A list of puns related to "Audio Time Stretching And Pitch Scaling"
I'm working on a remix, and I've noticed that all the different ways to mess around with pitch and time have different effects on the audio quality. For example.. .
Varispeed (pitch and time) seems to sound quite nice. I've been bouncing a -12% version of the original track to work with. It's slower, and lower-pitched, but sounds nice and full, with no artifacts.
Option-dragging the rightmost edge of a region to change its length seems to immediately degrade the sound quality. There's something tinnier about it, and some unpleasant artifacts.
Flex-time can be similar, in that the sound of your audio takes a bit of a hit. I do need to experiment more with all the different modes though (Mono, Poly, Slicing, Rhythmic..)
I might be noticing this more than usual, because I'm using multiple methods to try to lock this song onto the grid, sometimes all three of the above. It's probably magnifying the issues.
I guess my question is, is there a rule of thumb for this sort of thing? Like, never stretch the region length before flex-timing? Or, varispeed as the final step?
Hi I was wondering does Olive have easy audio/video stretching like VEGAS Pro does (in VEGAS it can be done easily by holding control and hold clicking on an object on a track, and then dragging the mouse left and right to speed up or slow down the audio/video). And is it possible to change the pitch of the audio easily with keys? (In VEGAS, you select an object on the audio track and then change the pitch with + and -). This would make Olive a great open source solution for making YTPMVs if this is possible. Thanks!
Hi, Sorry if this post annoys you guys but I couldn't find any help online so far. Thank you ahead of time if you think you can help.
I have live audio that I imported and guessed the BPM at 64 then proceed to time stretched and get it on the beat.
Then I added a drummer and it was way too slow. Looks like I did my stretch at half-time.
OK no problem, just change the project tempo to 128 and that should solve it, right?
NOPE! Now my audio is running like chipmunks. WTF? How do I keep my time-stretch work preserved but get my project tempo up to the correct (double time) BPMs?
Running the latest version 10.5.1
Had absolutely no luck pitching hardstyle kicks in Ableton's Live, was actually surprised when Reaper did it flawlessly. I did it in the arrangement view by double clicking the audio clip & using Pitch adjust with SoundTouch mode. Seems like the clip stays the same length no matter what, and pitching a whole 11 semitones was pretty safe, except for the fact that it sounded like it ended at 0.398 instead of 0.400. Using the playback rate @ 0.95000 fixed this, but I wish there was a knob for this like FL Studio's sampler has. Then again, I forgot to use the actual sampler that comes with Reaper, I only just now discovered it.
That is all :)
Assuming no pitch shifting. I'm having a hard time mentally grasping this. My guess is that resolution is lost if a sample is stretched to be either longer or shorter, but longer seems more obvious because sample points would have to be interpolated.
But what about time stretching audio to a shorter length? If the sample's sample rate is 48k, my project's sample rate is 48k, and I time stretch the sample to half it original length, would I lose resolution? What if I bring that same sample into a project running at 96k?
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Hello r/INAT !
My name is Chan and i am the producer / director / writer for this audio-drama production. I am looking to get people to join my audio production team on a rev share basis.
I posted 2 weeks ago, for anyone to want to join my audio-drama production team. I was alerted to the fact that i had nothing to show for what i was proposing to create, so I've come back with a story pitch that might entice any willing creatives to join my team for this project.
Murphy's Inc.
Link to Elevator Pitch HERE.
Description:
A comedy heist series, that involves time-traveling. A group composed of smart-asses and misfits, Murphy Inc. involves a group of mercenaries employed by the titular agency. At the request of their rich clients, they venture into the past to search for historical artifacts to bring back to the present. Often they find themselves face to face with historical figures, and watch as their missions go haywire and requires great wit and innovative thinking to get themselves out of sticky situations. Their missions involve the use of espionage in order to solicit the information they need to ensure their mission goes about smoothly, and they basically serve as observers to some of the greatest historical events on earth.
Our Team so far
I have now assembled a loose-knit group of 3 writers and 2 sound editors. But because this is our first foray into audio-production, we could still use all the help we can get. We especially are looking for writers the most as we hope to create a serial release, full of various story arcs that involve different time periods.
