i know how to end aliasing

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UPDATE:

I see you have a site that shows some of your logic: http://soundemote.io
s = sample rate, r = oversampling ratio. Nothing in this engine is allowed to move faster than half of that. Anti-aliasing isn't a filter you bolt on afterward — it's obeying the speed limit in the first place.
Ok, I see the logic in simple terms; this is somewhat like Band Limiting, in that you tell the system that anything above x is ignored QED: nothing to bounce. From my very limited grock of DSP I think you are doing the same, only perhaps at a more granular level: every event is asking the Q rather than taking the whole and saying 'ignore over x'. Assuming CPUsage doesn't become unwieldy, it may do it. Or it may simply make an FM like "1x56" behave like "1" which, while solving the Nyquistian "grunge", didn't deliver the requested result - which, in theory, oversampling should (but sadly nothing really does).
:-)

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Architeuthis wrote: Tue Jul 07, 2026 11:10 pm unlimited detail, infinite detail. i like the word infinite because unlimited implies there was a limit in the first place. infinite is more exact, it describes a number: or we can drop the whole infinite/unlimited thing and just say:

"it's a chaotic equation that i tune not to alias"

ill say that moving forward.

also, this requires you to abandon classical audio synthesis, so in other words, I'm only ending aliasing in my simulated universe rather than for arbitrary audio. you have to actually jump in to get the benefit, tradeoff is you are not allowed to calculate sin() in this universe, you have to tap into the "free energy" source of "spacetime fluctuations" (i.e. the sinewave oscillating over time and the noise floor)

the reason i say "ending aliasing for all" is because i am positioned to grab a lot of the audio market, they will use my engine for their audio, be it a game, an audio plugin, etc... hmm, ok that's too optimistic. my engine will be used alongside classical synthesis im sure.

classical synthesis: good for getting something exact
chaotic synthesis: good if you don't need exact (especially organic / foley sounds).
so many buzz words, buzzwordoverflow

so maybe change your original thread title then, otherwise this is clickbait i'd say
i don't know what "universe" you live in (i have a suspicion but i'll keep it to myself for now), but a bunch of the devs who would look at your thread title, would click on it interested to learn how to make antialiased "exact" waveforms, not some uncontrollable crap, EHM, i meant "chaos"

well, congratulations, you (once again) grabbed the attention of a lot of devs here... and now what?
i'm not good at coding and math, but i don't see anything here from you, just claims and promises entangled with buzz words which don't tell me anything "exact" about your "algorithm", but it does tell me something about you.

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mystran: yes, that's the one. i periodically eyeballed it for a few years after i first saw it but nothing was happening and i forgot it.. so it actually did have something, huh, bad targetting and bad communication maybe? any way, i've not been following gamedev stuff so, sorry for the bad example then.
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a) show it working,

i did
http://soundemote.io <- explore and learn
http://soundemote.io/sandbox <- make something (not everything works yet)

b) keep quiet til you have the next (real) game changer, or

ive already changed the game

c) ?

you can use it or not. the only thing missing is a demonstration you can understand.
Last edited by Architeuthis on Wed Jul 08, 2026 10:09 am, edited 1 time in total.

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Keeping aliasing out of synthesized waveforms is a solved problem.

Now how do you tackle it for distortion / overdrive / saturation / clipping ?
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distortion: noise floor eats distortion like dithering for digital audio, that's our free energy source doing work (noise floor is adjustable and dictates CPU usage / fidelity), and you can amplify this noise floor for noise things. the noise should be natural-sounding (untested) because only `under-nyquist` noise gets through. the noise is filtered / split into above and below nyquist, the above nyquist data goes into imaginary land as a secret code (i just throw it away), and some information is lost to the black hole because of nonlinear filtering.

new idea: use a bandpass filter for the noise and make it adjustable, that allows fine tuning for DC vs AC and hi fi vs lo fi (untested)

wait: is it the above nyquist noise that prevents distortion and what you hear is the below nyquist noise? but then you would be hearing above nyquist noise... but high frequency noise is above human hearing... oh no... i don't know the answer (needs testing)... but then again, the entire noise signal is inside the circuit... :scared: but it's being filtered... so... the distortion also gets filtered? :help:

im almost at the point where i can test all this... alright ill make sure i have something today.

overdrive: it overdrives beautifully (saturation is just a part of the chaotic signal, there is no literal saturation unless you throw in a soft clipper... that might introduce aliasing... this is where fine tuning comes in)

saturation: is saturates beautifully (overdrive and saturation are equivalent in this context: something becoming less round)

clipping: clipping ends the universe simulation... well i need to implement this feature: if a signal disobeys -1 to +1 then a wire will break where it occurred... except... wait... there may not be wires sometimes... so in that case, yes, it ends the universe simulation similar to a circuit breaker function. this feature will be optional, but ill encourage keeping it on.

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