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PostPosted: Mon Feb 16, 2015 8:00 am 

Joined: Tue Aug 30, 2011 7:55 am
Posts: 36
Quote:
Someone told me 2 weeks ago that it wasn't possible (I actually figured out how to do it at the NAB in 2011, but never took the time to try it out). Anyway, when people tell me that something isn't possible I just have to prove them wrong :) . So, if anyone else wants something impossible, tell me :) :)

I'll give you a hint though. This person told me that it wasn't possible. I recorded these two samples the next day.
That it's impossible to recover anything from audio files only 1 Hz and 1 bit to be full CD quality (44,100 Hz, 16-bit) other than anything lower .5 Hz and lower without slowing things down. :)

Prove me wrong.

Joking.

I will say this is impressive though.


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PostPosted: Mon Feb 16, 2015 11:11 am 

Joined: Fri Nov 21, 2014 11:27 am
Posts: 2
The retro-computer-game scene might love you for this. There are hundreds, no, thousands of old computer games with 8-bit-samples. Some even go down to 1-bit-samples (yes, really, protect your ears). I still have to test, but your algorithm might make some of them sound a lot nicer.

There are algorithms that do something similar with graphics. I wonder if and how they are familiar.

http://www.extremetech.com/gaming/84040 ... 8bit-games


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PostPosted: Mon Feb 16, 2015 12:47 pm 
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Joined: Mon Dec 08, 2014 7:45 am
Posts: 53
Location: Gold Coast, Australia
Hi, Hans! ;)
Would it be possible for you to implement a fade out detector option into the AGC? Like, I like to have my upspeed on around 2 because it works well on slower acoustic songs, but the problem is on the more poppy songs it doesn't seem to get the fade out at the end of songs too well.

Would be awesome to see this as a feature. :P


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PostPosted: Mon Feb 16, 2015 2:30 pm 
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Joined: Tue Mar 17, 2009 2:56 pm
Posts: 4229
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Hi, Hans! ;)
Would it be possible for you to implement a fade out detector option into the AGC? Like, I like to have my upspeed on around 2 because it works well on slower acoustic songs, but the problem is on the more poppy songs it doesn't seem to get the fade out at the end of songs too well.

Would be awesome to see this as a feature. :P
That would mean that program need to look atleast 20 sec into future. Realtime processors does not do that.

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PostPosted: Mon Feb 16, 2015 3:03 pm 
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Joined: Mon Dec 08, 2014 7:45 am
Posts: 53
Location: Gold Coast, Australia
Quote:
Quote:
Hi, Hans! ;)
Would it be possible for you to implement a fade out detector option into the AGC? Like, I like to have my upspeed on around 2 because it works well on slower acoustic songs, but the problem is on the more poppy songs it doesn't seem to get the fade out at the end of songs too well.

Would be awesome to see this as a feature. :P
That would mean that program need to look atleast 20 sec into future. Realtime processors does not do that.
Quote:
So, if anyone else wants something impossible, tell me :) :)
Was worth a try. :P


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PostPosted: Mon Feb 16, 2015 4:38 pm 
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Joined: Mon Mar 17, 2008 1:40 am
Posts: 11425
Quote:
The retro-computer-game scene might love you for this. There are hundreds, no, thousands of old computer games with 8-bit-samples. Some even go down to 1-bit-samples (yes, really, protect your ears). I still have to test, but your algorithm might make some of them sound a lot nicer.
Ah yes, I made some of those a long time ago (both with 1-bit samples and 8-bit audio). :)
Quote:
There are algorithms that do something similar with graphics. I wonder if and how they are familiar.

http://www.extremetech.com/gaming/84040 ... 8bit-games
I know those pictures, I actually used one of those programs to make a big version of my Sound Audio Processing logo (that was made with pixel based fonts that I edited manually) to be printed on the walls of a booth. Worked VERY well.


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PostPosted: Mon Feb 16, 2015 10:43 pm 

Joined: Tue Aug 30, 2011 7:55 am
Posts: 36
Some games I have use ADX type files. 4-bit ADPCM. In the codec you trade accuracy for a certain amount of noise. The final output is always 16-bits but with more noise. The key feature of that codec is looping. Games that use it seem to use a variety of common sample rates and are either Stereo or Mono. The most common rates for music seem to be 32 KHz and 44.1 KHz. Although I've seen 11,025 Hz and 22,050 Hz used as well (mostly for voice). The new feature does not work so well for that. It was interesting to try it out.


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PostPosted: Mon Feb 16, 2015 11:25 pm 
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Joined: Mon Mar 17, 2008 1:40 am
Posts: 11425
Quote:
Some games I have use ADX type files. 4-bit ADPCM. In the codec you trade accuracy for a certain amount of noise. The final output is always 16-bits but with more noise. The key feature of that codec is looping. Games that use it seem to use a variety of common sample rates and are either Stereo or Mono. The most common rates for music seem to be 32 KHz and 44.1 KHz. Although I've seen 11,025 Hz and 22,050 Hz used as well (mostly for voice). The new feature does not work so well for that. It was interesting to try it out.
It could be made to work on that but then you would need to have access to the original code so for each sample you know the maximum amount of noise. Currently all you can do is set 1 level, which is then always wrong.


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PostPosted: Tue Feb 17, 2015 4:29 am 
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Joined: Tue Mar 17, 2009 2:56 pm
Posts: 4229
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So, if anyone else wants something impossible, tell me :) :)
I want Orban sound! 8-)

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PostPosted: Tue Feb 17, 2015 4:31 am 

Joined: Mon Aug 25, 2014 3:22 pm
Posts: 283
Quote:
Quote:
So, if anyone else wants something impossible, tell me :) :)
I want Orban sound! 8-)
I want Volumax sound.


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