From the original SynthMaker forum (2004–2014), with its members’ names and dates.
martinvicanek ·
Here is a little Doppler effect module that simulates the pitch change when a sound source (car) passes by. Nothing fancy really. You can feed it your favorite sound, and with two combiners added at the L/R outputs it will accept poly, so you can produce a car race with your keyboard i.e. cars passing at different times, overlapping sound etc. Feel free to use and improve!
trogluddite ·
He he, drag racing on SM, whatever will you think of next? 😀
Very interesting to see how you derived the maths, though - a good clue to simulating a rotating sound source (i.e. Leslie cab') methinks...
tester ·
Next will be the first implementation ever for vocal removing engine 😉 Pitch extraction/follower + manual band/peak/fundamental selector + harmonic filter made of butterworth series + some adsr essser remover and voila: perfect solution patented by SMers 🙂
Or otomata simulator?
DigitalWhiteByte ·
🙂 >>>>>>>>> 😮 <<<<<<<<<< 😀
tester ·
Speaking of, because it is somewhat related. I'm curious whether good 3D implementation could be created in synthmaker, not necessarily based on HRTF model. There are some general issues to consider: 1. "beyond headphones" effect (not only spatial feeling, but as if it was not between but outside headphones) and 2. "vertical axis" alignment (as you can hear, most sounds that are close to the body - when recorded, they end on the shoulder level and not go below that, while in real world - you can hear a sound even somewhere around your hips) and 3. "front/rear mis-location". Some time ago I compared recordings made with my binaural in-ear mics and recordings made by zucarelli, and indeed there is one major difference. While binaurals when paritally filtered in spectra - only partially lose vertical location, z. method has one particular spectral band which when is removed - verticality disappears totally. So maybe this can be emulated in some easy way?
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