23 pistes audio libres de droits pour "Multiplier"

00:00
00:25
A lot of tearing and ripping to multiply and increase the numbers.
Auteur: Atevonhes
00:00
00:26
As part of an ongoing project i created this swarm of bees. It is actually the same bee multiplied hundreds of times.
Auteur: Faceonmars
00:00
01:42
Simple 4 quadrant multiplier done with a lm13700 and some components.
Auteur: Drmond
00:00
00:19
I took a single sample of a needle dropping and multiplied it many times to create the effect of a bucket of pins and needles being dumped out on a concrete floor.
Auteur: Faceonmars
00:00
00:09
To create this sound, i created a sinusoid of 500 hz and an amplitude of 0. 8. I then multiplied the speed of 0. 750. To get this final sound is to duplicate the sinusoid several times.
Auteur: Iut Paris
00:00
00:08
I created a dtmf tone with an amplitude of 0. 8 and a tone/silence ratio of 550 and during 7s. Then i amplified 1. 3 db sound. And finally i multiplied the speed of 0,960.
Auteur: Iut Paris
00:00
00:01
Create dinosaur sound, use markgia's sound "wah-dealio. Wav" (but have stereo). Audacityfor left channel:- cut section from 0. 709s to 0. 844s. - file new- tracks→add new→mono track (left channel). - paste section cut from source sound at 0. 000s. - effect→change speedspeed multiplier: 0. 150. - effect→change pitch. . . Percent change: 300. - effect normalize✓ remove dc offset✓ normailze maximum amplitude to: 3. 0 db. For right channel:- tracks→add new→mono track (right channel). - paste section cut from source sound at 0. 000s. - effect→change speedspeed multiplier: 0. 150. - effect→change pitch. . . Percent change: 250. - effect normalize✓ remove dc offset✓ normailze maximum amplitude to: 3. 0 db.
Auteur: Sieuamthanh
00:00
00:17
I needed a wall of crickets but could not find a decent one so i used some samples and multiplied them to make it sound like hundreds of crickets. Enjoy. Nice to fall asleep to, but the loop points could use some fixing-up.
Auteur: Digitil
00:00
00:19
These are some remixes of hello_flowers, the ones here are all the screaming pack hit with some major reverbcut in audacity, tone and pitch taken down and multiplied compressed,and run through d. Blue glitch, (mainly a stretcher a pass a crush andthen a gate etc. ) there are also some pads made from massive.
Auteur: Kathakaku
00:00
00:02
Create khủng long 0 - dinosaur 0, use cpolcyn's sound "hummingbird chirps. Flac". Audacity stereo channel:- cut section 17. 490s to 17. 724s. - effect→normailize. . . ✓remove dc offset✓normailze maximum amplitude to: –3. 0✓normalize stereo channels independently. - select section: 0. 139s to 0. 235s. - effect→noise reductionget noise profile. - select all. - effect→noise reductionnoise reduction (db): 12sensitivity: 6frequency smoothing (bands): 3. - remove section after 0. 150s. - select section: 0. 100s to 0. 15s. - effect→fade out. - select all. - effect→change speed…speed multiplier: 0. 330. - effect→change speed…speed multiplier: 0. 330.
Auteur: Sieuamthanh
00:00
00:22
Fils, i recorded a sound of heart beats (beatbox) that i have multiplied + a laugh on a different track. A put a paulstretch effect on the laugh and i superimposed the 2 track for creating a sound of horreur film like a gosts' film.
Auteur: Iut Paris
00:00
00:29
The sometimes typical words of a supposedly evangelistic christian television preacher-type man looking to get donations sent to him in exchange for a holy blessing: "i am about to send a fiancial boaz into your life. Do not tell me that your jehovah-jireh does not multiply seed. Glory. Amen and amen. ".
Auteur: Cognito Perceptu
00:00
00:16
Create dĩa bay sound from derjuli’s «circular-saw" sound. Audacity:. - cut from 3. 561s to 4. 818s. - copy. - create→add new→stereo track. - paste in new track. - effect→change speedspeed multiplier: 1. 8. - copy and paste again after. - effect→reverse (only reverse copy after). - select all. - effect→repeatnumber of repeats to add: 10.