As of now this is made on a zero budget, and as I've heard how difficult it is to make money on audio-drama, i can only promise that i will split the revenue as fairly as possible, even if its nickles and dime.
Development
This project is still in pre-development, and we hope to get some interest to help us speed into production as soon as possible. This may take months to a year, but we will ensure that our efforts bear fruit.
Now while we are still in development, we aren't spending the time idly either. We have two series being slated for release in the next 2-3 months. I am only advertising for this particular project, but let me know if you're interested in the other-stuff we're working on. We are using those as
... keep reading on reddit β‘I want to mix three synth parts (about 1-1/2 minutes long each). I recorded them previously in another Deluge project. I made a new project. I loaded the recordings onto separate Audio tracks. When I play back the tracks they sound garbled (more or less depending on the song tempo). I only seem to be able to access a couple settings and none allow me to play the tracks back unaltered.
I feel like I'm missing something obvious.
Edit: Okay. I'm making progress. I managed to create three different kits and assigned one audio file to one note on each kit. Then I set the play mode to "Cut". When I write a note the note makes itself the full-length of the track (assuming I've made the clip long enough) and it plays properly and I can play anywhere within the length of the audio file and it plays perfectly.
I had tried this approach earlier but I was seeing "CARD" errors and getting lockups. I replaced the .xml files on my card and now kits are working fine.
Problem solved for now.
Has anyone had a problem using the time and pitch machine? Sometimes when I plug audio in its gets speed up like triple time. Example I have an acapella at 120 trying to speed to 128. The time and pitch machine absolutely nukes it.
If someone is whistling into a microphone, how would I be able to accurately determine the pitch in real time? I've been researching a bit about the YIN algorithm, but it's quite confusing and I don't really understand how it is applicable to real time pitch detection.
Is anyone familiar with this who could point me in the right direction? Any language works. I'm comfortable with C, C++, Javascript, Java, and Python.
I use fl mobile for making quick loops but there doesn't seem to be any time stretching, pitch stretching, reversing solutions for chopping up and sampling. Any options ?
So, what's the deal? I tried this fix, but no dice. Running a GTX 1080ti with the latest drivers on a Sony Bravia 4k TV. This is the first game I have had this issue with. Any help would be appreciated.
Thanks
Does anybody know of any simple way to auto-generate a ramp up and down on note attacks and releases? This seems like it would be rather difficult to do with audio, but perhaps not too difficult with MIDI CC?
Hello r/RecordThisForFree !
My name is Chan and i am the producer / director / writer for this audio-drama production. I am looking to get people to join my audio production team on a rev share basis.
I posted 2 weeks ago, for anyone to want to join my audio-drama production team. I was alerted to the fact that i had nothing to show for what i was proposing to create, so I've come back with a story pitch that might entice any willing creatives to join my team for this project.
Murphy's Inc.
Link to Elevator Pitch HERE.
Description:
A comedy heist series, that involves time-traveling. A group composed of smart-asses and misfits, Murphy Inc. involves a group of mercenaries employed by the titular agency. At the request of their rich clients, they venture into the past to search for historical artifacts to bring back to the present. Often they find themselves face to face with historical figures, and watch as their missions go haywire and requires great wit and innovative thinking to get themselves out of sticky situations. Their missions involve the use of espionage in order to solicit the information they need to ensure their mission goes about smoothly, and they basically serve as observers to some of the greatest historical events on earth.
Our Team so far
I have now assembled a loose-knit group of 3 writers and 2 sound editors. But because this is our first foray into audio-production, we could still use all the help we can get. We especially are looking for writers the most as we hope to create a serial release, full of various story arcs that involve different time periods.
As of now this is made on a zero budget, and as I've heard how difficult it is to make money on audio-drama, i can only promise that i will split the revenue as fairly as possible, even if its nickles and dime.
Development
This project is still in pre-development, and we hope to get some interest to help us speed into production as soon as possible. This may take months to a year, but we will ensure that our efforts bear fruit.
Now while we are still in development, we aren't spending the time idly either. We have two series being slated for release in the next 2-3 months. I am only advertising for this particular project, but let me know if you're interested in the other-stuff we're working on. We are using
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