[sdiy] Linear interpolation (Was: Drum sample playback)
Scott Gravenhorst
music.maker at gte.net
Sat Feb 18 16:10:08 CET 2017
Andre Majorel <aym-htnys at teaser.fr> wrote:
>On 2017-02-17 22:45 +0000, Richie Burnett wrote:
>
>> It's usually the resampling that takes the majority of CPU
>> cycles with sample playback. So for a given amount of CPU
>> power you can either have tons of voices that alias like hell
>> when you transpose the samples or a quarter of those voices
>> with nice clean detuning of the samples. I suspect this is
>> where they might have cut corners.
>> =
>
>> Of course if you want to pitch up a Hi-hat sample and the
>> playback module has crap resampling, then there's nothing to
>> stop you transposing the sample in a decent audio processing
>> package first before sticking it on the sd card. (That's what
>> I used to do with my old Akai S01 sampler that had crappy
>> linear interpolation, and turned hi-hat samples into rustling
>> paper bag sounds as soon as you touched the transpose
>> control!)
>
>Just wanted to say this about "crappy linear interpolation" :
>I've played with it and to me, the way it makes everything sound
>like it's made of triangle waves is irresistible. If you're into
>dirty low-fidelity sounds, you owe it to yourself to try it.
>
>-- =
>
>Andr=E9 Majorel http://www.teaser.fr/~amajorel/
And there are applications where I don't even notice it - perhaps I like this
triangle stuff. I use linear interpolation for pitch range extension and
precise tuning in Karplus-Strong systems. I found it crappy only when I took
it too far, low notes could sound a bit "buzzy" if I tried to chop samples up
by much more than about 4 times.
-- ScottG
________________________________________________________________________
-- Scott Gravenhorst
-- http://scott.joviansynth.com/
-- When the going gets tough, the tough use the command line.
-- Matt 21:22
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