plays loops from audio samples in RAM.
0 | straight |
0123 | straight |
3210 | vier quarters backwarrds |
11111117 | seven times the first eigth, then last eigth |
all slices are always played in parallel and summed up. for now they can be connected to a stereo audioout (via directshow). algorithms dealing with samples should be encapsulated, so that we can drop directshow later on.
declicking etc.
girlpower sound files for wavetable synthesis. drumloops etc.
can do all kind of multitap features via spreads
for building your own graphic equalizers & vocoders
generates a spread with start points and length of statistically plausible loops directly from an audiofile
for having Passive Acoustic Sensing for Tracking Knocks Atop Large Interactive Displayshttp://www.media.mit.edu/resenv/pubs/papers/2002-06-IEEE-Sensors-Tapper.pdf in one node.
One of the best publicly available beat matching algorithms is documented here:
Real-time beat estimation using feature extraction by Kristoffer Jensen and Tue Haste Andersen. See cmmr03-beat.pdf and waspaa03-beat.pdf.
This beat estimation algorithm has been implemented in c++ in the open source software Mixxx
http://www.gamedev.net/reference/programming/features/beatdetection/
http://web.mit.edu/6.111/www/s2004/PROJECTS/2/audio.htm
http://home.cybertron.com/~brtubb/theory.htmlhttp://www.logosfoundation.org/gmt/Harmlib_gen.htmlhttp://www.justonic.com/default3.htm
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