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📄 soxexam.txt

📁 visual c++编写关于声音分析的 傅立叶变换.超牛
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       The sample will be bounced twice in asymmetric echos:	     play file.xxx echos 0.8 0.7 700.0 0.25 900.0 0.3       The sample will sound as if played in a garage:	     play file.xxx echos 0.8 0.7 40.0 0.25 63.0 0.3       Chorus       The chorus effect has its name because it will often be used to make  a       single  vocal  sound  like  a  chorus.  But  it can be applied to other       instrument samples too.       It works like the echo effect with a short delay, but the  delay	 isn’t       constant.  The delay is varied using a sinusoidal or triangular modula-       tion. The modulation depth defines the range  the  modulated  delay  is       played  before  or  after the delay. Hence the delayed sound will sound       slower or faster, that is the delayed sound tuned around	 the  original       one, like in a chorus where some vocals are a bit out of tune.       The  typical  delay is around 40ms to 60ms, the speed of the modulation       is best near 0.25Hz and the modulation depth around 2ms.       A single delay will make the sample more overloaded:	     play file.xxx chorus 0.7 0.9 55.0 0.4 0.25 2.0 -t       Two delays of the original samples sound like this:	     play file.xxx chorus 0.6 0.9 50.0 0.4 0.25 2.0 -t 60.0  0.32  0.4       1.3 -s       A big chorus of the sample is (three additional samples):	      play  file.xxx chorus 0.5 0.9 50.0 0.4 0.25 2.0 -t 60.0 0.32 0.4       2.3 -t	      40.0 0.3 0.3 1.3 -s       Flanger       The flanger effect is like the chorus  effect,  but  the	 delay	varies       between	0ms  and  maximal  5ms.	 It sound like wind blowing, sometimes       faster or slower including changes of the speed.       The flanger effect is widely used in funk and  soul  music,  where  the       guitar sound varies frequently slow or a bit faster.       The  typical delay is around 3ms to 5ms, the speed of the modulation is       best near 0.5Hz.       Now, let’s groove the sample:	     play file.xxx flanger 0.6 0.87 3.0 0.9 0.5 -s       listen carefully between the difference of  sinusoidal  and  triangular       modulation:	     play file.xxx flanger 0.6 0.87 3.0 0.9 0.5 -t       If the decay is a bit lower, than the effect sounds more popular:	     play file.xxx flanger 0.8 0.88 3.0 0.4 0.5 -t       The drunken loudspeaker system:	     play file.xxx flanger 0.9 0.9 4.0 0.23 1.3 -s       Reverb       The  reverb effect is often used in audience hall which are to small or       contain too many many visitors which disturb (dampen) the reflection of       sound  at  the walls.  Reverb will make the sound be perceived as if it       were in a large hall.  You can try the reverb effect in	your  bathroom       or  garage  or sport halls by shouting loud some words. You’ll hear the       words reflected from the walls.       The biggest problem in using the reverb effect is the  correct  setting       of the (wall) delays such that the sound is realistic and doesn’t sound       like music playing in a	tin  can  or  has  overloaded  feedback	 which       destroys	 any  illusion	of  playing in a big hall.  To help you obtain       realistic reverb effects, you should decide first how long  the	reverb       should  take place until it is not loud enough to be registered by your       ears. This is be done by varying the  reverb  time  "t".	  To  simulate       small halls, use 200ms.	To simulate large halls, use 1000ms.  Clearly,       the walls of such a hall aren’t far away, so you should define its set-       ting  be	 given	every wall its delay time.  However, if the wall is to       far away for the reverb time, you won’t hear the reverb, so the nearest       wall will be best at "t/4" delay and the farthest at "t/2". You can try       other distances as well, but it won’t sound very realistic.  The	 walls       shouldn’t  stand	 to  close to each other and not in a multiple integer       distance to each other ( so avoid wall like: 200.0 and 202.0, or	 some-       thing like 100.0 and 200.0 ).       Since  audience	halls  do have a lot of walls, we will start designing       one beginning with one wall:	     play file.xxx reverb 1.0 600.0 180.0       One wall more:	     play file.xxx reverb 1.0 600.0 180.0 200.0       Next two walls:	     play file.xxx reverb 1.0 600.0 180.0 200.0 220.0 240.0       Now, why not a futuristic hall with six walls:	     play file.xxx reverb 1.0 600.0  180.0  200.0  220.0  240.0	 280.0       300.0       If  you	run out of machine power or memory, then stop as many applica-       tions as possible (every interrupt will consume a lot of CPU time which       for bigger halls is absolutely necessary).       