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sorting docs out a bit
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README.md
230
README.md
@ -4,17 +4,15 @@
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A custom sample smashing/re-aggregating app designed by Aphex Twin
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*Basic concept*
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Samplebrain chops samples up into a 'brain' of interconnected small
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samples (blocks) connected into a network by similarity. It reads a
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sections (blocks) connected into a network by similarity. It reads a
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target sample, chops it up into blocks in the same way, and tries to
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match each one with one of the sample blocks in it's brain to play in
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match each one with one of the blocks in it's brain to play in
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realtime.
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This, in theory, allows you to interpret one type of sound with
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another. We gradually added more and more controls until it became
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slightly out of control and difficult to explain.
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This (in theory) allows you to interpret one type of sound with
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another. Over time we gradually added more and more controls until it
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became slightly out of control and increasingly difficult to explain.
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Quick start:
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@ -24,206 +22,14 @@ Quick start:
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4. Click (re)generate target
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5. Press play
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## Manual
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# [Manual](docs/manual.md)
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# Binaries
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* [Windows]()
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* [Mac]()
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* Linux - see building below
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Brain tweaks:
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These settings control how the block search works.
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### fft / mfcc
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Choose whether to search using FFT (raw frequency analysis) or MFCC
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(Mel-frequency cepstral coefficients) which are higher order paramters
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that attempt to model perception of sound. MFCC is usually a bit
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better, but it depends on what you are doing, you can blend between
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them to use a mix. Setting this to 0% or 100% switches off the other
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search option, so is a bit more CPU friendly.
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### freq & dynamics / freq only
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Search using both frequency (pitch) and dynamics (volume changes over
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time), or only frequency - which uses normalised blocks. Generally you
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want the first option.
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### fft subsection
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When using FFT mode you can select a subrange of the (100) frequency
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bins to use for scoring potential blocks, potentially allowing you to
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target a specific frequency range. Not terribly useful in practice.
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### novelty
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One thing that tends to happen is that the same block or set of blocks
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can be overused if there isn't enough variation in the brain
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blocks. Sometimes we want to bias the selection against reuse, so
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novelty biases the selection away from similarity - if you turn it all
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the way up it will ignore the target completely and just play the
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least used ones in some odd semi-random order.
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### boredom
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This increases the speed at which novelty wears off, creating a wider
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spread of possible blocks. Not quite clear exactly why this is
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different to increasing novelty, but it sounds different.
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### stickyness
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If the error is under this threshold, play the next block in the brain
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rather than the closest. This will have the effect of elongating
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chunks of brain samples that you hear.
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### search stretch
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Repeats blocks in the target a fixed amount, like a simple timestretch
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- in synaptic mode this gives the system repeated attempts to find a
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closer match.
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### algorithm
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* basic
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Searches all samples in the brain, and uses the closest match.
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* reversed
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Searches all samples in the brain, and uses the least closest
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match. In practice this needs work, as it tends to select silent or
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very quiet blocks.
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* synaptic
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As brains get larger, we get more blocks, and they get slower to
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search. This mode provides a constant search time over arbitrarily
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huge brains. When generating the brains we connect them together into
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a network via similarity (via connections called synapses). We keep a
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position in the network and only search the nearby blocks - this
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assumes that sounds tend to change gradually, or at least more
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gradually than the small block lengths.
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* slide
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Similar to synaptic but if we can't find a close enough match (based
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on synaptic slide error) we stretch the target, repeating blocks until
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we land on a block that is close enough. This mode warps the timing of
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the target.
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### num synapses
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How many connections to check in synaptic or slide mode.
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### synaptic slide error
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The acceptable error to consider a block as "close enought" in slide mode.
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## Target sound:
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These settings control how the target sound is broken up into blocks.
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### load target
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Load a target sound to try and match
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### block size
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The size of the blocks in samples. This does not need to match the
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brain block size, but it probably should.
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### block overlap
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Percentage overlap in blocks.
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### window shape
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The shape of the window - "dodgy" is actually box.
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### (re)generate blocks
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Compute the target blocks.
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### use mic input
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Attempts to stream blocks live from the microphone. I think this is
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broken at present.
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## Mix:
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These are settings that happen after the search.
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### autotune
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Attempt to pitch bend the chosen brain block to better match the target.
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### normalised
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Mix in normalised brain blocks - removing all dynamics. Might work
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with frequency only search.
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### brain / target
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Mix in the target blocks to the output - for cheating, or testing purposes.
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### stereo mode
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Run everything once for left and again for right speaker.
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## Brain contents
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These settings allow you to build a brain of samples, and switch in
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and out specific samples during playback.
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### all/none
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You can select which samples to use without regenerating the
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brain. This selects all or none of the samples.
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### load sound/directory/clear
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Load sounds into the brain, either individually or entire directories
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in one go.
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### block size
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The size of the blocks in samples. This does not need to match the
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target block size, but it probably should.
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### block overlap
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Percentage overlap in blocks.
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### window shape
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The shape of the window - "dodgy" is actually box.
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### (re)generate blocks
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Compute the brain blocks.
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### load brain/save brain
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You can save and load brains separately to the targets.
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## Lower bar
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General playback settings
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### play/pause/record/stop
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Start/stop and record
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### volume
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Global volume
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### load/save session
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Load and save the entire session.
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## Net tab
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This allows you to control multiple instances of samplebrain over the
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network all running their own brains simultaneously. This feature has
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not been tested well!
