bein ablt to slow down the song (or speed up) and keep
the same pitch would be awsome =)
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YOU KNOW IT WOULD!
Well, I've got some ideas about this.. There are a couple of
ways to do it.
1) Break the audio into pretty small chunks and peice the
chunks back together, except you overlap the edges so that
it decreases the length or repeat the small chunks so it
increases the length.
This limits the amount you can alter the length before it
starts to sound odd. And it usually requires some
experimentation to get it to sound right based on the
content of the recording.
2) Use the FFT to convert the audio into the frequency
domain, and shift the frequencies into higher or lower range
(and it's not as simple as just shifting them, it also
requres some exponential math) and then convert it back to
the time domain. Now you have a higher or lower version of
the sound, but the speed isn't altered, but you can then use
traditional rate changing techniques to slow down or speed
up the sound so that the pitch is normal again, but the
length has changed.
This is much more compilcated, and I'm not totally sure
if it works in practice yet, but the idea seems feasible.
I've actually just implemented some FFT stuff in the
0.4.0beta release and this is a feature I've wanted to
attempt to implement for a long time.
So, we'll see... In the end I'll probably do it both ways if
I can't get either one to always sound right.
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You may want to give a look to SndStretch
which is an XMMS plugin doing sound stretching I've found
Ok, I looked at sndstretch and also looked at ogg123's -x/y
parameters. Both seems to at least end the end repeat small
sections or leave out small sections of sound to adjust the
This is obviously a way to do it, but I've never been
totally satisfied with the way it sounds.
Also, yesterday I tried a very rough scheme to use the FFT
and shift the pitch.. well, at least the way I was thinking
of doing it is not going to work. (I could explain why if
someone cares to know)
So anyway, perhaps I will implement the way everyone else is
doing it for now, with an intention of doing it a different
way some time later. Heck, maybe there's not a generic way
of doing it for all audio types. I've got some ideas about
how to do it with speech, but everyone who's asked me for
the feature is talking about using it for music.
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How about looking at the way CoolEdit does it? I've used
CoolEdit quite a bit for time compression w/o altering
pitch, and it does work quite well. I'd love to see an
equivilent in Linux and ReZound.
CoolEdit uses a splicing frequency, and overlaps.
Can you explain this "splicing frequency, and overlaps" further?
I have looked into several different methods... One looks
But the BEST I've ever heard is done by a company at this
WOW.. just check out the examples!
This is really what I want to try to live up to, but I think
they're keeping a tight lip on any details of how it works.
>Can you explain this "splicing frequency, and overlaps"
Download CoolEdit from www.syntrillium.com, you get to play
with it for 30 days. Go into the "Transform/Time
Pitch/Stretch" menu, and you'll see that when you select
Speed Up or Slow Down, you have the option of a splicing
frequency and overlap.
I pulled this from the Help File:
The Splicing Frequency determines the size of the chunk of
audio data used when preserving pitch or tempo while
elongating or truncating a waveform. The higher the value,
the more precise the placement of stretched audio over time,
however artifacts are more noticeable as rates go up. At
higher precision, lower splicing frequencies may add stutter
or echo; if the frequency is too high, it may sound tinny,
or like talking through a tunnel.
If the low precision mode is used, you can improve the
quality of stretched mono-tonal (pure tone) samples by
choosing an Interval Rate that's evenly divisible into the
frequency of the sample. Use the Frequency Analysis window
to find the sample's base frequency, then divide by an
integer to get the Interval Rate. For example, if the tone
was reported to be 438Hz, dividing by 20 gives 21.9Hz. Thus,
using 21.9Hz as the Interval Rate will greatly improve the
quality by reducing phase artifacts. For non-tonal or noisy
samples, the Interval Rate doesn't matter as much.
When stretching or compressing, 'chunks' of audio are
overlapped with previously transformed chunks This setting
determines how much the current chunk will overlap with the
previous and next ones. If you find you are getting a chorus
effect when Stretching, you can lower the overlapping
percentage, however, doing so may produce a 'choppy' sound.
If so, adjust the overlapping to strike a balance between
choppiness and chorusing. Overlapping can be as high as
about 400%, but you should only use this for really high
speed increases (like 200% or more).
Use the sound touch library.
It is very fast and gives a very good quality sound as the
I've got this working now. I'm only waiting on the
libsoundtouch author to make the library more ready for
distribution on major distros. I've sent him an
autoconfiscated (using autoconf/automake) version of his
lib, and he's looking at it.
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I would like the possibility to have two adjustment wheels
for time/pitch instead of the actual one wheel:
One for speed adjustments, the other for pitch adjustments.
Then ReZound would be a great tool for listening to music,
and write it down:
First use the pitch wheel to asjust the track to a
instrument (f.e. if the track is a quartertone off), and
then use the selection-play function and the slow-down
function for difficult parts!
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