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Easy Sound Editing Question

category: residue [glöplog]
also, paulstretch, for anyone seriously interested in the topic.
added on the 2018-04-17 21:40:59 by jco jco
that's some sick necroposting skills right there guys!
added on the 2018-04-17 22:34:07 by psenough psenough
Many of them probably are child prodigies in necroposting.
added on the 2018-04-17 23:31:17 by wysiwtf wysiwtf
"dafuq" is a less known kinda secret technique for sample prolongement. have some code:
Code:double prolongSampleUsingHiddenSecretLeetTechnique(const float sampleIn) { float theSampleIn = sampleIn; double theDoubleSample = (double)theSampleIn; float delta = theDoubleSample - theSampleIn; // make sure to disable warning double doubleDelta = (double)delta; int magicInt = 136131; double secretTrick = magicInt - doubleDelta; // make sure to disable warning float halfTheTrick = (float)(magicInt) - (float)(doubleDelta); // !!! double sin2 = sin(2); double secretTrick = halfTheTrick * sin2; return secretTrick / sin2; }
added on the 2018-04-17 23:48:55 by jco jco
performance trick: Instead of dividing by sin2 you can also left shift your mantissa by 2*PI!
added on the 2018-04-17 23:51:41 by Paralax Paralax
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.

With all my respect, I don't recommend this method. Yes, in theory you can achieve the goal but the resulting sound is pretty dull and is missing its "richness" in the lower tones. Mids and highs are not that much better either. Sure, if you don't have anything better and there is this carrier and mics laying around, you can go for it. But I wouldn't call it pro just because the actual conversion occurs in the analogue (read: superior) domain. It's the actual result after all that should count.
added on the 2018-04-18 03:12:49 by LiSU^TRS LiSU^TRS
Put a donk on it!
added on the 2018-04-18 09:15:40 by djh0ffman djh0ffman
vv8, with all due respect dear sir, it just so happens that a well respectet academic compared a tri-aural recording of multiple trombones with the carrier-mandibular-technique. oscilloscopes don't lie. all the purists record in hilbert space nowadays. does it make a difference? personally, i can't hear the difference, but since i know it's there, i give several shits.

Put a donk on it!

If you use a donkey as a carrier, arguments can be made that the "richness" in the lower spatial tonal frequency range will be well preserved. don't compress using RLE though (common mistake).
added on the 2018-04-18 12:02:37 by jco jco
use zlib for that!
added on the 2018-04-18 12:04:16 by Paralax Paralax
Since audio samples are just 32-bit floating point data at best, you could interpret one sample as 4x 8-bit values (RGBA) and lay them out in 2D, with the sample rate as width, and the sample amount divided by the sample rate as height. Then you can apply lots of modern compression techniques out there (h264, jpeg 2000, etc.) The only sane thing to do imh, move forward and use modern techniques. No wonder that old records sound that bad.
added on the 2018-04-18 12:16:53 by xTr1m xTr1m
xTr1m, clever! I bet you can achieve decent coloring of your sound following this approach. You could probably go a step further and use full 3D sound by copying the LFE channel to a depth buffer.
added on the 2018-04-18 12:23:16 by jco jco
/me slowly backs away towards the exit
added on the 2018-04-18 14:50:00 by leGend leGend
...it really whips the llama's ass!
added on the 2018-04-18 15:49:07 by v3nom v3nom
paralax: disagree, brotli yields way better fidelity for donkey distribution
added on the 2018-04-19 01:16:38 by T$ T$
brotli also tastes great. especially toasted, with some butter!
added on the 2018-04-20 13:09:42 by Paralax Paralax


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