Harry Van Haaren wrote:
Here's my impression of a Granulizer:

Chops a piece of audio up into many little "granules" (segments), ususally
each granule is smaller than 20ms in duration, and then reorganizes these granules to form new sounds. There is a method of synthesis based around this approach.
In practice grains can be up to 100ms.
Some of the parameters of granulation:
- grain length (1 -100ms, but this )
- grain envelope (the envelope of each single grain, e.g. triangle, trapezoid, gaussian etc.) - grain density (can be measured or described in different ways but it's the number of grains played in a certain amount of time, the more the grains the 'denser' the sound)
etc.

There are many granular tools out there for linux. I made a 'minimalistic' one with Pd if anyone were interesterd

Best,
Lorenzo


-Harry


2010/4/26 Louigi Verona <[email protected] <mailto:[email protected]>>

    Jorn! Thanks, very informative answer.

    What can you say about stuff like this:

    1. vocoder
    2. grnulizer
    3. slicer (when a file is sliced into pieces)
    4. beat matching

    L.V.

    2010/4/26 Jörn Nettingsmeier <[email protected]
    <mailto:[email protected]>>

        On 04/26/2010 08:47 AM, Louigi Verona wrote:

        > Hey guys!
        >
        > I was wondering about the following.
        > On Windows we have lots and lots of plugins and synthesizers
        and effect
        > racks. On Linux the selection is much less variable.
        >
        > However, am I correct in understanding that the variety of
        the Windows
        > synths and plugins merely means that people take several
        core modules and
        > just rearrange them into different GUIs?
        > Am I correct in understanding that there are only several
        major algorithms
        > for things like filters, delays, reverbs and choruses?

        in my view, the situation is mixed. there is a lot of utter
        bullshit
        going on, eqs and "mastering" compressors seem to have the
        greatest
        voodoo factor. then some people sell you simple convolvers as
        oh-so-great emulators of vintage stuff... i think it's
        justified to say
        that these basic building blocks are widely understood, with
        little room
        for ground-breaking improvements.

        it's either in great user interfaces or cutting-edge (and
        patented)
        technology that proprietary stuff kicks our collective asses
        (which is
        fine in my book).

        there are many truly revolutionary algorithms and interface
        designs that
        have no free software equivalent, nor will they for the forseeable
        future. stuff like ableton live or the waves reverbs come to
        mind, or
        (gasp!) melodyne. or advanced restauration tools like really good
        denoises and declickers. then there's adaptive convolvers that can
        tackle non-linear stuff (like the "liquid" gear marketed by
        focusrite) -
        no ready-to-use free equivalents exist for this. whether you
        need it or
        not is another question. as it stands now, we can't emulate an
        UREI, the
        closed source folks can. but sampo s. is hot on their tracks :)

        the audio fundamentals (controlling spectrum, delay, frequency
        response,
        and space), i.e. the basic things you mentioned that you need
        to get a
        mix done, is all there, in varying degrees of usability and
        slickness,
        and i have never looked back.

        then again, i'm not tied into a workflow that needs maximum
        efficiency.
        stuff like protools does have its uses - it's hard to envision an
        environment where a seasoned engineer could be faster and more
        productive. but often, all that you get for your money is a
        fake brushed
        aluminum widget with huge, wasteful and incorrectly modelled
        VU meters
        and fake rack ears... caveat emptor.

        but in all fairness, open source is covering ground in this
        area, too. :-D

        best,

        jörn



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