1. Audio Resynthesis
A simple demonstration of granular quasi-resynthesis via partial tracks, where an sound is used to guide the behavior of sinusoidal grains.
A simple demonstration of granular quasi-resynthesis via partial tracks, where an sound is used to guide the behavior of sinusoidal grains.
An example of basic audio mosaicking in bellplay\~, where a target audio file is reconstructed using segments drawn from a small audio corpus.
One of the core features of bellplay~ is the ability to dynamically and flexibly apply chains of DSP algorithms to our buffers.
Sometimes it can be more useful or desirable to apply processing to the entire output, instead of processing each buffer individually.
This example automatically generates a custom keymap given a list of audio file paths:
An essential part of writing code is being able to debug unwanted or unexpected behaviors.
One of the core features in bellplay~ is our ability to analyze buffers to extract relevant information.
When analyzing buffers, we can specify the output format for many of the available audio descriptors.
This tutorial provides an additional example for using buffer analysis features for audio processing.
This tutorial demonstrates how to create an in-memory, queryable corpus of audio buffers by leveraging the createdbtable and querydb functions.
In bellplay~, computation-heavy operations such as building large corpora, analyzing lots of audio data, and more, can be take a very long time, thus making it more tedious to experiment with our scripts every time we run them.
An example of basic audio granulation, where short audio.
This tutorial shows how to build k-dimensional trees to efficiently perform feature-based search on buffers.
In bellplay~ we can also generate buffers by importing our own audio files into our scripts.
A basic example of waveshaping in bellplay~, using a randomly generated breakpoint function.
As mentioned in earlier tutorials, buffers in bellplay~ are simply nested lists of key-value pairs.
An example of using time-varying resampling to generate a polyphonic texture.
A basic example of temporal quantization, where transient-based segments are temporally shifted to align with a rhythmic grid.