e I actually worked on FFT filtering (via
> phase vocoder) before learning FIR/IIR filters ... ?
>
> if anyone's interested in that source code it's here:
> https://www.github.com/kardashevian
>
> On Wed, Jan 15, 2020 at 11:20 PM Alan Wolfe wrote:
>
>> probably pretty ba
probably pretty basic stuff for most people here but wanted to share a
writeup and demo i made about FIRs.
Post: https://blog.demofox.org/2020/01/14/fir-audio-data-filters/
Demo: http://demofox.org/DSPFIR/FIR.html
Some simple ~175 lines of code C++:
dither algorithm without
> multiplies, I think the way to extend this would be to include bit shifts
> in the summation. Then you can get some reasonable spectral shapes. The
> simple summation approach is too constrained for orders>1.
>
> Ethan
>
> On Thu, Jun 27, 2019 at 7:43 AM
I read a pretty cool article the other day:
https://www.digido.com/ufaqs/dither-noise-probability-density-explained/
It says that if you have two dice (A and B) that you can roll both dice and
then...
1) Re-roll die A and sum A and B
2) Re-roll die B and sum A and B
3) Re-roll die A and sum A and
I wrote something in time domain using granular synthesis that doesn't
sound too awful to me. There's explanation and samples on the page, as well
as source code.
https://blog.demofox.org/2018/03/05/granular-audio-synthesis/
On Thu, May 17, 2018 at 1:24 PM, Matt Ingalls wrote:
glitch free. it can sound *very* good and companies like
> Eventide have been doing something like that since the early-to-mid 80s.
> (ever since the H949.) and i imagine any modern DAW does this (and some
> might do frequency-domain pitch-shifting and/or time-scaling using
> something
Hey Guys,
Figured I'd share this here.
An explanation of basic granular synth stuff, and some simple standalone
C++ i wrote that implements it.
https://blog.demofox.org/2018/03/05/granular-audio-synthesis/
Kind of amazed at how well it works (:
Thanks for the answer to my question BTW Jeff.
Someone was explaining some algorithms to me that I thought were
interesting. I was curious, is this granular synthesis?
It seems to be but after i read this link
https://granularsynthesis.com/guide.php. I'm unsure if it is, or is just
close...
--Adjust Audio Length Without Affecting
I was just about to suggest that maybe something like a low discrepancy
sequence could be interesting to explore - such as the golden ratio (which
strongly relates to fib of course!).
On Mon, Oct 16, 2017 at 10:22 AM, Andy Farnell
wrote:
>
> Bit late to the thread,
This is neat, thanks for sharing Nigel
On Aug 25, 2017 6:22 PM, "Nigel Redmon" wrote:
> Well, it’s quiet here, why not…
>
> Please check out my new series on sampling theory, and feel free to
> comment here or there. The goal was to be brief, but thorough, and
> avoid
ion.
>
>
>> On 26/01/17 19:28, Bjorn Roche wrote:
>>
>> On Thu, Jan 26, 2017 at 2:09 PM, Alan Wolfe <alan.wo...@gmail.com> wrote:
>>
>>> It's some HTML filtering happening somewhere between (or including) his
>>> machine and yours.
>>>
>>
It's some HTML filtering happening somewhere between (or including) his
machine and yours.
The less than of the for loop is being seen as the start of an HTML tag, or
just possibly part of the start of an HTML tag and being stripped away.
A common problem when providing code snippets on the web
Thanks for the info, very interesting! (:
On Sun, Aug 21, 2016 at 8:34 PM, Ross Bencina
wrote:
> [Sorry about my previous truncated message, Thuderbird is buggy.]
>
> I wonder what the practical musical applications of sFFT are, and whether
> any work has been
This article has been getting shared and reshared by some graphics
professionals / researchers I know on twitter.
The article itself and arxiv paper are from 2012 though, which makes me
wonder why we haven't heard more about this?
Does anyone know if this is real?
I've read about kalman filters being used in dsp for things like flight
controls.
I was wondering though, do they have much use in audio and/or music
applications?
Thanks!!
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music-dsp@music.columbia.edu
e
>> magnitude responses after FFT results in quite big deviations, even > 10 dB.
>> So it seems that the allpass delays are not really allpasses without
>> influencing the magnitude response.
>>
>>
>> 2016-06-26 3:14 GMT+02:00 Alan Wolfe <alan.wo...@gmail.c
- are you using an allpass filter to delay specific
frequencies?
- Jon
On Jun 25, 2016, at 4:15 PM, Alan Wolfe <alan.wo...@gmail.com> wrote:
Hey Guys,
I'm trying to make an implementation of the Huggins Binaural Pitch
illusion, which is where if you play whitenoise into each ear, but offs
filter to make the sound less harsh.
>
> Also I did not hear the tone until I noticed the melody. Try playing a
> simple melody or scale.
