And for those interested, my very first attempt I did with a Blender-created Woodband texture can be found [here].
Here's the idea how to make wave shapes with images.
1. Create a new image, greyscale, I made mine 100x441 pixels, which should get you a 1 second sample with a frequency of 441 Hz (which is close enough to middle A, 440 Hz) (with sample settings 8 bit, 44100 Hz). Fill the image with a gradient, full black on the left and full white on the right.
2. Open the 'Curves' dialog and edit whatever shape you want your wave to be. For best results, make sure the leftmost and rightmost node in the editor are at about the same level, 127 would be a good choice for their values.
3. Import in audio editor and you're all done!
Now, we can do the same, but instead of greyscale, use RGB.
1. Create the same sort of image as above, but RGB, not greyscale. Shape the Curves separately per channel, one for red, one for green, I made blue all flat, not using that.
2. Now, in your audio editor (and I use Audacity, this may be different for other editors), choose to import not 1, but 3 channels! Depending on how you've saved the file in your image editor, you may also need to set a start offset. For tiff, I used start offset of 2 bytes, but if you use pure raw, you might keep it at 0.
3. And then we have created a stereo wave! Red corresponds to left channel, green is right channel and blue could be center, if your audio setup supports it. You could also just delete the blue layer in Audacity to keep only left and right.
Ah yes, that makes sense
Looking forward to hear that idea of yours!
I mentioned being able to "fix" the flipped waveform problem when importing 16bit audio files as 8 bit using just basic sound editor functions.
1) Take the starting waveform ("flipped" and save it as "Wave1.wav"
2) Now invert this waveform and save it as "Wave2.wav".
3) Amplify the volume of "Waveform2.wv" until it saturates completely and you are left only with square waves. Make sure you overdo this massivey so that any hint of the waveshape is destroyed and you are left only with pure sqare waves - byt the way, DO NOT PRESS PLAY. This waveform will be very loud and almost certainly extremely unpleasant.
4) Now simply add waveforms Wave1.wav and Wave2.wav and save as "wave3.wav". - The result should be very close to the original waveform. Zoom in to inspect the waveform. If there are still some oddities (especially in the low volume parts), you may need to pump the volume of Wave2.wav further up and try step 4 again.
Hopefully this instruction is clear enough to allow you to try with your sound editor.
I thought of a way to create custom wave shapes using images, I'll tell you later
I had more problems with small bmp files. Tif exporting is fine, although this of course stores the image from top to bottom again and it has a header and a footer, so some noise at the beginning and some at the end. So it seems a special GIMP plugin is needed for pure raw export/import, but I couldn't find any. When you say 'raw', the image world immediately think of digital cameras, which are not pure raw images.
Commercial use is allowed. Technically it isn't necessary to contact the sound creators, but attribution is required. Also, you must make the licensing of the sounds clear in your game, in the credits, for example.
The only limitation is that the sounds cannot be used in any form of advertising (except for the product itself). So if your game is used as part of promotion of anything, it is not allowed to use the sounds (except if the promotion is the game itself, so the Lite version promotes the full version, you are allowed to do this).
And of course you are very welcome to make a donation to the Freesound project
I'm an independent game developer (a team of one, actually), and I've recently finished an iPhone game. In this game I use 5 sounds from freesound.org, now here's my question: I am going to charge $0.99 for the game (there will be a free "lite" version that lets you play 2 levels). So, can I use these sounds in my commercial game, as long as I put credits to the sound authors in the "info" section of my game? Should I contact each author and ask them? Or does CC prohibit me from commercial use?
Had I not made the above post others reading this thread may get the idea that using Freesound samples for promotion & advertising was permitted without asking the creator. If one of my samples was used in an advertisement or promotion I would want some sort of remuneration, (well I would say that: I'm Scottish )
BTW I've cleaned up Amy-G's coundown from ten to zero:
I got rid of most of the the train horn & slurping and changed the tempo so it is 1 count per second.
This cleaner version should appear here in 24/48 hours.
As ChuckCB's promotional usage is OK with you, Chuck can get my cleaner version sooner if he PMs me an email address I can send it to.
Personally I don't have a problem with this use. Really its just an announcement at an event and I really can't imagine the announcement is going to attract more people than whatever else is already going on there. It seems like they are going to give credit at the event and possibly upload that here, which would be pretty cool. I prefer this sort of acknowledged usage (even if somewhat commercial in nature) over the many people who don't attribute at all.
I am looking for a good mid-side microphone and Audio technica 4029 seems good.
Is here anyone who has got experience using this mic.
I would appreciate any feedback about it or if you know other mics that you would recommend.
Mainly the mic will be used on field.
Many thanks in advance.
I really enjoy this freesound project.
I was reading the licenses for clips and sounds and was having trouble with the not-for-profit area.
You are free:
To sample, mash-up, or otherwise creatively transform this work for commercial or noncommercial purposes.
Under the following conditions:
You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.
Many thanks from me and all the team at Gamestation Halesowen. This is for our midnight opening.
Doesn’t that usage constitute promotion, thus contravening the freesound licence ? …
“You may not use this work to advertise for or promote anything but the work you create from it“.
If you get specific permission from the creators for this usage I* think you’re in the clear ChuckCB.
I was reading the licenses for clips and sounds and was having trouble with the not-for-profit area. I would love to use clips from here, as the quality and availability is absolutely incredible, but I don't want to infringe anything. I would be using most of these sounds in web-based flash games.
The problem is that the games themselves are absolutely free, and the users do not have to pay anything for content. But the hitch is that we do receive monetary gain from external sources, in the form of ads on our site (unique visits to my page is linked with payments from the advertisers).
So, to sum it up:
1. The trouble is that the game(s) does not generate income by themselves, but the site is a web-based flash game site.
2. Users in no way pay for content, in any web domain (only one other site)
3. The website is receiving income from an external source, things that most websites would have anyways.
So is just hosting/distributing(only on one other site) games with clips itself infringement? The ambiguity of non-profit is troubling me, as I don't want to get lawyer'd.
thanks for the help, it would be excellent to clear this up.
Thanks Corsica S!
That is exactly what I needed!
Many thanks from me and all the team at Gamestation Halesowen.
This is for our midnight opening..
We'll be doing a special mention for you which I'll post on here tomorrow!
Thanks again...and thanks to the Female Voice!
MetaSynth may eventually spring a windows version.
In the meantime, ther eare a few image to sound VST plugins on the current KVR challenge:
Such as Harsh Digital Nose and SpectroBits
nemoDaedalus, you may also be interested in looking at Eigenmode.
are 3 more. check the first one first...
Interesting problem with the 210 x 210 size image. I don't think I had that one before...
I will try to recreate that and get back to you.
GIMP sounds like a fantastic tool to play with. I seem to recall it is free and there is also a Windows version?
you guys should have a look at:
I did... Unfortunately, windows users have to keep dreaming about it (and weep )
These might help as well
you guys should have a look at: