Re: [music-dsp] Comb filter decay wrt. feedback

2015-05-13 Thread Tim Goetze
[Peter S]
 but when i consider that part of designing comb filters
 tuned to musical notes, i have to at least pause and wonder which
 interpolation would be better or sufficient for whatever application and
 that's why it didn't seem trivial to me.

Linear interpolation is fast and dirty, and gives muffled notes with
reduced high freqs. Allpass interpolation has flat passband, so the
Schroeder RT60 formula works precisely. (It may mess up the phase and
create some Nyquist ringing, so that might be an issue in some cases.)

Thiran allpass interpolation works very well for tuning feedback-delay
string models, at very low computational cost.  Its nonlinear phase
causes slight inharmonicity in the partial frequencies, an effect which
is also found in nature.  Manual adjustments may be necessary to bring
especially higher pitches into musical tune.

Cheers, Tim
--
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


Re: [music-dsp] Simulating Valve Amps

2014-06-20 Thread Tim Goetze
[Andrew Simper]
On 18 June 2014 21:01, Tim Goetze t...@quitte.de wrote:
 I absolutely agree that this looks to be the most promising approach
 in terms of realism.  However, the last time I looked into this, the
 computational cost seemed a good deal too high for a realtime
 implementation sharing a CPU with other tasks.  But perhaps I'll need
 to evaluate it again?

The computational costs of processing the filters isn't high at all, just
like with DF1 you can compute some simplified coefficients and then call
process using those. Since everything is linear you end up with a bunch of
additions and multiplies just like you do in a DF1, but the energy in your
capacitors is preserved when you change coefficients just like it is when
you change the knobs on a circuit.

Yeh's work on the Fender tonestack is just that: symbolic nodal
analysis leading to an equivalent linear digital filter.   I
mistakenly thought you were proposing nodal analysis including also
the nonlinear aspects of the circuit including valves and output
transformer (which without being too familiar with the method I
believe to lead to a system of equations that's a lot more complicated
to solve).
--
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


Re: [music-dsp] Simulating Valve Amps

2014-06-18 Thread Tim Goetze
[Sampo Syreeni]
 From what (very little!) I know of hardcore analog simulations, I'd say 
 that is part of a more general and much nastier problem. That's the 
 interaction
 one: whereas digital signal graphs have a definite direction of signal flow,
 there's no such thing on the analog side no matter what you do. Sure, you 
 often
 try to go from low to high impendance and make use of tons of other tricks in
 order to make your circuit approach a directional signal flow, but lo and
 behold, most of the nicest sounding circuits actually measurably feed back all
 the way from the speaker-air-interface to the input jack, affecting anything
 and everything on the way.

This, in my opinion, is possibly the most important difference between
good warm analog and cold lifeless harsh sounding gear.  I
think that the interplay between virtually all components touched by
the signal flow causes the timbre to constantly evolve, adding life.
In fact, without such enhancements the sound of a solidbody electric
guitar can appear rather plain, not to say dreadful.

For computational efficiency it appears we're still stuck emulating
amps and other gear with a succession of stages each lumping great
parts of the circuitry together.  But, imperfect though it may be, we
can modify the parameters of one boxed stage in relation to
measurements made anywhere else in the chain to create somewhat
similar timbral evolution.  (Such additions to the amp model have
certainly helped me come a lot closer to my personal idea of the
perfect guitar tone.)

Tim
--
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


Re: [music-dsp] Simulating Valve Amps

2014-06-18 Thread Tim Goetze
[STEFFAN DIEDRICHSEN]
Actually, it's not rocket science to model a baxandall or those
Treble/Mid/bass networks. A straight forward approach is modified
nodal analysis, which gives you a model, that preserves the passivity
of the filter network. 

Perhaps I was being too vague; in any case, I wasn't talking about the
tone controls but about the whole amp and cabinet business.  Thanks to
the work of Yeh, I personally consider the tonestack a solved problem,
or at least one of least concern for the time being.

Cheers,
Tim

On 18 Jun 2014, at 10:01, Tim Goetze t...@quitte.de wrote:

 [Sampo Syreeni]
 From what (very little!) I know of hardcore analog simulations, I'd say 
 that is part of a more general and much nastier problem. That's the 
 interaction
 one: whereas digital signal graphs have a definite direction of signal flow,
 there's no such thing on the analog side no matter what you do. Sure, you 
 often
 try to go from low to high impendance and make use of tons of other tricks 
 in
 order to make your circuit approach a directional signal flow, but lo and
 behold, most of the nicest sounding circuits actually measurably feed back 
 all
 the way from the speaker-air-interface to the input jack, affecting anything
 and everything on the way.
 
