126 file audio bebas royalti untuk "Waveform"

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Do major scale in three system. Firstly one by one, then pythagoras + just intonation (5 limit), pythagoras + 12tet, just intonation + 12tet, and at the end pythagoras + just intonation + 12tet alltogether. Reference notes are la4 and their frequencies are 440hz each. Sinus waveform. Prepared using csound.
Penulis: Musa
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01:04
Summer rain falling at various levels of intensity. Occasional droplets hit a wooden porch. Audio has been denoised, equalized, and leveled to peak at no higher than -6 db. Waveform audio, 96000 sample rate, 24 bps, stereo.
Penulis: Ndmulac
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I downloaded roper1911's heavy beam weapon and loved it except for the fact that it had some clicks. I modified the waveform to removed the clicks. Now its smooth as silk. Enjoy ropper1911's heavy beam weapon digitally remastered.
Penulis: Sarithule
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High e played on an acoustic gibson jumbo. The guitar was recorded with a single microphone (a brauner phantera) connected to an api pre-amp. The signal was fed into a digidesign a/d converter and recorded in protools 9 in waveform audio file format. All the samples were subsequently edited with the gpl software audacity. Location milano, italy. 2013.
Penulis: Desperationmixtape
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Chirp sound, 250hz - 800hz square waveform. Linear interpolation. Wet reverbed and compressed to 3:1 ratio. Equalized with riaa wave curve (top-left to bottom-right). Each chirp lasts 3. 750s. Repeats 4 times layered over itself, including the last chirp without any layered sounds on it.
Penulis: Rvgerxini
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High e played on an acoustic gibson jumbonormalized to -3db with audacity. The guitar was recorded with a single microphone (a brauner phantera) connected to an api pre-amp. The signal was fed into a digidesign a/d converter and recorded in protools 9 in waveform audio file format. All the samples were subsequently edited with the gpl software audacity. Location milano, italy. 2013.
Penulis: Desperationmixtape
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00:26
Recorded using the built-in mics of a zoom h4npro (2016 edition) @ 24bit. This is a small amount of liquid being poured into a drain about the size of a silver dollar. The original recorded captured the apartment's heating system. I used noise reduction, then normalized the waveform. This sound is free to use whenever and wherever.
Penulis: Osliceplays
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I found a program called "bitmaps & waves" today, and thought i'd take it for a spin, basically, what it does is convert any bitmap image into a waveform that you can hear. This is a screen shot from my computer interface. Get this program (yep, it's free!) at http://www. Elisanet. Fi/victorx/bitmapplayer. Htm. Made with bitmaps & waves.
Penulis: Ecfike
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Create chirp 1 use audacity:. • file→new. • generate→tone. . . - waveform: sine- frequency (hz): 1500- amplitude: 1- duration 00h 00m 02. 000s. • effect→fade out. • effect→tremolo- wavefrom type: sine- starting phase (degrees): 0- wet level (percent): 100- frequency (hz): 10. 0. Create silence sound• file→new• generate→silence…. -duration: 0. 02s. • edit→copy (all). Return to chirp sound. Between every sin shape paste 0. 02s silence.
Penulis: Sieuamthanh
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02:28
Bartonmusicalcircuits 2lfosh (bmc 017). Manual wiggling. First it acts like a sample and hold and lfo. S/h connected to a vco and the lfo to a filter. Then i'm testing the lfos. After that you hear the two oscillators. Great module. 3 in one. Lfo, sample and hold and oscillators. Square, triangle wave and a mixed waveform!.
Penulis: Gis Sweden
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File contains a second collection of 4 or 5 creepy, clichéd "hypno-tones" in the theremin's lowest ranges, each separated with 5 seconds of silence. Each hypnotone in the file uses a different waveform/tonal setting to give you various textural choices. As always, these sounds are recorded "dry" so that you can tweak and tweeze, add effects, overdub and mangle them any way you like.