>
> Phil Burk
>
>
> On Sat, Jun 25, 2016 at 2:08 PM, Alan Wolfe <alan.wo...@gmail.com> wrote:
>
>> Hey Guys,
>>
Hey Guys,
I'm trying to make an implementation of the Huggins Binaural Pitch
illusion, which is where if you play whitenoise into each ear, but offset
one ear by a period T that it will create the illusion of a tone of 1/T.
Unfortunately when I try this, I don't hear any tone.
I've found a
In case you don't get any other responses, in Andy Farnell's book
"Designing Sound" there is a section on psycho-acoustics that I'm reading
right now that I think may be able to answer this question.
I don't understand enough of it to answer it for you, but it is talking in
great detail about
speaking of Bezier, the graphs shown earlier look a lot like gain (
http://blog.demofox.org/2012/09/24/bias-and-gain-are-your-friend/) and also
SmoothStep which is y=3x^2+2x^3
Interestingly (to me anyways, before i learned more math) smoothstep is
equivelant to a cubic bezier curve where the
Agreed, i like this book a lot and I used the information within to write a
custom compressor and limiter for a PC game. Really great info.
while on the topic of good books, I want to add two more that I've found
very useful.
Andy Farnell's "Designing Sound". It talks about the physics, math,
You bet! And apologies if i came off too harsh on your ideas.
Passion is a good thing, and if you want to code all this stuff in assembly
you'd get a lot of good experience working in both assembly and dsp stuff (:
On Mon, Jun 13, 2016 at 9:17 AM, ty armour wrote:
> Cool,
It would be ridiculous to code it all in assembly.
The performance critical parts could be written in assembly, but only after
profiling and finding that micro optimization would help.
Assembly code is hard to write, hard to maintain, not portable, and you
don't need it in situations where
topic before the obvious problem comes
>>> up.
>>>
>>> -Ethan
>>>
>>>
>>>
>>> On Fri, Apr 15, 2016 at 4:38 AM, Marco Lo Monaco
>>> <marco.lomon...@teletu.it> wrote:
>>>>
>>>> I read his slides. Great
ious problem comes
>>> up.
>>>
>>> -Ethan
>>>
>>>
>>>
>>> On Fri, Apr 15, 2016 at 4:38 AM, Marco Lo Monaco <
>>> marco.lomon...@teletu.it> wrote:
>>>
>>>> I read his slides. Great ideas but the best part is
listinfo/music-dsp
>
>
> best,
> douglas
>
>
>
> On Thu, Apr 14, 2016 at 5:29 PM, Alan Wolfe <alan.wo...@gmail.com> wrote:
>>
>> It looks like it stopped archiving messages last july:
>>
>> http://music.columbia.edu/pipermail/music-dsp/
>>
Apologies if this is a double post. I believe my last email was in
HTML format so was likely rejected. I checked the list archives but
they seem to have stopped updating as of last year, so posting again
in plain text mode!
I came across unums a couple weeks back, which seem to be a plausible
It looks like it stopped archiving messages last july:
http://music.columbia.edu/pipermail/music-dsp/
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Chebyshev is indeed a decent way to approximate trig from what I've read. (
http://www.embeddedrelated.com/showarticle/152.php)
Did you know that rational quadratic Bezier curves can exactly represent
conic sections, and thus give you exact trig values? You essentially
divide one quadratic
Here's the standard response that you are likely to get a lot more of:
You should profile before optimizing.
If you are having a performance problem (including just wanting it to run
faster in general), you should find out where the time is going and address
the biggest time sinks specifically.
lined methods. Usually it will be the render
> callback, to reduce the function calls in that process.
>
> In some wave table oscillator code I have been looking at the main process
> method that gets the next sample is inlined.
>
> Those were the reasons I was asking the questions
>
&g
As far as the artifacts, it sounds like the information you are lacking is
knowledge of bandlimiting and the nyquist frequency (:
Check these out, I think they will help you, especially the second one, but
the first one might have some info for you as well!
--
dupswapdrop -- the music-dsp mailing list and website:
subscription info, FAQ, source code archive, list archive, book reviews, dsp
links
http://music.columbia.edu/cmc/music-dsp
http://music.columbia.edu/mailman/listinfo/music-dsp
Right, with SIMD you buy in bulk so naive implementations of work
where each sample needs processing before the next sample is
problematic.
Intuitively it seems like if you get creative, work out some math, and
do some overlapping SIMD math, you might be able to do a factory
line type of setup,
Hey Guys,
I was wondering, does anyone know of any practical or interesting uses
cases of Fourier synthesis for audio?
I can already make bandlimited square, saw and triangle waves but was
hoping for something like guitar strings or voice, or something along
those lines.
Someone shared
and of course, great discoveries often come from where people least
expect them, and often trodden ground where others have walked before
without noticing something major.
