8

This is just a limited (or clipped through distortion) sound wave added through the normal mixing process, to a lower frequency soundwave. I've created a simple example to demonstrate what I mean. The higher frequency sound wave; Let's pretend it's a nice brass instrument: The brass instrument is then clipped for whatever reason: The ...


7

Nope, the sound information is missing and there is no way to recover it. (At least not that I'm aware of.) Even if there was, it would have to basically be completely guessing at what should be there. (Edit: there is software that will make the guess, and that's what the answer with the waveforms is illustrating. It is worth noting that it is a guess ...


5

I believe Zettt has nailed an answer (nice one Zettt). I want to extend this to a bigger picture. There may be an algorithm but I don't know of it specifically as an equation. This is all about mixing sound tracks like you are a great chef cooking up an unbelievable dish. Start with the finest ingredients, in this case sounds you have already recorded that ...


4

You will note that this emulates the effect of a DC blocking capacitor, in a record player on clipped vinyl... i.e. no 0Hz being passed. This waveform's clipping slopes exclusively the same way, towards zero. Unless this were a mixture of a triangle, and a square (clipped) wave, of the same frequency, with a phase difference of 90 degrees, Marc W's example ...


4

You're quite right that it's some sort of nonlinear operation – hard digital clipping in fact. And honestly it's somewhat obvious why this happens: you're superimposing two sine waves, each of which is already peak-normalised. The result of such a combination will in general exceed 0 dBFS, and without special handling (limiter etc.) that means the ...


4

First of all, let's examine what happens when a signal clips: An audio signal can be represented by a string of numbers, so let's say you wan't to record this signal: 0 0.5 1.0 1.2 1.0 0.5 0 But the signal clips, so what you get is this: 0 0.5 0.9 0.9 0.9 0.5 0 See what's up? Suddenly no signal is present above 0.9... The thing ...


4

It is impossible to repair clipped signal, since when clipping occurs, part of the original signal is eliminated and cannot be restored. The phenomena is described in the below image: However there are few commercial clicks\pops removal apps available which could improve the signal. The following list of software appear in Wikipedia: Sony Sound Forge ...


2

If you have a sample loaded in Live, it generally is warped meaning that Live will generally attempt to preserve the pitch of it no matter how you stretch it in time. This is of course impossible to do perfectly, but it uses some very clever algorithms to attempt it by making educated guesses about the data. The different algorithms are referred to ...


2

There's several different warp mode in Live. Have a look at the cli view panel. If the clip is unwarped, slowing down the tempo will pitch the clip down and make it longer, and vice versa, like in the analog world. If the clip is warped Live will stretch it but keep the original pitch. Those "clipping" you mention are because your clip are warped with the "...


2

A digital signal always has a maximum level. If summing two tracks to one signal drives the level above this point, it will clip. Most DAW tools I know of don't have any kind of fix for this. They will happily let you drive a signal to clipping, and leave the decisions of how to deal with this to you. There are a few standard techniques for getting around ...


2

Yes, it will clip. The waves are summed together, so at the points where both waves are in phase, the system is adding the signals together and it goes over the maximum. Try putting the two sounds on two tracks in your DAW and playing them - it will also clip. Exactly the same thing happens in your game. I find it simplifies the concept to think in ...


2

I'm now considering what is the 'normal' volume of my game? Currently I go listen to a music at my comfortable level (Volume settings of computer is at 25% and volume setting of foobar2000 I used to listen is at 100%) and try to make overall volume of my game at this level. Is I am doing right if I used this kind of reference for my game? ...


2

You can't actually remove clipping - in recording your levels were too high so your waveforms were damaged at that point. Nothing can bring back the originals, andv even filtering can only be used to remove some of the frequencies that may have been caused.


2

I would suggest that if the audio data is to be used in a research project in which having not clipped audio data is of some importance, you should start again. Although you might use some tools to make the clipped files more audible, you actually have no idea of what the data is in the clipped zones (unless that they are over the maximum input level).


2

Ohmicide from Ohm Force is specifically made to provide over-the-top distortion effects. Available as 32/64-bit Audio Unit, VST, and RTAS.


2

See this and scroll down to "Converting and Using Floating Point Samples". One good reason to convert integer samples to floating point samples in [-1,1] is so that you can mix bit-depths of integer samples easily. For instance, if you have a 24-bit file with a sample that is half of positive full scale, and an 8-bit file with a sample that is half of ...


2

Yes, certain compression formats can result in higher peak levels than the same material pre-compression. -1dBTP ("true peak" level, relative to full scale) seems to be the accepted maximum safe level for pre-compressed material when considering this. It's important to ensure you are infact analysing true peak (aka. inter-sample peak) level and not sample ...


1

A simple, easy way of doing it is by using the amplify effect in audacity. Just select the audio and increase by a couple of dbs and listen to how it sounds (Remember to enable clipping). If you want it more distorted apply the effect again by different amounts until you get what you want. Really what you are looking for is distortion. Any digital ...


1

Clipping and discontinuities can be detected by using the Izotope RX De-clicker and selecting "output clicks only". The resulting timeline will indicate where in the original material the discontinuities are. Not all of them will be full-on faults in the recording, you will have to use your ears to determine which of the candidate artifacts are actually real ...


1

It's related to CPU usage priority & streaming the audio into your system from the USB - this has no relation to the RAM & that's why adding RAM didn't help you . what you are experiencing is called USB Dropouts caused by Interrupts. finding a good guide to help you optimize your mac for audio recording might actually help you more then adding ...


1

Take a look at the command-line utility SoX. The 'trim' effect might be suitable for your use case.


1

Generally no. If the clipping was only one sample the CIA might be able to do it. Clipping causes high order harmonics. Look at the FFT of a square wave versus a sine wave. The more you clip the more that sine wave looks like that bunch of squiggles from the square wave.


1

Is there any way to recover the data. Yes, you can use de-clipping software, e.g. Waves or Izotope plugins created for this purpose. what difference to the frequency spectrum the clipping will make? "As the signal simply "cuts" or "clips" at the maximum capacity of the amplifier, the signal is said to be "clipping". The extra signal which is beyond ...


1

The isotope RX restoration software has some de-clipping features - though any sound coming in at a greater volume that the clipping point threshold is not actually stored and will be digitally synthesised - the best solution would be to redo the recording session.


1

You're not approaching this in the right way. By doing this "iterative normalization" you will be basically changing gain with little to no crossfade between the regions. This is not going to give you a natural sounding result. Sure an overall gain reduction may be necessary, but the initial recording should have enough headroom so that you can process the ...


1

Your mic is ok. What you hear is called Audio Clipping. Clipping limits a signal once it exceeds a certain threshold of signal values representation. You can also find some explanation here. Unfortunately, when clipping introduced - the original signal is not reconstructable.


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