Oversampling?

Hello…

What about adding an option to do internal ‘oversampling’(ie. higher internal sample rate) to avoid aliasing distortion wich is itroduced when transposing samples with a lot of hifrequency content and loads of overtones?(Crash cymbals, electric pianos etc.).

So 2x oversampling would give internal samplerate of 88200 (if 44.1Khz was default) and 10x would give 441Khz internal samplerate wich is more than enough to cleanly transpose crash cymbals +4 octaves.

Today Renoise sounds like ‘scratching sandpaper on a microphone’ when doing extreme transposing of crash cymbals and other hifrequency sounds.
The now discontinued ‘PlayerPro’ had this feature(I still use it to create loops and other stuff).

This feature could be implemented/instrument/track as this kind of stuff really taxes the CPU.

I’ve been wondering about this lately. Is there any oversampling involved in renoise’s sampling engine?

Dunno how related exactly this is, but I fear it might be: taktik just recently mentioned that rendering at 192 khz has been removed because mpReverb and other fx didn’t work correctly at these sample rates… I wonder what those other fx are, because mpReverb really is the single one Renoise effect I could do totally without (flames ensue :D), and I think scalability and much higher sample rates are kind of a must… at least when weighted against mpReverb of all things.

+35000 for oversampling in “Render song”

but the oversampling MUST go up to atleast to 8x.

It fixes many many many many VST/AU/Ladspa plugins that have forms of aliasing artifacts in their sound. But as said, not all plugins can live with that high samplerates. And some (like some filters) change properties, but not always towards worse.

Then apply oversampling after sound-generation but before processing.

Oh wow, big up PlayerPro massif! Killer tracker :D

what about using something like SINC256 convolution filtering when rendering, using the highlife method ?

http://code.google.com/p/juced/source/brow…feVoice.cpp#643