Auteur: Sieuamthanh
00:00
00:11
Create thằn lằn khổng lộ sound from amhola's’s «crashing-waves-into-rocks-3" sound. I need splash for big animal in ocean but can't find whale splash (maybe see if find us navy have submarine video with should of submarine fly and splash on ocean surface). Audacity:. • cut 24. 443s to 29. 286s. • file→new. • paste. - effect→change speed. . . Speed multiplier: 0. 450. • select from 7. 790s to 10. 763s- effect→fade out. • select from 0. 000s to 1. 637s- effect→fade in.
Auteur: Sieuamthanh
00:00
07:26
Really simple patch. Cv from nlc sloth to quantizer (doepfer a-156), via attenuverter. Triggers from doepfer a-160(161). But a tone is only generated if there is a change in cv from sloth. Its not 100% generative :-) first there is no cv connected to the oscillators. I connect them one at a time. The noise is also controlled by the same sloth. The analog delay is connected to barton musical circuits (bmc) 4 quadrant multiplier and panner acting as a panner, controlled by nlc jerk off (still a sick name on a great module). The ehh drum sound is generated by bmc decaying analog noise.
Auteur: Gis Sweden
00:00
00:05
The same as my other fire whoosh sound, but i used a hi-pass eq at the 50hz mark to take out some of the "mud. ". --. This is a quick fire sound i made using qubodup's "swing 25" public domain/cc0 upload on this site. It's a bamboo stick swinging, which i layered and toyed with to get the results here. For those curious, here are the steps. * i took the file into reaper, and slowed the file's playback rate to 31% of the original. * i then duplicated the file three times, for a total of 4 tracks. * track 1 (lowish gas-burner sound):- reverb (drum-room impulse response, a medium-sounding reverb with a slight deadness to it. In free impulse loader reverberate le, stretched impulse to 150% and set attack time to 0. 218s). - eq (-8db bandpass near 200hz, rising back to 0 by the 1k mark. Low-pass applied at 5. 8khz). * track 2 (lowest of sounds, like a bassy gas-burner):- chorus effect. That's it. (specifically acon digital multiply, a free plugin, set to the "romantic" preset). * track 3 (not as low as track 2, but closer to track 2 than 1)- reverb (a large hall impulse response. No adjustments, ie. No increased attack or stretching like for track 1. ). -chorus doubler (free plugin duet, preset: "basic doubler. " same effect as if i had doubled the track and pitched one up 6 cents. ). - chorus (free plugin acon digital multiply, preset: "romantic. "). * track 4 (most flame-thrower, whooshy of tracks. )- reverb (impulse response says "hall medium," but it's a thick, even echo from start to finish. Makes the sound go from its default "whoosh" to a flamethrower noise. - chorus doubler (duet again, preset: basic doubler). - chorus (acon digital multiply, preset: "romantic. "). Master bus:. - compressor (tdr kotelnikov mastering compressor, the free successor to the tdr feedback compressor ii. Preset: punchy. Thresh: -20. 9, soft knee: -1. 5, ratio: 2:0:1, attack: 7. 0 ms, release peak: 165 ms, release rms: 165 ms, makeup: 1. 5 db, output: 2. 0 db. That's it.
