Combining Sound Objects ?
#1 Members - Reputation: 181
Posted 25 November 2012 - 10:11 PM
How do I properly combine a bunch of sound events (sounds occuring at specific times) without overloading the amplitude ? I'm not doing this in real time.
For example, if two sounds occur at the same time I would conceptually multiply their amplitudes by 0.5 and add them. What happens if a third sound comes in halfway through the first two sounds ?
If I simply add all the amplitudes and then normalize the entire sequence the sounds that are not overlapping and pretty low in volume (amplitude).
To be clear about what I'm doing here is a diagram:
time - filename.wav (duration)
00:00 - boom.wav (6s long)
00:05 - beep.wav (3s long)
00:05 - blip.wav (4s long)
00:07 - bop.wav (2s long)
00:12 - beep.wav (2s long)
...pretty much a sequencer. I want to combine that into a single wav file using my own code (I already know how to read/write wav files.) Sometimes a single sound will be playing, other times there will be multiple sounds overlapping, and others when no sound is playing.
Thanks.
#2 GDNet+ - Reputation: 5613
Posted 25 November 2012 - 10:16 PM
Edited by Cornstalks, 26 November 2012 - 09:30 AM.
#3 Members - Reputation: 363
Posted 26 November 2012 - 03:55 AM
Don't. The author obviously doesn't have a clue about audio mixing. A + B - AB adds massive distortion because you are adding a ring modulated signal (AB) to your mix. Yes, it prevents clipping but it just distorts differently (and constantly!). I would suggest using a proper brickwall limiter (easy enough to implement). And don't normalize everything...
#4 GDNet+ - Reputation: 5613
Posted 26 November 2012 - 09:28 AM
You might be totally right about that, as I'm not overly experienced in this area. Thanks for the heads up.
Don't. The author obviously doesn't have a clue about audio mixing. A + B - AB adds massive distortion because you are adding a ring modulated signal (AB) to your mix. Yes, it prevents clipping but it just distorts differently (and constantly!).
If I'm understanding you right, you're suggesting adding the signals A and B, applying a brick-wall limiter, and then clipping. Right?I would suggest using a proper brickwall limiter (easy enough to implement). And don't normalize everything...
#5 Members - Reputation: 363
Posted 27 November 2012 - 08:01 AM
If I'm understanding you right, you're suggesting adding the signals A and B, applying a brick-wall limiter, and then clipping. Right?
Actually, the brickwall limiter would prevent clipping (for short transients clipping can be preferable, but the brickwall limiter option is "safer" for general audio)
#6 GDNet+ - Reputation: 5613
Posted 27 November 2012 - 10:09 AM
Ah, I see, my understanding of brickwall limiters was wrong. Thanks!
If I'm understanding you right, you're suggesting adding the signals A and B, applying a brick-wall limiter, and then clipping. Right?
Actually, the brickwall limiter would prevent clipping (for short transients clipping can be preferable, but the brickwall limiter option is "safer" for general audio)
#7 Members - Reputation: 922
Posted 27 November 2012 - 04:25 PM
In practice, I would use a compressor with a moderate attack and short release followed by a saturation function for a mix bus output. The compressor will keep the saturator from distorting too much while the saturator catches the fast transients of the signal.
Here is my implementation for a variable-hardness soft clipping function. Is has the following tunable parameter:
* threshold - the amplitude threshold at which the soft clipping curve begins (below this the transfer function is linear). This should be between 0 and 1, 0 indicates the softest clipping transition, while 1 indicates true hard clipping. I'd recommend a value of 0.707, -3dB below full scale.
[source lang="cpp"]Float inverseHardness = 1.0f - threshold;Float hardness = 1.0f / inverseHardness;Float offset = threshold / hardness;for ( Index c = 0; c < numChannels; c++ ){ const Sample32f* input = inputBuffer.getChannelStart©; Sample32f* output = outputBuffer.getChannelStart©; const Sample32f* const outputEnd = output + numSamples; while ( output != outputEnd ) { Float in = *input; if ( in > threshold ) *output = inverseHardness*math::tanh(hardness*in - offset) + threshold; else if ( in < -threshold ) *output = inverseHardness*math::tanh(hardness*in + offset) - threshold; else *output = in; input++; output++; }}[/source]
#9 Members - Reputation: 922
Posted 28 November 2012 - 01:03 AM
which requires some lookahead of a few ms
It doesn't. It's perfectly possible to make a zero-lookahead brickwall limiter. (A brickwall limiter with lookahead might sound better though)
True, I've made one. They don't sound very good at all though when pushed hard which is why most of them have a lookahead setting.
#10 Members - Reputation: 363
Posted 29 November 2012 - 03:45 AM






