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|    comp.arch    |    Apparently more than just beeps & boops    |    131,241 messages    |
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|    Message 130,046 of 131,241    |
|    BGB to Terje Mathisen    |
|    Re: Crisis? What Crisis? (was Re: On Cra    |
|    20 Oct 25 14:21:14    |
      [continued from previous message]              Works OK for speech, but is poor for non-speech audio.       Quality can be improved by more waves, but this quickly eats any bitrate       advantage.       Can note that while called sinewave synthesis, I also got good results       with 3-state waves (-1, 0, 1), which are computationally preferable       (wave-shape is: 1,0,-1,0).              Can note that when used for non-speech, sinewave synthesis can have       similar artifacts to low bitrate MP3.              Could be pushed to lower update rates and maybe could make sense for       basic songs (say, as a possible alternative to MIDI; which is arguably a       somewhat more complex technology).              Though, can note that for some older systems, sound effects were stored       as variable-frequency square waves (say, for example, updating the       square-wave frequency at 18 Hz or similar, with each frequency stored as       a 16-bit clock-divider value or similar); along with some use of       Delta-Sigma audio (where low-frequency delta-sigma sounds terrible).       Neither are particularly good though.                     Though, for general audio storage (such as sound effects), some sort of       ADPCM variant still seems preferable here.              Though, still not yet found anything that is clearly beating 2 bit ADPCM       for this (seemingly a still a good option for sound effects).              And, as noted, could still get good results with ADPCM + LZMA (or       similar), main issue being the high computational cost of the latter.              ...              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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