Auteur: Niedec
00:00
00:04
This is a quick fire sound i made using qubodup's "swing 25" public domain/cc0 upload on this site. It's a bamboo stick swinging, which i layered and toyed with to get the results here. For those curious, here are the steps. * i took the file into reaper, and slowed the file's playback rate to 31% of the original. * i then duplicated the file three times, for a total of 4 tracks. * track 1 (lowish gas-burner sound):- reverb (drum-room impulse response, a medium-sounding reverb with a slight deadness to it. In free impulse loader reverberate le, stretched impulse to 150% and set attack time to 0. 218s). - eq (-8db bandpass near 200hz, rising back to 0 by the 1k mark. Low-pass applied at 5. 8khz). * track 2 (lowest of sounds, like a bassy gas-burner):- chorus effect. That's it. (specifically acon digital multiply, a free plugin, set to the "romantic" preset). * track 3 (not as low as track 2, but closer to track 2 than 1)- reverb (a large hall impulse response. No adjustments, ie. No increased attack or stretching like for track 1. ). -chorus doubler (free plugin duet, preset: "basic doubler. " same effect as if i had doubled the track and pitched one up 6 cents. ). - chorus (free plugin acon digital multiply, preset: "romantic. "). * track 4 (most flame-thrower, whooshy of tracks. )- reverb (impulse response says "hall medium," but it's a thick, even echo from start to finish. Makes the sound go from its default "whoosh" to a flamethrower noise. - chorus doubler (duet again, preset: basic doubler). - chorus (acon digital multiply, preset: "romantic. "). Master bus:. - compressor (tdr kotelnikov mastering compressor, the free successor to the tdr feedback compressor ii. Preset: punchy. Thresh: -20. 9, soft knee: -1. 5, ratio: 2:0:1, attack: 7. 0 ms, release peak: 70 ms, release rms: 165 ms, makeup: 1. 5 db, output: 2. 0 db. That's it.
Auteur: Niedec
00:00
00:20
Laser beam 20 seconds. Use audacity:. Mono track (left)- tonewaveform: sinefrequency: 400amplitude: 0. 5duration: 00h 00m 20s. Mono track (right)- tonewaveform: sinefrequency: 405amplitude: 0. 5duration: 00h 00m 20s. Mono track (left)- tonewaveform: sinefrequency: 637amplitude: 0. 5duration: 00h 00m 20s. Mono track (right)- tonewaveform: sinefrequency: 651amplitude: 0. 5duration: 00h 00m 20s. Moteurmươngtrâu1. Wav (stereo track) (download at freesound. Com). - change speedspeed multiplier: 0. 800. - change pitchpercent change: 40. - echodelay time: 0. 05decay factor: 0. 9.
Auteur: Sieuamthanh
00:00
00:03
This sound effect is played when the metal steel pinball hits the all three phobia drop targets (reskinned from space drop targets) and you hear this "cock-a-doodle-dooooooooooo!" sound effect. This sound effect can be heard anytime when you hit all three for field multiplier drop targets. Feel free to use this in your pinball game, and one more thing! don't forget to add left and right flippers, plus add left and right rebounds!.
Auteur: Gameboy
00:00
00:21
Create hanna barbara jetson's car hover sound (but have stereo sound) from westington's "skiffy9. Wav" sound:audacityfor left channel:- cut silence before (0. 000s to 0. 046s), middle (0. 096 to 0. 228), and after (0. 301 to 0. 449) sound. - cut middle part 0. 130 to 0. 600. - effect→change speedspeed multiplier: 0. 800percent change: –20. 000. - effect→repeat. . . Number of repeats add: 250. - effect→equalization(18 db; 20 hz)(18 db; 800 hz)(–18 db; 2000 hz(–26 db; 11 000 hz). For right channel:- tracks→add new→mono track. - copy left track and paste at 0. 010 s in right track.
Auteur: Sieuamthanh
00:00
00:02
This sound is a 1-sample long impulse at 48 khz. It covers the whole frequency range with equal power. This is a perfect sample for exciting your guitar amp or reverb unit to capture it's impulse response (ir). You can also play it through a speaker in a reverbant room to capture it's reverb characteristics. Remember that the ir sample will be no flatter than your speaker's performance multiplied by your microphone's performance (frequency response characteristics). The sample has exaclty 1 second of silence, then the impulse, then another second of silence to ensure the impulse will be played clean and untruncated on any sound system or device. My test with ir lv2 convolution plugin have proven, that this sample has absolutely flat frequency response - convolved signal was identical to the source signal. After normalization and sample-alignment of the sound clips i have inverted the polarisatin of one of them and summed them - result was absolute silence, even no hiss was present as a result. This shows the accuracy of the convolution process and proves this sound to be perfect for sampling ir. The impusle was generated with c* dirac ladspa plugin. Created using audacity.