Penulis: Realtheremin
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Rodovia 262 minas geraisposto de paragem de ônibus, carretas e caminhões. ** acidentalmente deixei o agc (automatic gain control) ativado. É possível perceber pequenas variações de volume no waveform. Sorry!. Gravado com celular samsung galaxy usando o app "tape machine lite". (recorded with samsung galaxy using "tape machine" app for android). 16 bit. Wav48. 000 hzmono.
Penulis: Marcofuse
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01:03
Diboz throws a piano at his annoyingly ticking watch, which is ruining his sense of timing. Created in flstudio 11 with lightly tweaked flkeys, flreverb2, jangly (almost tubular bells) wasp xt layers and a pitch bent formant for a bit of spookiness. The ticking noise and deep notes were generated by fiddling with morphine's presets. Caution: look at the waveform. Don't turn up the wick. This piece starts quietly but there's a sudden, loud, jump scare.
Penulis: Diboz
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Created using tracktion waveform-10. I used 3 instances of the builtin synth subtractive, 1 was for the body of the snare the other 2 were the noise to try and replicate the wires of the snare, finally i used zynaddsubfx to create the transient. There was some eq applied to boost key frequencies in around 200hz and mastermix plugin to compress the audio.
Penulis: Mikobuntu
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Create chirp 0 use audacity:. • file→new. • generate→chirp. . . - waveform: sine- startfrequency: 500amplitude: 1- endfrequency: 1100amplitude: 1- interpolation: linear- duration 00h 00m 02. 000s. • effect→fade out. • effect→tremolo- wavefrom type: sine- starting phase (degrees): 0- wet level (percent): 100- frequency (hz): 10. 0. • effect→change speed…- speed muliplier: 2. 000. Create silence sound• file→new• generate→silence…. -duration: 0. 02s. • edit→copy (all). Return to chirp sound. Between every sin shape, paste 0. 02s silence.
Penulis: Sieuamthanh
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We develop iphone app that perform musical analysis on recorded audio from the iphone. Our app implementation make use of the audio queue service to receive raw audio buffers from the audio queue callback. In the first version of our app we had the problem of too much clipping on the recording which degrade the accuracy of our analysis. We also suspected that the noise canceling algorithm in iphone 5 produce distorted sound, which is not much noticeable by human ear but distorted enough to affect our sensitive algorithm. We found that the solution to our problem is to set the audio session mode to kaudiosessionmode_measurement. This session mode is supposed to give maximum freedom for us to control the microphone input, which include turning off the automatic gain control and probably noise canceling as well. The solution works very well except that it introduce a strange waveform pattern in the beginning of all recordings in iphone 5. It is very hard to explain the waveform we get, so i made two recordings at freesound so that you can see it visually. The first recording is made in an almost quite environment, and you can see the weird spike in the beginning of the recording. The second recording (this recording) is made with constant background noise, and you can see that the actual sound wave is offset from the strange curve and gradually increase to its original volume. This waveform only happens on iphone 5 devices that we tested, and there is no problem at all for iphone 4s and older generations. We have tried various settings and the glitch is still unavoidable as long as we set the audio session mode to kaudiosessionmode_measurement. We also find similar glitch in one of our iphone 5 devices, in which the glitch happens even if we try to set just the input gain level without changing the session mode. We are not sure if this is a hardware-related bug in iphone 5, or if it is fixable software glitch in the future version of ios. For the moment we are looking for workaround that can avoid this glitch while automatic gain control and noise canceling are disabled.
Penulis: Soareschen
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Looking at the spectrogram waveform display of https://freesound. Org/people/ivolipa/sounds/344948/ i noticed a few patterns. Distinct bands of high volume at around ~600hz, ~1200hz, ~1800hz, the fade in volume toward higher frequencies, a ubiquitous noise, and the soft staccato rhythm. Using these facts, i tried to make yet another engine sound with fm-synthesis. Sound forge 7 — to my knowledge — lacking a spectrogram, i've no clue if this was a successful attempt, but it does have a vaguely engine-like sound.
