Re: Hiss Effect
Re: Hiss Effect
- Subject: Re: Hiss Effect
- From: email@hidden
- Date: Wed, 18 May 2011 00:14:02 -0500
As I am a newbie in developing for core audio, I find both approaches
very interesting, I must admit that at first I was discarding the
looping solution but now I think it could be actually less
processing-intensive and it allows me to choose from different types of
hiss and scratch. As for the crossfade issues I'll have to run some
tests to guarantee that works fine but nothing that we cannot get away
with Digital Performer... I think.
As for the noise generator it ensures me that I have much more control
over it and the process demand won't be that much since is for the iPad,
but I'm concerned about the sound quality of both the noise and scratch,
I think it would take me a more advanced algorithm to compete with a
sampled sound, what do you guys think???
On Tue, 17 May 2011 16:39:15 -0700, Gregory Wieber
<email@hidden> wrote:
One thing I did leave out is that processor usage is also more of a
concern on mobile devices, and algorithmic / generative approaches
might be more processor intensive than playing an audio file -- I
really don't know in this particular situation. Deciding which route
to take would probably require weighing the two...
On Tue, May 17, 2011 at 4:36 PM, Gregory Wieber wrote:
That's a cool approach too, but IMOHO nearly half a megabyte is not
trivial for mobile devices. Our polychord app is 4.5MB. 440K is
roughly a 10th of that, just for hiss clips. If you want any control
over the frequency of the pops and texture, wouldn't that increase
the
number of samples you need?
Artemiy's approach is pretty concise, and I'm not convinced that
coding a solution for cross fading is going to be easier. Let's also
suppose that the original poster wants to overlay this effect on top
of samples -- ram then becomes an issue as well, and again, while
440k
is not a lot, it can add up.
On Tue, May 17, 2011 at 4:27 PM, John Clements wrote:
On May 17, 2011, at 4:11 PM, Gregory Wieber wrote:
> Wouldn't one reason be that something algorithmically generated
will sound more realistic than a looped audio file? Especially since
he's aiming for a mobile device where the sample length should
probably be kept short?
I really doubt it. Take 20 half-second samples of hiss, pull down
the volume in the first and last 1/10 of a second for cross-fade,
then
play them in random order with overlap of 1/10 of a second. You'll
get good spectrum for free, and you're looking at 440K of data total.
No?
John Clements
`
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