Auteur: Unfa
00:00
03:16
No, i cant really describe what this is! but i use a ring modulator. Two audio signals goes in. I guess the side band frequencies goes out??? or?! anyway the original frequencies are also in the mix. So, two audio signal and the result from a diy ring mod. Have to learn more. . . Read below!!! in this sound you are listening to, the result, the ring modulation, carrier signal and modulator signal. After some research. . . I write this for myself. . . Correct me if i'm wrong!!!from youtube (audiocollage)ring modulation is the sum and the differences of the carrier and modulator signal. Feed the ring modulator with 261,626hz and 391,995hz and you get (261,626 + 391,995) 653,621hz and (391,995 - 261,626) 130,369hz. From wikipedia". . . Neither the carrier nor the incoming signal is prominent in the outputs, and ideally, not at all. "". . . In the basic case where two sine waves of frequencies f1 and f2 (f1 < f2) are multiplied, two new sine waves are created, with one at f1 + f2 and the other at f2 – f1. The two new waves are unlikely to be harmonically related and (in a well-designed ring modulator) the original signals are not present. It is this that gives the ring modulator its unique tones. ". Above is true when using pure sine waves! waves with no harmonics. I have a passive diy ring modulator. I guess it's not acting "perfect". . .
Auteur: Gis Sweden
00:00
00:01
Start sound of mac ii iix iicx iici se/30. Create by dissessemble rom code and use wave table algorithm write c program write wav file. C program below:. /* mac_ii. C *//* boot beep mac ii *//* 2558/09/06 */. #include. #define knumber_samples 30000#define kdelay_note 300#define kwave_table_value 0x30013f10#define ksample_rate 22257 // hz. Void preparewavetable( unsigned short *wavetable, unsigned int value );void updatewavetable( unsigned short *wavetable, unsigned short chiso );void savesound( char *filename, short *sounddata, unsigned int numberframes, unsigned int samplerate );. Int main () {. // ---- wave tableunsigned short wavetable[256];// ---- sound data, stereoshort sounddata[knumber_samples << 1];// ---- increment array (16/16 bit fix point integer)int arrayincrement[] = {3 << 16, 4 << 16, (3 << 16) + 0x2f2, 6 << 16};// ---- prepare wave tablepreparewavetable( wavetable, kwave_table_value );. // ---- array phase (16/16 bit fix point integer)unsigned int arrayphase[] = {0, 0, 0, 0}; // set all = 0. Unsigned int samplenumber = 0;while( samplenumber < knumber_samples ) {. // ---- calculate sampleunsigned int channelleft = 0;unsigned int channelright = 0;unsigned char notenumber = 0;while ( notenumber < 4 ) {// ---- see if should update phase for note, only do if play noteif( samplenumber >= notenumber*kdelay_note ) {// ---- up date phase beforearrayphase[notenumber] += arrayincrement[notenumber];// ---- not let out of range [0; 255]if( arrayphase[notenumber] > 0xff0000 ) // 0xff0000 == 255 << 16arrayphase[notenumber] -= 0xff0000; // return to begin of wave table}unsigned short mauvat = wavetable[arrayphase[notenumber] >> 16];. // ---- add sound componentsif( notenumber < 2 ) // ---- first 2 notes left channelchannelleft += mauvat;else // ---- last 2 notes right channelchannelright += mauvat;// ---- next notenotenumber++;}// ---- save left and right samplessounddata[samplenumber << 1] = (channelleft << 9) - 0x8000; // use << 1 for 16 bitsounddata[(samplenumber << 1) + 1] = (channelright << 9) - 0x8000; // use << 1 for 16 bitupdatewavetable( wavetable, samplenumber & 0xff );samplenumber++;}// ---- save wav filesavesound( "mac ii. Wav", sounddata, samplenumber << 1, ksample_rate ); // multiply 2 because stereo. Return 1;}. Void preparewavetable( unsigned short *wavetable, unsigned int value ) {. // ---- prepare wave