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[Csnd] Re: buzz and gbuzz - why does the documentation so specifically talk about cosines?

Date2010-06-06 04:46
From"Partev Barr Sarkissian"
Subject[Csnd] Re: buzz and gbuzz - why does the documentation so specifically talk about cosines?
I did some trig stuff based on this;

y = ((n-1) sin(X+(2pi/8)) + ((4+2) cos (X+(2pi/4))

where I first modeled it on a graphing calculator
on a Mac, that has a moving "n". Which is Trigonometric 
Orthogonality Function where,  

y= ((n-m) sin (X+(2pi/b)) + ((p+q) cos (X+(2pi/c))

when using Csound syntax becomes,


atrigomorph= ((imorphing-p4)*asine)+(p4+(p4/2))*acosine


atrigomorph, asine, acosine- are audio rate
p4 is amplitude
asine    =  sin(awvs1+(2*icq/8))
acosine  =  cos(awvs1+(2*icq/4))
icq      =  3.141592654  aka- pi

And it sounded a bit buzzy and interesting. Probably not 
quite the same as buzz or gbuzz, but this too uses trig,
and bringing sine and cosine together is what seems to do it.
Anyway,.. something I was trying out one day.

-Partev


===============================================================



--- Victor.Lazzarini@nuim.ie wrote:

From: Victor Lazzarini 
To: csound@lists.bath.ac.uk
Subject: [Csnd] Re: Re: Re: Re: buzz and gbuzz - why does the documentation so specifically talk about cosines?
Date: Sat, 05 Jun 2010 23:38:11 +0100

The manual seems to say that buzz produces a set of sine partials, but  
from its output I see a typical sum of cosines (blp). A sum of sines  
produces a bipolar pulse (you can see it by using GEN10 with 1 1 1 1 1  
1 ...).

On my machine, gbuzz appears to be buggy, producing a unscaled signal.  
Since I have never used it, I'm not sure whether that is supposed to  
be the case.
GEN 11 appears to be OK.

Victor


On 5 Jun 2010, at 20:33, Richard Dobson wrote:

> The short tech answer is that this is simply how the trigonometry  
> works out.
>
> The alternative answer notes that cos(0) = 1 for all frequencies, so  
> that stacking cosines aligns all harmonic partials at their peaks.  
> This is how we can get a pulse wave which actually looks like a  
> (bandlimited) pulse wave, at the amplitude we ask for. Use sines and  
> the peaks will be at different positions for each partial, resulting  
> in both a non pulse-like waveform and somewhat lower net amplitudes.
>
>
> Richard Dobson
>
> On 05/06/2010 19:43, Martin Peach wrote:
>> sin(0) = 0, cos(0) = 1
>> so starting from zero, sin should be smoother...
>>
>> Martin
>>
>> Jason Timm wrote:
>>> Is it cause a cosine's phase starts at 0., helping eliminate the
>>> dreaded amplitude discrepancy click. That's what I always thought.
>>>
>>> -J
>
>
>
> Send bugs reports to the Sourceforge bug tracker
>           https://sourceforge.net/tracker/?group_id=81968&atid=564599
> Discussions of bugs and features can be posted here
> To unsubscribe, send email sympa@lists.bath.ac.uk with body  
> "unsubscribe csound"
>



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