spectral smearing in the time domain

DSP, Plugin and Host development discussion.
Post Reply New Topic
RELATED
PRODUCTS

Post

hopefully i am posting this in the correct place.

i am interested in achieving a spectral smearing effect similar to that used in DtBlkFx. is this sort of effect possible/feasible in the time domain? perhaps using all-pass filters?

any advice is greatly appreciated.

thanks!

Post

The quick and dirty trick would be reverb with very high wet and very low dry.

Post

MadBrain wrote:The quick and dirty trick would be reverb with very high wet and very low dry.
huh, don't know why i didn't think of that, being that the smearing is akin to diffusion.

thanks!

Post

The trouble is, reverb also "smears in time domain". If you really want some alien sounds :), try just processing through FFT and zero phase on every bin. Then only problematic part is actual FFT processing.

Edit: Damn! I didn't read that properly! :D Ok, but lots of allpasses with high-Q should do the trick. I think you will need about 100 of them :D.
Vojtech
MeldaProduction MSoundFactory MDrummer MCompleteBundle The best plugins in the world :D

Post

ringmod, fm, et c.
you come and go, you come and go. amitabha neither a follower nor a leader be tagore "where roads are made i lose my way" where there is certainty, consideration is absent.

Post

Thanks to both Melda a xoxos for your replies.

xoxos, i get what you mean that using FM and ring modulation will effectively "smear" the spectral content of a sound - i was going for a particular type of smearing though.

Melda, yeah, that many allpass filters won't be effecient enough on the CPU to make it worth the effort. i think i'm better off going the FFT route after all.

thanks again!

Post

I implemented a kind of time domain smearing in "Audio-Term", but it's an offline tool, not a real time effect. May be it helps though:

AT uses the output like an endless tape and mixes the input at various positions with the output like a delay. It's similar to the "Synthesize Loop" command in old Ensoniq samplers, which is also a time based smearing effect. Basically it works like that:

- dividing sound length into X parts (=number of mixing points, a good start value is SamplesPerChannel/512)

- adding random offset for each mixing point (important: random range has to be smaller than the distance of the mixing points and it has to be the same value for both channels)

- DC offset removal from source

- fading off some of the first/last samples of the source file

- do the mix Y times, where Y can have values from 1 to X

- further DC offset removal from destination and amplitude correction

By tweaking X and Y, you can change the density and the amount of smearing. If X=Y you get a kind of 'frozen' average sound.

Post Reply

Return to “DSP and Plugin Development”