08-17-2022, 03:06 PM
(This post was last modified: 08-17-2022, 03:09 PM by mnrvovrfc.
Edit Reason: Actually looked at the code
)
Setting "sngSoundRaw" variable to -1 or 1 just hard-clips the sound. You have to check the "Waveform" and "Amplitude" variables how they're being changed and find a way to reduce the absolute value of that multiplication. Try dividing "Amplitude" by 2 to see what happens.
"Hard-clip" is just rounding off a sound so that if the input sound is very very loud, it is transformed to be like silence, but it's annoying because when the audio was played back and then stopped, it causes a loud pop into headphones or speakers. It's not better cleaning DC offset. That's why sound engineers look to prevent it.
I took another look at the code. The problem with one of the functions is that "Modulator" is always going at full blast while "Waveform" has to experience some reduction. "Amplitude" is already being set very small, to one-over-million, so the culprit might be the modulation depth. Both "Modulator" and "Waveform" have to experience some sort of reduction.
"Hard-clip" is just rounding off a sound so that if the input sound is very very loud, it is transformed to be like silence, but it's annoying because when the audio was played back and then stopped, it causes a loud pop into headphones or speakers. It's not better cleaning DC offset. That's why sound engineers look to prevent it.
I took another look at the code. The problem with one of the functions is that "Modulator" is always going at full blast while "Waveform" has to experience some reduction. "Amplitude" is already being set very small, to one-over-million, so the culprit might be the modulation depth. Both "Modulator" and "Waveform" have to experience some sort of reduction.