Monthly Archives: October 2017

Silent Letter Revisited

I finally implemented the /H/ sound using the new rendering engine. Since the aspiration was already part of the code, it was “just” a matter of turning off the vocal sound, and raising the aspiration value. Of course, nothing is … Continue reading

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Whispering

One of the problems with generating output wave by wave is there’s a good chance that there will be a discontinuity with the prior wave. I’ve got some “smoothing” code that renders a small hermite spline to ease the transition. … Continue reading

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Interpolating Peaks

I’ve added some simple logic that checks to see if a peak can be interpolated by looking at the intersection of the slopes between points. Here’s an example of it in action: The results look very good – peaks move … Continue reading

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A Sampling Problem

I modified my GUI so that I could scroll through wave files and see how the spectral envelope changed over time. As I was clicking through the waves, I noticed that a number of peaks were “missing”, like so: Peak … Continue reading

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New Rendering Logic

The core of the new rendering engine is an inverse DFT (Discrete Fourier Transform). Each voiced phoneme target is described as a piecemeal spectral envelope, which when given a frequency, returns the amplitude and phase of that frequency. Rendering is … Continue reading

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Progress

Those baffling “clicks” returned. It appeared that the cause was an error in the interpolation, but I couldn’t find any issue. So I dug deeper, and finally foundĀ  the issue in the spectral envelope code, where the upper and lower … Continue reading

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Grinding Away

I’ve been working the last couple of days rebuilding the synthesis engine around spectral morphing. It’s still too early to tell how well this will turn out. I’ve done plenty of experiments that held a lot of promise, only to … Continue reading

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