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Text File | 1998-10-26 | 3.6 KB | 71 lines | [TEXT/ScoM] |
- DETERMINING MINIMUM NUMBER OF SAMPLES
-
- > My question is this: is there a way to determine the minimum number of
- >samples needed to accurately represent a given vector? A method that will
- >work with complex algorithms such as the output of Vector-Mix and
- >Vector-Amplify as well as with simple ones such as Gen-sin?
-
- I would say that it depends on the purpose. If the material is a cyclic
- wave-like data then you should select the number of samples so that you
- will be recognizing the form. Minimizing the number of sample points
- while maximizing perceptional distinction is the main rule. Often 8-16
- elements can describe a melodic wave in 1/16 rhythm and if there are more
- then the material will sound too redundant. Ear is sensitive in catching
- the meaning from tiny patterns. And then it likes that these patterns
- are organized in a second level. I have made interesting melodies starting
- from a couple of 4 element length waves which are then inverted and
- retrograded and then appended into a 16 element wave, which is then
- used as a pattern and itself inverted and retrograded. Controller
- data should be sent 1/32 to sound smooth and hundreds of sample points
- are needed to represent wavy data.
-
- The waveform freqency to smaple ratio issues is a larger problem than one
- may think. For instance, here is the most basic example I can give: In
- the visualizer, graph the following:
-
- (gen-sin 16 1 64 0) ;and then graph
- (gen-sin 16 1 63 0) ; as you can see, the waveform does not represent
- the algorithm which was used to generate it... The problem worsens
- however...
- (gen-sin 16 1 65 0) ; one would think, under the assumption that this
- is somethin akin to ailiasing, that once the samples were safely above a
- given number that distortion would be eliminated. As shown, this is not
- the case. In fact graph these:
-
- (gen-sin 16 1 127 0)
- (gen-sin 16 1 128 0)
- (gen-sin 16 1 129 0)
-
- With simple waveforms it is possible though tedious to determine the right
- sample numbers and fit them into the larger score structure, but with more
- complex algorithms it is much more difficult. This worries me in that what
- I think that I may be programming may not be exactly what is reproduced.
- Creating melodies is especially critical. Randomness is nice, when that is
- what I want, but that is what gen-white noise or is for! ;-) Can you
- offer any further explanation of this or do you suggest I post the question
- to the discussion list?
-
- >is somethin akin to ailiasing, that once the samples were safely above a
- >given number that distortion would be eliminated. As shown, this is not
- >the case. In fact graph these:
- > (gen-sin 16 1 127 0)
- > (gen-sin 16 1 128 0)
- > (gen-sin 16 1 129 0)
-
- >But, even 32 values of sin fool the ear to perceive a continuous
- >wave when applied to a filter sweep. It all depends on where you
- >draw the mark on the water.
-
- But I am NOT talking about "how many points must one use to accurately
- represent a given waveform to human perception?" I AM talking about, "How
- many samples are needed, due to the structure of the program and
- mathematics behind it, to represent a given waveform without getting sample
- values that are not found on the waveform when an infinite number of
- samples are taken?" What I am reporting, and it needs to be said that
- perhaps I am perceiving things incorrectly, is that if an "unfit" or
- "improper" number of samples are used, sampler points which are later
- converted to symbols or vector lists or whatever, are given which are not
- in accordance with the shape of the waveform; they are in error! They are
- not found on the continuous line of the waveform. This is what is not
- acceptable; this is what i am trying to guard against.
-