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Author Topic:   freeze frame
flo
Member
posted 17 March 2005 14:02         Edit/Delete Message   Reply w/Quote

FreezeTechniques.kym

 
Hi,
inspired by the delay freeze frame method I tried to realize something similar for all 'TimeIndex-sounds'. You'll find attached a simple solution (TimeIndexFreeze1) that works. But ideal would be a solution that
continues from the freeze point when you switch back to normal playing.
Maybe somebody has realized this before?

Furthermore, if you use the delay method, how can you make this sound more lively and musically in a simple and effective way?
If you compare this to a cantus firmus voice for example, you miss the natural fluctuations in amplitude and fundamental frequency, which make
this beautiful and organic. To add random amplitude deviation is not difficult, but how can you add deviation to the fundamental frequency?
By adding jitter to the delay scale? Is this enough? Or are there other things, techniques you could do additionally?

Best, Flor

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SSC
Administrator
posted 17 March 2005 15:12         Edit/Delete Message   Reply w/Quote
What I usually do is to greatly slow down the time index (rather than completely freezing it). This gives you some "liveness" during the frozen portion. For example, if the normal duration of the time-indexed sound is 10 s, you could use something like:

!trig fullRamp: (!Freeze * 100 s + 10 s)

to go through it at normal speed when !Freeze is 0 and go through at one tenth speed when !Freeze is 1.

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flo
Member
posted 18 March 2005 12:51         Edit/Delete Message   Reply w/Quote
quote:
Originally posted by SSC:
[B]What I usually do is to greatly slow down the time index (rather than completely freezing it). This gives you some "liveness" during the frozen portion.[B]

ok, but this only can be done for sounds with time index, or not?
I was referring to the delay freeze method (first spectral analysis,
then delay). Which simple technique can be applied here to add some liveness? How could you add fluctuation to
the fundamental frequency?


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flo
Member
posted 22 March 2005 02:43         Edit/Delete Message   Reply w/Quote

sorgenkind.kym

 
quote:
Originally posted by flo:
But ideal would be a solution that
continues from the freeze point when you switch back to normal playing.
Maybe somebody has realized this before?

Here is my own first attempt.
What I don't understand is, that the sound continues 'right' (from the frame which has been frozen, the way I intended it) the 2nd time, but not the 1st time, directly after the 'freeze off'. Why is that?
(Please ignore the time stretch effect. I wanted to focus on this 'continuing from freeze point', therefore I didn't compensate for the ts yet).

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