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Censor bleep samples12/28/2023 ![]() There are some fine folks at Stack Overflow who helped me figure it out. I didn’t really figure it out myself, either. I seem to have a lot of difficulty conceiving of anything that uses a recursive algorithm. Although a lot of the delay in finishing this was due to events in my life that are outside of my control, this was still a very difficult challenge for me. I know “tile” isn’t the right word, but I don’t know how else to describe it. In order for recorded audio to sound okay, I’d have to modify the sounds so that they tile well. I don’t know how to loop them while the user is “pressing” the button or cut them off as soon as the user is done. I don’t have a place to host the files and can’t link to them directly. I found before posting and I actually don’t have any concern with using copyrighted / trademarked sounds for such a small project, but there are a couple of things I don’t like about that approach. I already considered using pre-recorded sound files like the few provided in the challenge requirements. Then there’s the logic of the actual game that I haven’t even started on yet. I’m going to try the frequencies you recommended and at least take a look at that sample rate. I couldn’t find anything related to the bit rate. I already had it set to square based on the information provided at .Īlthough there is a AudioContext.sampleRate property ( AudioContext Properties), it’s read-only and can’t be changed. I have to admit that some of it went over my head and I’ll have to read through it a couple of times to understand everything. Thank you very much for the detailed reply. Maybe use ,oh, I don’t know… zipper sounds. Maybe use whip cracks and screams so your players are more motivated. Maybe the world needs a cat-themed Simon clone. You don’t need musical tones, so think outside the box. A better suggestion may be to check out FreeSound for some copyleft licensed sounds you can use. I would love to suggest that you just use Loopback to record the YouTube audio, but Milton Bradley frowns upon such threats to its intellectual property rights and I’m already on Santa’s **** list for 2017, so I really shouldn’t compel you to flagrant moral transgressions. There’s a lot to think about when synthesizing sounds. So, sounding like Simon via the browser API will probably not work. Those chips all had their own je ne sais quoi, too, beause generating ideal waveforms makes for very boring sounds, so they all had their subtle uniqueness imparted by the engineers. I would be surprised if it was capable of 8-bit sound. It’s an old, old game, and the DSP was crude. Much of the character of Simon’s sounds are not in the frequencies or settings you use, but in the hardware itself.My bet is some sort of clipped sine-ish wave. ![]() ![]() It’s not as sharp as a pulse wave modulation, but not as wobbly as a sine or triangle wave. The original Simon sounds have some amplitude modulation going on, which gives it a nice tremolo effect. Downsampling won’t sound the same, but I doubt the browser will let you change the sample rate as this is generally controlled at a much lower level. If you can - and again, I know not if you can - really crank down the sample and bit rates. Sine waves sound like 60’s sci-fi cheese or a 5 year old attacking a Theremin. My first inclination is to try filtering a square wave, but that may not be possible in the Web Audio API, so go with a triangle wave. On the flip side, stick to sounds above 100hz because laptop speakers are garbage and low sounds get lost in noise much more easily.ĭo not use sine waves for this. Most pleasing sounds are below that frequency. For reference, censorship bleeps - you know, when you’re watching Reality TV Show #9715 and two of the stars fight over a hot dog and you are prevented from hearing their eloquent verbal sparring (“I’ll ****ing thunder punch you right in the ****box you **** **** *******!”) because something something FCC - those bleeps are 1kz sine wave blasts. You don’t have to use those notes, but I would be cautious about going above 1kz. In equal temperament, the root frequencies will be 164.81hz, 220.00hz, 277.18hz, and 329.63hz. I would start at the E just below middle C. The notes in the original Simon game are (from low to hight) E, A, C#, E. So, I don’t know much about the Web Audio API yet, but I do know synthesizers and sound design.
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