calculator works it out in your browser too.

Audio sample rate questions

Should I record audio for video at 48 kHz or 44.1 kHz?

Record at 48 kHz (or 96 kHz). 48 kHz is the professional standard for sound with picture, it is what broadcasters and streamers ask for, and it divides into whole samples per frame at 24, 25, 30, 50 and 60 fps. 44.1 kHz is the CD and music-streaming rate; use it only for music-only releases.

Does 44.1 kHz audio go out of sync with video?

Not by itself. The NLE resamples it to the timeline rate and it stays in sync. Problems come from a wrong rate in the file header (audio recorded at one rate but flagged as another), or from mixing up 23.976 and 24 fps, which drifts 3.6 seconds an hour at any sample rate.

What is 48.048 kHz?

48.048 kHz is 48 kHz × 1.001. Sound recorded at 48.048 kHz and played back at 48 kHz runs 0.1% slower, exactly matching film or video shot at 24 or 30 fps and played at 23.976 or 29.97. Recorders offer it for film that will be transferred to 23.976 or 29.97 video.

Why does my audio drift out of sync over a long take?

Usually a 0.1% speed mismatch: picture shot at 24 fps and played at 23.976 (or the reverse) while the sound plays at the speed it was recorded. The drift is 3.6 seconds per hour, one frame every 41.7 seconds at 24 fps. If the drift is a different amount, check the sample rate written in the file against the rate it was recorded at.

How many audio samples are in a frame?

Sample rate ÷ frame rate. At 48 kHz that is 2,000 at 24 fps, 2,002 at 23.976, 1,920 at 25, 1,600 at 30 and 800 at 60. At 29.97 it is 1,601.6, so systems alternate 1,602 and 1,601 samples over a five-frame sequence of 8,008 samples.

Next: set the camera and recorder to agree before the first take. The timecode on set guide walks through jam sync and record modes, and the frame rates guide explains which rate to agree on.

Calculators for this guide