Penulis: Mrlindstrom
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I produced this strangely satisfying sound by dropping a watermelon-shaped canning tomato into a dishpan full of water. Have to get that just about right to get this result. For my purposes i needed to repeat it, but you can do that. It's unlikely that two objects tossed into liquid will sound exactly the same, but it's possible to modify one of the two "ploops" by changing amplification, pitch and even to shorten the waveform to make them sound different. If you need that done let me know.
Penulis: Nuncaconoci
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02:48
Elmo omnigraphic 253af slide projector, similar to a kodak s-av 2000. Turn on, slide change at 10 second intervals, turn off. Recorded on a marantz pmd 661 with a rode nt4, 250 mm above centre rear of projector, angled down at 45º. I needed this sound as part of an audio-visual that mimics a slide show. I chose to record a 10-second change interval (instead of a shorter interval) because that allows me to razor the waveform between changes, and then extend (or reduce) the time between changes. Too short a time interval between slide changes means you'd have to add motor/fan sound between every change.
Penulis: Guyburns
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02:37
Elmo omnigraphic 253af slide projector, similar to a kodak s-av 2000. Turn on, slide change at 10 second intervals, turn off. Recorded on a marantz pmd 661 with a rode nt4, horizontally 250 mm from side of projector aimed at slide entry hole. I needed this sound as part of an audio-visual that mimics a slide show. I chose to record a 10-second change interval (instead of a shorter interval) because that allows me to razor the waveform between changes, and then extend (or reduce) the time between changes. Too short a time interval between slide changes means you'd have to add motor/fan sound between every change.
Penulis: Guyburns
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02:00
This is a sawtooth waveform suitable for easily tuning guitar by ear, comprised of 20 seconds each of e-a-d-g-b-e in sequence. Adjust guitar volume to same volume as the tone, ideally through the same audio output. Tune the string close to the tone, then listen for the subtle beat-frequency indicating not-quite-perfect tune. When the beat frequency goes away, your guitar string is in perfect tune. Also useful for adjustable bridges. The open string and its 12th fret octave will both produce no beat-frequency when the bridge is adjusted properly.
Penulis: Logos Chroma
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Dont ask why this is named like that lol, made using a lot of layers but the fundamental of the snare is synthesized, distorted the first miliseconds of the sample to make an snappy transient and make it cut throught the mix. For the process i used analog modelled plugins such as exciters, tube saturators, preamps, coloring eqs, and compressors alongside with some digital modelled plugins such as camelcrusher, transient shaper and sliceeq both by kilohearts, the compressor mjucjr ny klanghelm to amplify the waveform of the sample and finally a clipshifter plugin, which i love it, to limit the snare aggresively.
Penulis: Panxozerok
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02:14
A slinky spring toy stretched out and plucked once from the end, recorded with a zeppelin design labs cortado impedance-matched piezo contact microphone. The resulting recording is a classic spring-based sci-fi "laser sound" with a massive, lengthy, rumbling decay tail. This was recorded at 24 bit 96 khz. In addition to its use as a sound effect, this waveform works well inside a convolution reverb as an offbeat spring reverb impulse response, provided one has the processor power and ram to support a 2 minute 13 second convolution. The cortado's bass response is exceptionally large for a contact mic, so high pass filtering may be desired if used as an impulse response.
Penulis: Mickeymephistopheles
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Td-3-tg recorded with zoom h-1. Td was performing slide through octaves with "slide" button pressed in program, and subsequent cs were played, in octave -1 and 0, and higher c in octave 0 and +1, back and forth. Program takes 7 16th notes and the space between notes takes 9 rests. Tempo of the td-3 was set to maximum and the volume control was set to high amount, to let zoom h-1 with rec level setting to 37, be driven up to -6db. Sound recorded in 96khz and 24bits. Trimmed and saved in flstudio edison, what made sound 32bit. No amplify, no normalisation. "tune" knob of td-3 was set to maximum as well as "cut off", "envelope" and "accent". "resonance" and "decay" was set to one o'clock. "waveform" swicth was set to square. No distortion. Zoom h-1 was plugged by a cable, td-3 output to line in. Cable was named vitalco - 1/8 inch trs to 1/4 ts, male to male, 3m.