Nothing wrong w/ fresh looks at old things, even if all it amounts to
is someone getting a deeper understanding of things
One thing to watch out for is to make sure you are not looking
backwards AND forwards in time, but only looking BACK in time.
When you say you have an LFO going from -1 to 1 that makes me think
you might be going FORWARD in the buffer as well as backwards, which
would definitely cause audible
In case it helps, it isn't the delay buffer size that you need to
modify, but rather just your read index into that delay buffer.
If you have a flange for instance that can go from 0 to 500ms in the
past, and is controlled by a sine wave, you always have a 500ms buffer
that you put your output
not
sure, if this can be used to identify tap positions, but my intuition tells
me, it’d be starting point.
Best,
Steffan
On 18.03.2015|KW12, at 18:11, Alan Wolfe alan.wo...@gmail.com wrote:
Hey Guys,
Let's say you have an impulse response recording of your favorite
reverb location
Hey Guys,
Let's say you have an impulse response recording of your favorite
reverb location.
Are there any known algorithms for taking that impulse response and
convert it to N taps for use in a multitap reverb implementation?
I was trying to think about this and one hand it seems like maybe
Do you have a write up of this anywhere? I'd love to read more and have a
place to point people to for more info.
Also it would be neat to see how you extend this to higher dimensions, and
also your log2 calculation is quite intriguing (:
On Wed, Feb 4, 2015 at 7:52 AM, Peter S
You might check this out. An interesting tune made on Shadertoy.com where
the audio is made with glsl
https://www.shadertoy.com/view/ldfSW2
On Nov 27, 2014 8:28 AM, Michael Gogins michael.gog...@gmail.com wrote:
I've experimented with this using LuaJIT, which has bitwise operations. I
used a
For some reason, All I'm seeing are your emails Peter. not sure who you
are chatting to or what they are saying in response :P
On Wed, Oct 15, 2014 at 2:18 PM, Peter S peter.schoffhau...@gmail.com
wrote:
Academic person: There is no way you could do it! Impossibru!!
Practical person: Hmm...
That's awesome!
On Mon, Nov 4, 2013 at 2:58 PM, Richard Dobson
richarddob...@blueyonder.co.uk wrote:
[with apologies for any multiple posts]
This is to announce that the Composers Desktop Project is now a UK social
enterprise - a non profit-making limited company with (in the required legal
fwiw, i have a DAW I work on, and on my todo list is the ability to
export your creations to C++.
One option would do generic C++ so you could drop it into whatever
program you wanted (like, an fmod callback, or custom code etc).
The other option to be generating code for a VST plugin.
Just
Just noticed in the archives that my response never went to the
mailing list. People have covered most of it already but here ya go
anyways... (:
Well, you could certainly make a set of functions for the basic lego
pieces of bit twiddling, and overload them for each type you want to
support.
I'm sure it varies from hardware to hardware too, so always good to
know your options
On Thu, Mar 14, 2013 at 12:02 PM, jpff j...@cs.bath.ac.uk wrote:
Ross == Ross Bencina rossb-li...@audiomulch.com writes:
Ross I am suspicious about whether the mask is fast than the conditional for
Ross a
RBJ's response would fit into that category I think Sampo (:
On Thu, Mar 14, 2013 at 1:27 PM, Sampo Syreeni de...@iki.fi wrote:
On 2013-03-14, jpff wrote:
I did the comparison for Csound a few months ago. The loss in using
modulus over mask was more than I could contemplate my users
interesting idea about rounding up and letting multiple buffers using
the memory. Very nice.
I just wanted to add on the front of enforcing powers of 2 sizes, the
way you have it where you pass in an integer and it understand that as
a power of 2 is nice but of course a little less intuitive to
Hey while we are on the topic of efficiency and the OP not knowing
that division was slower...
Often times in DSP you'll use circular buffers (like for delay buffers
for instance).
Those are often implemented by having an array, and an index into the
array for where the next sample should go.
Quick 2 cents of my own to re-emphasize a point that Ross made -
profile to find out which is fastest if you aren't sure (although it's
good to ask too in case different systems have different oddities you
don't know about)
Also, if in the future you have performance issues, profile before
acting
Howdy!
I think kkrieger, the 96KB first person shooter uses procedural audio:
http://www.youtube.com/watch?v=KgNfqYf_C_Q
i work in games myself and was recently talking to an audio engineer
(the non programming type of engineer) who has a couple decades of
experience about procedural sound
I think it would be neat to show how wildly different wave forms can
sound the same (like... you can make a square wave with sine or
cosine. Using one looks like a square, using the other doesn't, but
they both sound the same).
