Re: [LAD] General question: Components of Music Software

From: Harry Van Haaren <harryhaaren@email-addr-hidden>
Date: Mon Apr 26 2010 - 22:41:13 EEST

Here's my impression of a Granulizer:

Chops a piece of audio up into many little "granules" (segments), ususally
each granule is smaller than 20ms in duration, and then reorganizes these
granules to
form new sounds. There is a method of synthesis based around this approach.

-Harry

2010/4/26 Louigi Verona <louigi.verona@email-addr-hidden>

> Jorn! Thanks, very informative answer.
>
> What can you say about stuff like this:
>
> 1. vocoder
> 2. grnulizer
> 3. slicer (when a file is sliced into pieces)
> 4. beat matching
>
> L.V.
>
> 2010/4/26 Jörn Nettingsmeier <nettings@email-addr-hidden-hochschule.de>
>
>> On 04/26/2010 08:47 AM, Louigi Verona wrote:
>>
>> > Hey guys!
>> >
>> > I was wondering about the following.
>> > On Windows we have lots and lots of plugins and synthesizers and effect
>> > racks. On Linux the selection is much less variable.
>> >
>> > However, am I correct in understanding that the variety of the Windows
>> > synths and plugins merely means that people take several core modules
>> and
>> > just rearrange them into different GUIs?
>> > Am I correct in understanding that there are only several major
>> algorithms
>> > for things like filters, delays, reverbs and choruses?
>>
>> in my view, the situation is mixed. there is a lot of utter bullshit
>> going on, eqs and "mastering" compressors seem to have the greatest
>> voodoo factor. then some people sell you simple convolvers as
>> oh-so-great emulators of vintage stuff... i think it's justified to say
>> that these basic building blocks are widely understood, with little room
>> for ground-breaking improvements.
>>
>> it's either in great user interfaces or cutting-edge (and patented)
>> technology that proprietary stuff kicks our collective asses (which is
>> fine in my book).
>>
>> there are many truly revolutionary algorithms and interface designs that
>> have no free software equivalent, nor will they for the forseeable
>> future. stuff like ableton live or the waves reverbs come to mind, or
>> (gasp!) melodyne. or advanced restauration tools like really good
>> denoises and declickers. then there's adaptive convolvers that can
>> tackle non-linear stuff (like the "liquid" gear marketed by focusrite) -
>> no ready-to-use free equivalents exist for this. whether you need it or
>> not is another question. as it stands now, we can't emulate an UREI, the
>> closed source folks can. but sampo s. is hot on their tracks :)
>>
>> the audio fundamentals (controlling spectrum, delay, frequency response,
>> and space), i.e. the basic things you mentioned that you need to get a
>> mix done, is all there, in varying degrees of usability and slickness,
>> and i have never looked back.
>>
>> then again, i'm not tied into a workflow that needs maximum efficiency.
>> stuff like protools does have its uses - it's hard to envision an
>> environment where a seasoned engineer could be faster and more
>> productive. but often, all that you get for your money is a fake brushed
>> aluminum widget with huge, wasteful and incorrectly modelled VU meters
>> and fake rack ears... caveat emptor.
>>
>> but in all fairness, open source is covering ground in this area, too. :-D
>>
>> best,
>>
>> jörn
>>
>>
>>
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>
>
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Received on Tue Apr 27 00:15:03 2010

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