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.
This example demonstrates how to align the envelopes of different audio samples based on their peak amplitude times.
Sometimes it can be more useful or desirable to apply processing to the entire output, instead of processing each buffer individually.
This example synthesizes a Shepard-Risset glissando using bellplay~.
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 a very simple but consequential feature in bellplay~ — namely, the ability to reuse rendered buffers multiple times to further refine and sculpt the final output into complex and intricate sounds.
In bellplay~, the ezsampler function provides a minimal but flexible interface for mapping symbolic pitch and velocity information to audio buffers.
bellplay~ supports importing MIDI files (.mid or .midi) into our scripts, each described as a list of events.
This tutorial shows how to build k-dimensional trees to efficiently perform feature-based search on buffers.
Depending on what you're doing, you might want to have more control over what the score transcription looks like.
This code demonstrates a feedback-based synthesis technique, where buffers are routed back into their own processing chain to create a rich, evolving drone.
This example demonstrates how to use BPFs to continuously change the pitch of different oscillators.
A basic example of waveshaping in bellplay~, using a randomly generated breakpoint function.
An example of using time-varying resampling to generate a polyphonic texture.