Also it would probably be neat to budding audio folk / audio
Heya,
I'm a game programmer by trade who dabbles in DSP and audio
programming. I have a handful of books on the subject but recently
was turned onto one that was aimed at programmers. Reading it has
been really enlightening and seeing things in code which previously i
had only seen as complex
What you are trying to calculate is called barycentric coordinates,
you might give them a google (:
As far as them all adding to one (which barycentric coordinates do),
I'm not sure if that's appropriate or not, because you have to
remember that volume is linear, but the perception of that linear
of a simplex(a
triangle, tetrahedron, etc.) - from wikipedia
On Thu, Jan 17, 2013 at 9:22 PM, Ross Bencina
rossb-li...@audiomulch.com wrote:
On 18/01/2013 4:06 PM, Alan Wolfe wrote:
What you are trying to calculate is called barycentric coordinates,
Actually I don't think so.
Barycentric
Hey Guys,
I have a compressor that works by having an envelope follower (full
rectifier with attack and release settings) following the uncompressed
input, then applying the compression ratio to my input where the
envelope follower samples are above the threshold (working in db for
that part).
I
That sounds like a really interesting and not too perf intensive implementation.
I can dig around in the archives, you already did all the hard work of
creating it and sharing it hehe.
Thanks a ton James!
On Thu, Jan 10, 2013 at 4:16 PM, James C Chandler Jr
jchan...@bellsouth.net wrote:
On
Heya,
You might want to ask the port audio mailing list, you're more likely
to find better answers there :P
http://www.portaudio.com/contacts.html
On Thu, May 26, 2011 at 1:46 PM, resea...@ottomaneng.com
resea...@ottomaneng.com wrote:
Hello,
I am trying to get started using PortAudio on
Might want to ask this one on the PA list (:
On Wed, Apr 27, 2011 at 2:47 PM, eu...@lavabit.com wrote:
Hello,
Today I tried compiling on Windows with MinGW MSYS, and everything
works, the spectrum is clean at SR=44.1 kHz and even the LUT version is
acceptable.
Probably on linux I was
just stabbing in the dark in case nobody else gives a more useful
response but...
#1 - what is the format of your output? If it's low in bitcount that
could make the signal more dirty i believe (less resolution to make a
more perfect sine wave)
#2 - have you tried calculating via doubles?
#3 -
at 1:14 PM, Alan Wolfe alan.wo...@gmail.com wrote:
just stabbing in the dark in case nobody else gives a more useful
response but...
#1 - what is the format of your output? If it's low in bitcount that
could make the signal more dirty i believe (less resolution to make a
more perfect sine wave
: Alan Wolfe
Sent: Tuesday, April 26, 2011 9:14 PM
To: A discussion list for music-related DSP
Subject: Re: [music-dsp] Sinewave generation - strange spectrum
just stabbing in the dark in case nobody else gives a more useful
response but...
#1 - what is the format of your output? If it's low
i don't know that chip but have you thought about re-arranging your math?
with limited precision, order of operations can matter.
This is a bigger problem with fixed point (and integers) than floating
point but it can still be a problem even in floating point.
whats the specific error message?
Wolfe alan.wo...@gmail.com wrote:
Thanks a bunch Ross (:
On Sat, Jan 1, 2011 at 1:54 AM, Ross Bencina rossb-li...@audiomulch.com
wrote:
Alan Wolfe wrote:
I have a future retro revolution (303 clone) and one of the knobs it
has is resonance.
Does anyone know what resonance
Very nice song (:
Also thanks for bringing up the impulse train topic, i hadn't heard of
that before.
Im reading the link you sent but am i right in thinking that an
impulse train is just a really narrow rectangle wave?
::continues to read::
On Fri, Dec 24, 2010 at 10:19 PM, Thor Harald
i tried the variable rectangle wave and that sounds A TON more like
old early nes style game music. Even without sound degradation it
really sounds a lot like a chiptune
im going to try the quick arpeggios next (:
On Tue, Dec 21, 2010 at 2:49 AM, Laurent de Soras
laurent.de.so...@free.fr wrote:
Someone else will surely chime in but i asked a similar question a
couple months back and i remember one person suggested that
internally, such devices probably have a capacitor (if my memory
recalls correctly) that acts as a basic envelope by ramping up and
down the volume at the begin and end.
PM, Alan Wolfe alan.wo...@gmail.com wrote:
Someone else will surely chime in but i asked a similar question a
couple months back and i remember one person suggested that
internally, such devices probably have a capacitor (if my memory
recalls correctly) that acts as a basic envelope by ramping
Agreed here (:
in 2d graphics and skeletal animation, making tileable 2d art and
seamless blends are basically the same problems.
in both areas they MAKE the things seamless instead of trying to find
how they could be seamless.
in 2d graphics this comes up via texturing (probably obvious), and
i fear to post a question being the OP of this huge 100+ message thread but...
it was mentioned here and in a previous email that for digital
flangers you want to interpolate between samples for best results.
Would you want to do this for all sampling digital effects such as
delay and reverb
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