Advanced audio analysis?
I’m working on a project where audio analysis (not necessarily real-time) feeds parametric 3d models. I’m wondering if anyone has done or knows about audio analysis which goes further than the straightforward per-sample frequency and amplitude data.
I’m thinking of pitch, rhythmicallity (does this word exist?), texture (as in harsh/noisy versus smooth/soft), etc.
I’m aware of the fiddle, bonk and pitch externals which are candidates for developing a more complex analysis system.
I think a lot can be done just by analyzing frequency and amplitude over time. Any hints on algorithms are most welcome.
nice! gonna check m out
tanx man, a chunk-wise analysis like that is one of the ideas spinning in my head at the moment
These are new, and I have no idea if they will apply to you…. but they might!
hey that s some cool new ej’s!
anyone managed to get pitch data out of more complex compositions (eg. pop song)? fiddle and analyzer only seem to work with very clean sounds. (i do realise that s easier said than done…)
check my thread on the jitter forum, theres some useful things on there, ones I made and a link someone posted to an amazing one that works with polyphonic material.
Pop will be touch because its rhythm based, but you could probably adapt my fffb based method to work quite easily.
(its mainly just an fffb~ with frequencies for each area you want to analyze and cranked up reso and gain.)
Hi Deiter, how did this go? I’m just setting out on a project that I think will require a similar thing. I’d like to create printable 3d models, with different parameters mapped to various axis. It’s all pie-in-the-sky stuff for the moment, but hopefully I can get something out of it.