Re: normalizing clipping 32bit wav files?

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Dear all,


sorry to chime in, but I have followed the discussion with
some interest.

Måns Rullgård wrote:
> > [SoX cannot cope with arbitrary floating point files]
> Yes, rewriting SoX to use floating-point everywhere
> internally would be very nice.  Unless you're willing to
> put in the effort yourself or pay someone to do it (I
> estimate about a month's worth of work, or $10k to $20k),
> complaining about it here is a waste of your time.  If you
> are determined to keep producing invalid files, you could,
> with much less effort, write a simple pre-processor to
> rescale them as needed.

I am using SoX within a tool chain to produce automatic
notation videos
(https://github.com/prof-spock/LilypondToBandVideoConverter).

Since generating audio and the fiddling with the generation
parameters is tedious and could be better done interactively
in a DAW, I wrote VST3-plugins using the SoX algorithms, but
fully reimplemented those in C++ and with double precision
arithmetic (https://github.com/prof-spock/SoX-Plugins).  In
the course of that redesign, I also refactored some of the
original code, because sometimes stuff there is duplicated
or solved in a non-optimal fashion or grouped in a
non-intuitive way.

I understand that this does not directly help Peter with his
problem.  But it means that at least for the effects
allpass, band, bandpass, bandreject, bass, biquad, compand,
equalizer, gain, highpass, lowpass, mcompand, overdrive,
phaser, reverb, treble and tremolo there is a reference
floating point implementation available as open-source.

And this implementation reproduces the command-line SoX
"bit-exactly" (with a residual noise of -150dBFS, as shown
in the documentation and the test cases), so you can be sure
that command-line processing and floating point VST
processing produce almost (!) the same audio.

So if somebody volunteered, a step towards a floating-point
SoX implementation would be not too complicated...


Best regards,

Thomas


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