 This, in my opinion, is possibly the most important difference between
 good warm analog and cold lifeless harsh sounding gear.  I
 think that the interplay between virtually all components touched by
 the signal flow causes the timbre to constantly evolve, adding life.
 In fact, without such enhancements the sound of a solidbody electric
 guitar can appear rather plain, not to say dreadful.
 
 For computational efficiency it appears we're still stuck emulating
 amps and other gear with a succession of stages each lumping great
 parts of the circuitry together.  But, imperfect though it may be, we
 can modify the parameters of one boxed stage in relation to
 measurements made anywhere else in the chain to create somewhat
 similar timbral evolution.  (Such additions to the amp model have
 certainly helped me come a lot closer to my personal idea of the
 perfect guitar tone.)

--
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


Re: [music-dsp] Oversampling and CPU + Bandlimited Distortion Effects?

2013-11-30 Thread Tim Goetze
[Thomas Strathmann]
BTW, for those who can read some German, this book

https://hps.hs-regensburg.de/~elektrogitarre/

might be a fascinating read. It's a scholarly treatise on the physics of
e-guitars.

Nice!  There's a truly dire need for the scientific approach to the
physics of the electric guitar.  It has been the subject of far too
much superstitious myth-spreading.

Thanks a lot for the link,
Tim
--
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


Re: [music-dsp] need help with gnuplot and octave on my mac.

2013-04-02 Thread Tim Goetze
[robert bristow-johnson]
  Reason: Incompatible library version: libfontconfig.1.dylib requires version
 13.0.0 or later, but libfreetype.6.dylib provides version 10.0.0

It appears the version of libfreetype installed on your system is too
old.  

The required version number 13.0.0 is a bit peculiar, as the current
freetype.org release is 2.4.11.  Therefore I guess you need to get a
newer libfreetype release from the same source that also provided your
copies of gnuplot/X11 to keep in tune with the versioning scheme.

Tim
--
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


Re: [music-dsp] Efficiency of clear/copy/offset buffers

2013-03-09 Thread Tim Goetze
[robert bristow-johnson]
 On 3/9/13 1:31 PM, Wen Xue wrote:
 I think one can trust the compiler to handle a/3.14 as a multiplication. If 
 it
 doesn't it'd probably be worse to write a*(1/3.14), for this would be a
 division AND a multiplication.

 there are some awful crappy compilers out there.  even ones that start from 
 gnu
 and somehow become a product sold for use with some DSP.

Though recent gcc versions will replace the above a/3.14 with a
multiplication, I remember a case where the denominator was constant
as well but not quite as explicitly stated, where gcc 4.x produced a
division instruction.

(I think the denominator was a c++ template parameter subjected to a
binary shift operator but my memory of the exact circumstances is
hazy.  I do remember it was easy to evaluate at compile time, and my
surprise at the compiler not getting it.)

Tim
--
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


Re: [music-dsp] Efficiency of clear/copy/offset buffers

2013-03-09 Thread Tim Goetze
[Tim Blechmann]
 Though recent gcc versions will replace the above a/3.14 with a
 multiplication, I remember a case where the denominator was constant
 as well but not quite as explicitly stated, where gcc 4.x produced a
 division instruction.

not necessarily: in floating point math a/b and a * (1/b) do not yield
the same result. therefore the compile should not optimize this, unless
explicitly asked to do so (-freciprocal-math)

I should have added, when employing the usual suspects, -ffast-math
-O6 etc, as you usually would when compiling DSP code.  Sorry!

Tim
--
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


Re: [music-dsp] Noise gate for guitar amplifiers and hysteresis

2012-07-05 Thread Tim Goetze
[robert bristow-johnson]
 first, you need to decide of your level is to be measured as peak level or rms
 level or mean abs value or whatever.  

I'd like to throw in that I've gotten excellent results (for electric
guitar) from a design that considers the instantaneous peak level for
opening and RMS for closing the gate.  

(You might even get away without specialised hysteresis logic because
the average-over-time property of RMS calculation works towards this
effect already.)

Another thing that I found very helpful for electric guitars: in the
presence of computing equipment, especially the single-coil pickups
you find on Stratocasters and similar designs tend to pick up a lot of
mains hum.  Branching the input signal and notch-filtering out at
50/60 Hz before computing the RMS level allows one to lower the
closing threshold further without mains hum keeping the gate open
unduly.

Cheers, Tim
--
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