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# Installing/building
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## Linux install:
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@ -245,18 +51,18 @@ Build $ run it:
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## What's here
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1. app:
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* main app code
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2. brain:
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* sample granulation engine code
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1. brain:
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* samplebrain engine code
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2. app:
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* code to build the Qt GUI app
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3. gui:
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* qt designer project files
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4. cooking:
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* sketches and ideas
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* proof of concept written in python
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* initial attept at clojure version (abandoned)
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* initial (abandoned) attempt at clojure version
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# Todo:
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# Todos:
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* Write VST version?
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199
docs/manual.md
Normal file
199
docs/manual.md
Normal file
@ -0,0 +1,199 @@
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# Samplebrain Manual
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## Brain tweaks:
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These settings control how the block search works.
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|
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### fft / mfcc
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|
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Choose whether to search using FFT (raw frequency analysis) or MFCC
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(Mel-frequency cepstral coefficients) which are higher order paramters
|
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that attempt to model perception of sound. MFCC is usually a bit
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better, but it depends on what you are doing, you can blend between
|
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them to use a mix. Setting this to 0% or 100% switches off the other
|
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search option, so is a bit more CPU friendly.
|
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|
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### freq & dynamics / freq only
|
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|
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Search using both frequency (pitch) and dynamics (volume changes over
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time), or only frequency - which uses normalised blocks. Generally you
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want the first option.
|
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|
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### fft subsection
|
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|
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When using FFT mode you can select a subrange of the (100) frequency
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bins to use for scoring potential blocks, potentially allowing you to
|
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target a specific frequency range. Not terribly useful in practice.
|
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|
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### novelty
|
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|
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One thing that tends to happen is that the same block or set of blocks
|
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can be overused if there isn't enough variation in the brain
|
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blocks. Sometimes we want to bias the selection against reuse, so
|
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novelty biases the selection away from similarity - if you turn it all
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the way up it will ignore the target completely and just play the
|
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least used ones in some odd semi-random order.
|
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|
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### boredom
|
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|
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This increases the speed at which novelty wears off, creating a wider
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spread of possible blocks. Not quite clear exactly why this is
|
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different to increasing novelty, but it sounds different.
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### stickyness
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If the error is under this threshold, play the next block in the brain
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rather than the closest. This will have the effect of elongating
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chunks of brain samples that you hear.
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### search stretch
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Repeats blocks in the target a fixed amount, like a simple timestretch
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- in synaptic mode this gives the system repeated attempts to find a
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closer match.
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### algorithm
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* basic
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Searches all samples in the brain, and uses the closest match.
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* reversed
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Searches all samples in the brain, and uses the least closest
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match. In practice this needs work, as it tends to select silent or
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very quiet blocks.
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* synaptic
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As brains get larger, we get more blocks, and they get slower to
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search. This mode provides a constant search time over arbitrarily
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huge brains. When generating the brains we connect them together into
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a network via similarity (via connections called synapses). We keep a
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position in the network and only search the nearby blocks - this
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assumes that sounds tend to change gradually, or at least more
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gradually than the small block lengths.
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* slide
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Similar to synaptic but if we can't find a close enough match (based
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on synaptic slide error) we stretch the target, repeating blocks until
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we land on a block that is close enough. This mode warps the timing of
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the target.
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||||
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### num synapses
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How many connections to check in synaptic or slide mode.
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### synaptic slide error
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The acceptable error to consider a block as "close enought" in slide mode.
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## Target sound:
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These settings control how the target sound is broken up into blocks.
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### load target
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Load a target sound to try and match
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### block size
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The size of the blocks in samples. This does not need to match the
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brain block size, but it probably should.
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### block overlap
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Percentage overlap in blocks.
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### window shape
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The shape of the window - "dodgy" is actually box.
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### (re)generate blocks
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Compute the target blocks.
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### use mic input
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Attempts to stream blocks live from the microphone. I think this is
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broken at present.
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||||
|
||||
## Mix:
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|
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These are settings that happen after the search.
|
||||
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### autotune
|
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Attempt to pitch bend the chosen brain block to better match the target.
|
||||
|
||||
### normalised
|
||||
|
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Mix in normalised brain blocks - removing all dynamics. Might work
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with frequency only search.
|
||||
|
||||
### brain / target
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|
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Mix in the target blocks to the output - for cheating, or testing purposes.
|
||||
|
||||
### stereo mode
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Run everything once for left and again for right speaker.
|
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|
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## Brain contents
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|
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These settings allow you to build a brain of samples, and switch in
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and out specific samples during playback.
|
||||
|
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### all/none
|
||||
|
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You can select which samples to use without regenerating the
|
||||
brain. This selects all or none of the samples.
|
||||
|
||||
### load sound/directory/clear
|
||||
|
||||
Load sounds into the brain, either individually or entire directories
|
||||
in one go.
|
||||
|
||||
### block size
|
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|
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The size of the blocks in samples. This does not need to match the
|
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target block size, but it probably should.
|
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|
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### block overlap
|
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|
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Percentage overlap in blocks.
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||||
|
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### window shape
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|
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The shape of the window - "dodgy" is actually box.
|
||||
|
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### (re)generate blocks
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|
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Compute the brain blocks.
|
||||
|
||||
### load brain/save brain
|
||||
|
||||
You can save and load brains separately to the targets.
|
||||
|
||||
## Lower bar
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||||
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||||
General playback settings
|
||||
|
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### play/pause/record/stop
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|
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Start/stop and record
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|
||||
### volume
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|
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Global volume
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||||
|
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### load/save session
|
||||
|
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Load and save the entire session.
|
||||
|
||||
## Net tab
|
||||
|
||||
This allows you to control multiple instances of samplebrain over the
|
||||
network all running their own brains simultaneously. This feature has
|
||||
not been tested well!
|
Loading…
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Reference in New Issue
Block a user