be either LGPL
or something like the zlib license.
--
//David Olofson - Consultant, Developer, Artist, Open Source Advocate
.--- Games, examples, libraries, scripting, sound, music, graphics ---.
| http://consulting.olofson.net http://olofsonarcade.com
) greater peak
amplitude for doubling the number of sources.
--
//David Olofson - Consultant, Developer, Artist, Open Source Advocate
.--- Games, examples, libraries, scripting, sound, music, graphics ---.
| http://consulting.olofson.net http://olofsonarcade.com
a transparent multiband compressor
setup, which tends to have the opposite effect.
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//David Olofson - Consultant, Developer, Artist, Open Source Advocate
.--- Games, examples, libraries, scripting, sound, music, graphics ---.
| http://consulting.olofson.net http://olofsonarcade.com
. It does the job, and it's quite
obivous what it's intended to be, but perhaps not very realistic.
A more realistic approach might be to FFT the offending audio snippet that
triggers the effect, remove all bands but the too loud peaks and then IFFT
that to create the ring waveform.
--
//David
much cooler. Not that 95% of gamers would have
any idea what that means anyway. :-D
/tech rant
--
//David Olofson - Consultant, Developer, Artist, Open Source Advocate
.--- Games, examples, libraries, scripting, sound, music, graphics ---.
| http://consulting.olofson.net http
should be able to emulate most of
our endeavours with high enough degree of accuracy.
It certainly helps when you can do interesting stuff in suboptimal ways, and
still end up using only a few percent of one of your many CPU cores. :-)
--
//David Olofson - Consultant, Developer, Artist, Open
/chipsound-0-1-0-released-zlib-
license/
Direct download:
http://www.olofson.net/download/ChipSound-0.1.0.tar.bz2
Related; Kobo II site:
http://kobo2.net/
--
//David Olofson - Consultant, Developer, Artist, Open Source Advocate
.--- Games, examples, libraries, scripting, sound, music
.
--
//David Olofson - Consultant, Developer, Artist, Open Source Advocate
.--- Games, examples, libraries, scripting, sound, music, graphics ---.
| http://consulting.olofson.net http://olofsonarcade.com
geometric waveforms and
noise - mono, no filters, no effects, no samples, nothing
pre-rendered.
ChipSound/Audiality 2 (the Kobo II tracks and the A2 jingle):
https://soundcloud.com/david-olofson
David
On Tue, Mar 5, 2013 at 9:08 AM, Danijel Domazet
danijel.doma...@littleendian.com wrote
and the like without realtime
callbacks.
Official site:
http://audiality.org/
GitHub:
https://github.com/olofson/audiality2
Related; Kobo II site:
http://kobo2.net/
--
//David Olofson - Consultant, Developer, Artist, Open Source Advocate
.--- Games, examples
sections and fades of a non-dithered CD.
--
//David Olofson - Consultant, Developer, Artist, Open Source Advocate
.--- Games, examples, libraries, scripting, sound, music, graphics ---.
| http://consulting.olofson.net http://olofsonarcade.com
rate than that of
your audio stream), you may need a proper bandlimited resampler.
(Apply a brickwall filter before the interpolation, and/or oversample
the interpolator.)
--
//David Olofson - Consultant, Developer, Artist, Open Source Advocate
.--- Games, examples, libraries, scripting, sound
> sound.
>
> Can anybody please help me to handle this?
>
> Regards,
> Mahantesh
>
> ___
> dupswapdrop: music-dsp mailing list
> music-dsp@music.columbia.edu
> https://lists.columbia.edu/mailman/listinfo/music-dsp
--
//David Olofso
t;
> Your scale computation seems to be incorrect - as you appear to be
> amplifying for all your values except 0dB (sign typo?).
[...]
That would certainly explain it! I was just assuming that it would
have been rather obvious to OP if the volume control responded
backwards. :-)
--
//David Olofso
On Mon, Aug 15, 2016 at 6:34 AM, robert bristow-johnson
wrote:
> well, i'm not much of a musician (i wish i were). but i am honestly
> surprized reading the magnitude of NoteOn delay and possible jitter. i
> *just* cannot imagine why *anything* like 10 ms would be
et complicated, inefficient, and/or hard to optimize
(loop unrolling, SIMD, buffer alignment etc...), so "(sub)sample
accurate timing" is perhaps not a requirement you should just throw in
there because it sounds cool - unless it demonstrably sounds cool,
literally. :-)
--
//David Ol
bit with it a few years ago, and hacked a quick
prototype in my own odd scripting language, EEL. (Old rubbish that
I've been meaning to update or port to something any century now...)
https://github.com/olofson/eelsynth
Simple demo song + some comments here:
https://soundcloud.com/david-olo
er-to-FFT stage, there are probably many more cycles to
save.
--
//David Olofson - Consultant, Developer, Artist, Open Source Advocate
.--- Games, examples, libraries, scripting, sound, music, graphics ---.
| http://consulting.olofson.ne
d point. I'll most likely move to floating point in the
near future, though.
--
//David Olofson - Consultant, Developer, Artist, Open Source Advocate
.--- Games, examples, libraries, scripting, sound, music, graphics ---.
| http://consulting.olofson.net
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