tableunsigned short index = 0;unsigned short wavetablevalue = value & 0xff;while( index < 64 ) {wavetable[index] = wavetablevalue; // << 8; // for 16 bitindex++;}. Wavetablevalue = (value >> 8) & 0xff;while( index < 128 ) {wavetable[index] = wavetablevalue; // << 8; // for 16 bitindex++;}. Wavetablevalue = (value >> 16) & 0xff;while( index < 192 ) {wavetable[index] = wavetablevalue; // << 8; // for 16 bitindex++;}wavetablevalue = (value >> 24) & 0xff;while( index < 256 ) {wavetable[index] = wavetablevalue; // << 8; // for 16 bitindex++;}}. Void updatewavetable( unsigned short *wavetable, unsigned short index ) {// ---- get value from wave tableunsigned short value = wavetable[index];// ---- calculate new value for wave tableif( index == 255 ) { // careful at last element of wave tablevalue += wavetable[0];value = (value >> 1);wavetable[0] = value;}else {value += wavetable[index+1];value = (value >> 1);wavetable[index+1] = value;}. }. #pragma mark ---- save wavvoid saveheader( file *filename, unsigned int samplerate );void savesounddatainteger16bit( file *filename, short *sounddata, unsigned int numbersamples );. Void savesound( char *filename, short *sounddata, unsigned int numberframes, unsigned int samplerate ) {// ---- open filefile *file = fopen( filename, "wb" );if( file ) {// ---- "riff"fprintf( file, "riff" );// ---- length sound file - 8unsigned int lengthsoundfile = 32;lengthsoundfile += numberframes << 1; // một không có một mẫu vạt cho kênh trái và phải// ---- save file lengthfputc( (lengthsoundfile) & 0xff, file );fputc( (lengthsoundfile >> 8) & 0xff, file );fputc( (lengthsoundfile >> 16) & 0xff, file );fputc( (lengthsoundfile >> 24) & 0xff, file );// ---- "wave"fprintf( file, "wave" );// ---- save headersaveheader( file, samplerate );// ---- save sound datasavesounddatainteger16bit( file, sounddata, numberframes );// ---- close filefclose( file );}else {printf( "problem save file %s\n", filename );}}. Void saveheader( file *file, unsigned int samplerate ) {// ---- name for header "fmt "fprintf( file, "fmt " );// ---- header lengthfputc( 0x10, file ); // length 16 bytefputc( 0x00, file );fputc( 0x00, file );fputc( 0x00, file );// ---- method for encode, 16 bit pcmfputc( 0x01 & 0xff, file );fputc( (0x00 >> 8) & 0xff, file );// ---- number channels (stereo)fputc( 0x02, file );fputc( 0x00, file );// ---- sample rate (hz)fputc( samplerate & 0xff, file );fputc( (samplerate >> 8) & 0xff, file );fputc( (samplerate >> 16) & 0xff, file );fputc( (samplerate >> 24) & 0xff, file );// ---- number bytes/secondunsigned int numberbytessecond = samplerate << 2; // multiply 4 because short (2 byte) * 2 channelfputc( numberbytessecond & 0xff, file );fputc( (numberbytessecond >> 8) & 0xff, file );fputc( (numberbytessecond >> 16) & 0xff, file );fputc( (numberbytessecond >> 24) & 0xff, file );// ---- byte cho một khung (nên = số lượng mẫu vật * số lượng kênh)// ---- number bytes for sampleunsigned short bytesoneframe = 4; // short (2 byte) * 2 channelunsigned char bitsonesample = 16; // shortfputc( bytesoneframe & 0xff, file );fputc( (bytesoneframe >> 8) & 0xff, file );. Fputc( bitsonesample, file );fputc( 0x00, file );}. Void savesounddatainteger16bit( file *file, short *sounddata, unsigned int numbersamples ) {fprintf( file, "data" );unsigned int datalength = numbersamples << 1; // each sample 2 bytefputc( datalength & 0xff, file );fputc( (datalength >> 8) & 0xff, file );fputc( (datalength >> 16) & 0xff, file );fputc( (datalength >> 24) & 0xff, file );unsigned int sampleindex = 0;while( sampleindex < numbersamples ) {short shortdata = sounddata[sampleindex];fputc( shortdata & 0xff, file );fputc( (shortdata >> 8) & 0xff, file );sampleindex++;}}.
Auteur: Sieuamthanh
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