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## Easy Sound Editing Question

category: residue [glöplog]
Gargaj+Gloom: which was exactly my point!
added on the 2008-06-01 21:21:49 by Puryx
On a piano or a keyboard, you can make a note be played longer by holding the key pressed for a longer time. How is this done in a tracker?
rtfm.
added on the 2008-06-02 14:04:15 by skrebbel
added on the 2008-06-02 14:10:04 by okkie
oh, and by the way, how do you feel about the Chapmans 'defacing' Hitler's artwork Adok? Does it make you sad?
added on the 2008-06-02 14:10:57 by okkie
added on the 2008-06-02 16:50:43 by xernobyl
Now make a version of The Pornolizer that makes NeoCon-versions of websites. :)
added on the 2008-06-02 16:54:56 by gloom
Easy beef question..

How do I make a cow out of a hamburger?
added on the 2008-06-02 17:40:27 by 216
You take a sample of the meat's DNA, and PUF! You clone it! Just like Jurassic Park.
added on the 2008-06-02 17:42:34 by xernobyl
"We were making experiments to mass produce beef... By accident, we created zombified cattle... ... DO YOU HAVE ANY IDEA HOW MUCH MEAT AMERICANS EAT DAY BY DAY? ... *hurrrrrgh*"
added on the 2008-06-02 18:22:27 by Gargaj
Insert a 0 sample after each sample. Because they’re 0 they won’t be played but they will make the sound longer.
added on the 2018-04-17 11:56:41 by Bombe
added on the 2018-04-17 13:21:58 by rutra80
All that commotion when all Adok wants is a looping sample.

<image of the game Looping Louie because it's so appropriate rn>
added on the 2018-04-17 14:03:03 by kb_
This clearly depends on the actual value of the particular sample. There is an easy trick for certain samples which is based on the IEEE 754 floating point standard. Let's say the sample has a value of 0.5. in order to prolong this sample, you can set it to 0.4, which makes it 0.4000000059604644775390625, which is more than twice as long.
Pseudocode:
if (sample == 0.5f)
{
sample = 0.4f; // make sample longer
}
added on the 2018-04-17 15:03:29 by jco
JCO's pseudo code is to the point! Another approach would be to declare your sample as double since doubles are twice as long as floats!
added on the 2018-04-17 15:21:56 by Paralax
good point, paralax.
code:
double convertSample(float inSample) { return (double)inSample; }
added on the 2018-04-17 15:22:20 by jco
you could also apply some mastering while at it.
double convertSampleAndApplyMastering(float inSample) { return (double)(inSample * 1337.f); }
added on the 2018-04-17 15:23:42 by jco
// make the sound a lot darker:
double convertSampleAndApplyMastering(float inSample) { return (double)(inSample * 666.f); }
added on the 2018-04-17 15:25:43 by Paralax
// make the sound a lot rounder:
double convertSampleAndApplyMastering(float inSample) { return sin((double)(inSample); }
added on the 2018-04-17 15:31:42 by jco
You can also apply a compressor to your sound this way. I like to use zlib for that purpose.
added on the 2018-04-17 15:34:53 by Paralax
If you use RLE, your sound will run within a faster length.
added on the 2018-04-17 15:35:57 by jco
nice necrobump, it was very necessary, thank you!
added on the 2018-04-17 16:47:40 by nagz
paralax: zlib as distortion fx! ossom, please include into next spacepigs release! \o/
added on the 2018-04-17 16:54:37 by T\$
You should use 4 or better 12 lanes in professional mode (yotrackr.exe -pro) with volume changings at the right spots to simulate the stretch. Tip: With the well known snd2pixl.exe it will look like a 2008 powerpoint vertical-bar chart with color gradiants. ;)
added on the 2018-04-17 20:37:12 by aqu
another pro sound designer trick to change the duration of arbitrary audio material: put your soundsource on a magnesium-layered carrier, accelerate this carrier to relativistic speed, ???, something involving 6 microphones. make sure to compensate for red-shift and incorporate all kinds of doppler effects.
added on the 2018-04-17 21:39:53 by jco