Now I wonder, am I the only one to calculate ACF using FFT?
Regarding seamless loops, I found that quantizing frequencies
to integer numbers of periods in the loop works extremely well.
Regards,
Stefan
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On Thu, Nov 25, 2010 at 9:33 PM, robert bristow-johnson
r...@audioimagination.com wrote:
depending on how big your window is, i think a better term for this is
*cross-correlation* not autocorrelation. it's a single stream of audio so
in a sense of the word, it *is* autocorrelation, but what i
On Nov 26, 2010, at 2:21 AM, Ross Bencina wrote:
robert bristow-johnson wrote:
you can have a periodic (or quasi-periodic) signal with absolutely
no energy at harmonic #1 (what i would call the fundamental), and
as long as it has energy in most other odd harmonics, the
autocorrelation
Element Green wrote:
I'm the author of a SoundFont instrument editing application called
Swami (http://swami.sourceforge.net). A while back an interested
developer added a loop finding algorithm which I integrated into the
application. This feature is supposed to generate a list of start/end
Hello Didier,
On Wed, Nov 24, 2010 at 9:51 PM, Didier Dambrin di...@skynet.be wrote:
IMHO finding loop points is the wrong problem to solve, it's better to
make something loop instead, as (ideally) you're only gonna find the least
bad loop points, nothing guarantees that there's anything
On Thu, Nov 25, 2010 at 2:14 AM, Johannes Kroll jkr...@lavabit.com wrote:
On Thu, 25 Nov 2010 06:51:03 +0100
Didier Dambrin di...@skynet.be wrote:
IMHO finding loop points is the wrong problem to solve, it's better to
make something loop instead, as (ideally) you're only gonna find the least
On Thu, Nov 25, 2010 at 4:05 AM, Sebastian Stober sto...@ovgu.de wrote:
Hi Joshua,
you might be interested in this blog post:
http://runningwithdata.tumblr.com/post/597154309/earworm-capsule
about a graph-based approach.
Best regards,
Sebastian
Does indeed sound like an interesting
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