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.
This example demonstrates how to align the envelopes of different audio samples based on their peak amplitude times.
This example automatically generates a custom keymap given a list of audio file paths:
Sometimes it can be more useful or desirable to apply processing to the entire output, instead of processing each buffer individually.
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 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.
This code demonstrates a feedback-based synthesis technique, where buffers are routed back into their own processing chain to create a rich, evolving drone.
A basic example of waveshaping in bellplay~, using a randomly generated breakpoint function.
Sometimes it's useful to include markers in the transcription.