Obviously the relative heights may also vary from system to system, so this is still quite tentative. No units are shown because they are totally system-dependent - this is purely a comparative visualisation, we’re only interested in the relative heights. The y-axis is linear in time with zero at the bottom, so lower is better. The results for R2 and R3, as of the 3.0 release, look like this: This is a graph of processing cycle count (x-axis) against time taken per 512-frame cycle (y-axis). The stretcher is initialised with typical parameters for this activity (in code terms, OptionProcessRealTime | OptionPitchHighConsistency | OptionFormantPreserved) and it is primed with an initial pad before entering the cycle loop, as otherwise the first call would dominate results. To measure this, I set up a test case that simulates a typical sound processing callback, passing a music recording through a stretcher and emitting a fixed 512 sample frames from each processing cycle, while varying the time and pitch ratios and measuring how long each cycle takes to return. Rubber Band is often used in real-time situations where the worst-case time per processed block is what matters most. Sustained throughput is not the only measure. Still, as it turns out, there are a few things we can do. It would be nice to do better, but the R3 code was already quite heavily optimised before release - it is simply a fairly CPU-intensive method. Both are eminently usable in real-time on hardware from the last decade, but the headroom available for R2 can make a big difference. Measuring sustained throughput in frames-per-second for common fixed stretch factors, we find R2 to be typically about three times as fast as R3. The older one is still included, and I’ll call that R2.Īlthough the output of R3 typically sounds much better than R2, it uses a lot more CPU power to run. In version 3.0 we introduced a totally new, higher-quality processing engine, which I’ll refer to as the R3 engine. This release focuses primarily on performance improvements. Filter Bank Pro contains two modules allowing endless sound sculpting.Today marks version 3.1 of the audio time-stretching and pitch-shifting library Rubber Band. The first module seen on the left of the plugin is the heart of the Filter Bank Pro and contains five individual filters. Each of these filters features a Gain control for cutting or boosting, a frequency control for selecting which frequency to filter (1-12,000hZ!), and finally a Q control which narrows or widens the frequency bands being filtered. Over on the right of the plugin you have the more traditional filter module containing five filter types including Low Pass, High Pass, Band Pass, Notch, and Peaking. There are also large and inviting Cutoff and Resonance controls (with sync capable LFO) and the awesome Analogue! knob which adds warmth. Endless controls for filtering anything! The Filter bank Pro also has Input and Output level controls which come in very handy when creating some extreme filtered sounds. We hope Sonic Visualiser will be of particular interest to musicologists, archivists, signal-processing researchers and anyone else looking for a friendly way to take a look at what lies inside the audio file. KVR Audio News: Sonic Visualiser has been updated to v1.6.Īccurately filter any frequency/frequencies you like. Sonic Visualiser is an application for viewing and analysing the contents of music audio files. Sonic Visualiser features : - Load audio files in WAV, Ogg and MP3 formats, and view their waveforms. This is a bug fix and performance release. Changes: The Colour 3D Plot layer now supports logarithmic vertical scale and linear interpolation options. This is a brief reference manual explaining the concepts. Two modules - Filter bank on the left, multi-mode filter on the right. You can apply various filters and effects with real-time preview of the outcome. 5 filter types including Low Pass, High Pass, Band Pass, Notch, and Peaking. 4 Sonic Visualiser is an application for viewing and analysing the.
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