Penulis: Laffik
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I was just going through my sounds, when i decided "hey. . . I'm gonna release this. " so here you all go! i'm really proud of how this turned out. This, as you can tell, is a deep eerie ambience loop. It can be used for anything you want. I like to leave things up to the imagination of the audience. How it was made:. Software used:-fl studio 20-harmor-harmless-fruity parametric eq 2-valhallaroom. So basically what i did was get a low pitch sawtooth waveform, put it through some effects like harmonization, a low pass filter with high resonance, a phaser, and a load of distortion. The main synth is made with harmor. (yes, this is all one synth. It just has a lot of dynamics. ) i then processed it with some eqing. What made this sound what it is would be the reverb. I put 2 layers of valhallaroom on the synth. One has a very short decay time, and gives it texture. The other gives it the atmosphere. To add some more depth, for the final touch, i layered a sub-bass underneath it. Which is just a low sine-wave with reverb on it, which i used harmless to make. I hope you enjoy this!.
Penulis: Resaural
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88 piano keys, long natural reverb: up to 13 seconds per note. This is me giving back. I love freesound. You guys saved my bacon back in the day. Recently i searched for free piano notes for a game i'm making, but the only ones i could find ended too quickly. I need long reverb! luckily i have an old piano, so i made my own. So this is me giving back. This is an old piano!!!. We had the piano tuned a year ago, but it is well over 60 years old, so be warned! these notes have character! if you want perfect tone, either edit them individually, generate something artificially, or buy a professional set. But if you want a piano with personality, this is for you. Being an old piano, it only has 85 keys. So i created the highest 3 notes by speeding up previous notes, to make the modern standard 88 keys. How the notes were created. The notes are created on an old (well over 50 years) steinhoff upright piano. It only has 85 keys, so i faked the highest 3 keys by taking previous keys and changing their pitch. I opened the top, balanced my trusty everesta bm-800 condenser microphone across the top near the high note end, and held down the "loud" pedal. Each note was then hit and kept pressed down until i could no longer hear any reverb. Notes were saved as mp3 using my laptop, using free sound recorder on the highest quality settings. Yeah, i know it isn't flac, but i am strictly amateur with budget to match, and that was the best i could do. After that, all editing was of course uncomopressed until the final save. How the notes were edited. Editing was kept to a minimum, mainly to enhance the reverberation. All editing took place on audacity on linux mint. First i cropped any silence from the start. Next, used the envelope function to gradually increae volume to 200% over a couple of seconds. That is, the quietest part of the reverb is twice as loud as you might expect. Because for my game i sometimes need a single piano key to last ten seconds. Next i maximised the volume. If there was just a single stray waveform that stuck out then i reduced that by 2db or so then maximised again. Because like i said, i want to hear that reverb! i then found the part where background noise starts to be noticeable, and faded out over 1 second or so. This meant that the lowest notes had as much as 13 seconds of reverb, whereas the highest notes might only have 2 or so. Finally i checked the result, and edited three or four notes that i felt were just too ugly (badly tuned, or for some reason the software suddenly got hissy when the note became too quiet. Weird. ) i also slightly changed the pitch of a couple of notes that were slightly out of tune but otherwise ok. No doubt a better ear than mine could teak all of the notes. But as i said, it's an old piano and we're keeping it real. Finally, files were compressed to ogg at the highest quality setting, using soundkonverter. Why not flac?. I live in the countryside with very slow broadband, so i apologise for including more of the original files. But as it was, uploading this zip file took about an hour. Enjoy. Legal. Use this for anything you want, commercial or not, credit me or not. Consider it public domain. My main concern is that i had completely legal sound for my game, with nice long reverb and character. Uploading it here provides proof that i created it first, just in case anybody comes back and says "those are mine" (it happens).
Penulis: Tedagame
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