Phaser       The  phaser  effect  is	like  the flanger effect, but it uses a reverb       instead of an echo and does phase shifting. You’ll hear the  difference       in the examples comparing both effects (simply change the effect name).       The delay modulation can be sinusoidal or triangular, preferable is the       later for multiple instruments. For single instrument sounds, the sinu-       soidal phaser effect will give a sharper	 phasing  effect.   The	 decay       shouldn’t  be  to  close	 to 1.0 which will cause dramatic feedback.  A       good range is about 0.5 to 0.1 for the decay.       We will take a parameter setting as for the flanger before (gain-out is       lower since feedback can raise the output dramatically):	     play file.xxx phaser 0.8 0.74 3.0 0.4 0.5 -t       The drunken loudspeaker system (now less alcohol):	     play file.xxx phaser 0.9 0.85 4.0 0.23 1.3 -s       A popular sound of the sample is as follows:	     play file.xxx phaser 0.89 0.85 1.0 0.24 2.0 -t       The sample sounds if ten springs are in your ears:	     play file.xxx phaser 0.6 0.66 3.0 0.6 2.0 -t       Compander       The  compander  effect  allows the dynamic range of a signal to be com-       pressed or expanded.  For most situations, the attack time (response to       the music getting louder) should be shorter than the decay time because       our ears are more sensitive to suddenly loud  music  than  to  suddenly       soft music.       For  example,  suppose  you  are	 listening  to	Strauss’  "Also Sprach       Zarathustra" in a noisy environment such as a car.  If you turn up  the       volume  enough  to hear the soft passages over the road noise, the loud       sections will be too loud.  You could try this:	     play file.xxx compand 0.3,1 -90,-90,-70,-70,-60,-20,0,0 -5 0 0.2       The transfer function ("-90,...") says that very	 soft  sounds  between       -90  and	 -70 decibels (-90 is about the limit of 16-bit encoding) will       remain unchanged.  That keeps the compander from boosting the volume on       "silent"	 passages  such	 as between movements.	However, sounds in the       range -60 decibels to 0 decibels (maximum volume) will  be  boosted  so       that  the  60-dB dynamic range of the original music will be compressed       3-to-1 into a 20-dB range, which is wide enough to enjoy the music  but       narrow  enough  to get around the road noise.  The -5 dB output gain is       needed to avoid clipping (the number is inexact,	 and  was  derived  by       experimentation).   The	0  for the initial volume will work fine for a       clip that starts with a bit of silence, and the delay of	 0.2  has  the       effect  of  causing the compander to react a bit more quickly to sudden       volume changes.       Changing the Rate of Playback       You can use stretch to change the rate of playback of an	 audio	sample       while preserving the pitch.  For example to play at 1/2 the speed:	     play file.wav stretch 2       To play a file at twice the speed:	     play file.wav stretch .5       Other  related  options	are  "speed"  to change the speed of play (and       changing the pitch accordingly), and pitch, to alter  the  pitch	 of  a       sample.	For example to speed a sample so it plays in 1/2 the time (for       those Mickey Mouse voices):	     play file.wav speed 2       To raise the pitch of a sample 1 while note (100 cents):	     play file.wav pitch 100       Reducing noise in a recording       First find a period of silence in your recording, such as the beginning       or  end	of  a  piece.  If  the	first 1.5 seconds of the recording are       silent, do	       sox file.wav -t nul /dev/null trim 0 1.5 noiseprof /tmp/profile       Next, use the noisered effect to actually reduce the noise:	       play file.wav noisered /tmp/profile       Other effects (copy, rate, avg, stat, vibro, lowp, highp, band, reverb)       The other effects are simple to use. However, an "easy to  use  manual"       should be given here.       More effects (to do !)       There  are  a lot of effects around like noise gates, compressors, waw-       waw, stereo effects and so on. They should be implemented,  making  SoX       more  useful  in	 sound	mixing techniques coming together with a great       variety of different sound effects.       Combining effects by using them in parallel or  serially	 on  different       channels	 needs	some  easy  mechanism which is stable for use in real-       time.       Really missing are the  the  changing  of  the  parameters  and	start-       ing/stopping of effects while playing samples in real-time!       Good luck and have fun with all the effects!	    Juergen Mueller	     (jmueller@uia.ua.ac.be)SEE ALSO       sox(1), play(1), rec(1)AUTHOR       Juergen Mueller	   (jmueller@uia.ua.ac.be)       Updates by Anonymous.			       December 11, 2001			SoX(1)

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