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Thread: Octave Shifting Limit???

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    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Octave Shifting Limit???

    It seems the amount of octaves you can shift up is +2??? due to some limit on the sampling rates you can have at the moment although sampling rate/freq to octaves seems right now the im guessing and works going downwards just not upwards fully at the moment

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    Re: Octave Shifting Limit???

    If you're talking about a sample that's already 44.1khz by default, it's probably a limitation that helps keep the resampling algorithm simple and efficient by not having to be able to process too much sample data to calculate the value of the current "point". It's a wild speculation from my side, but it could be an explanation.

    Besides, it isn't resource efficient work with samplerates as high as 176.4khz...

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    Re: Octave Shifting Limit???

    But if it's not efficiant why do so many audio apps have the option i can do it in others all im trying to do is port to mmf2 and then when i have the basic set up make more complex things

    Maybe if it's a quality thing then it should have a higher limit if working with a very short sample like in this as it reduces in size so your limited with say a mp3, but saying that however apps like Audacity can pitch up by a massive amount so theres no reason why it should not be possible.

    But i guess that theres a limit at around 176.4khz as you say at the moment, i hope this will change or maybe a extension will provide a workaround at some point, i think more audio stuff is most likely on the way though just that i wanted to confirm this and it seems that it is indeed the case atm.

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    Re: Octave Shifting Limit???

    Audio applications needs it, since you might want to do those things when working with music or sound effects creation. MMF2 is however mainly targeted at and optimized for game creation. You can't compare it with a sophisticated audio editor like Audacity and expect it to have the same features. In a game, you should optimize samples to take up as little space as possible without sacrificing sound quality. If you're seriously planning to pitch a sound two octaves higher than it's own default sample rate, it's better to just downsample the sound effect to something lower than 44.1khz

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    Re: Octave Shifting Limit???

    Audio applications needs it, since you might want to do those things when working with music or sound effects creation. MMF2 is however mainly targeted at and optimized for game creation. You can't compare it with a sophisticated audio editor like Audacity and expect it to have the same features. In a game, you should optimize samples to take up as little space as possible without sacrificing sound quality. If you're seriously planning to pitch a sound two octaves higher than it's own default sample rate, it's better to just downsample the sound effect to something lower than 44.1khz
    Hi, well yeah i sort of gather it's best suited for games however from the main page it says -

    Multimedia Fusion provides you with everything you need to start creating software of your own imagination and design. From multimedia applications and presentations, to exciting games and stunning screensavers, you can be creating, sharing, and even publishing your work in no time
    Which would lead one to believe that its possible to make a complex application if wanted so then if thats true and it's just mainly for games thats kind of a false statement really, you can make this app but not this or this or this etc.

    I do understand what your saying but you know what i see amazing potential in MMF2, it just needs adjustmeants here and there really. From what i gather from speaking to people in chat including developers it seems like this is the plan to have stuff like this and then at some point one could make a sequencer app etc, no idea when to expect to see stuff like that but knowing it's most likely on the to-do list along with other ideas i have suggested is great to know.

    The plan was not to actually make a Audacity clone in this case but a synthesiser linked to a sequencer, I can actually 'do stuff like that now' but simple and if im limited in what i can get back theres not too much point to it at the moment.

    I would however like to make a app similar to Audacity with MMF2 though but i really just mentioned that due to it's great pitch shifting, And most standard synthesiser VST plugins go up +5 octaves but going down to -5 works fine so im guessing it's just a case of the devs adjusting the code to break this limitation there currently is over it.

    Oh and also down sampling i don't want to do, imo there no need to use a lower quality sound just to do something that should really be possible i think. Im sure things will get sorted over time though. Thanks

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