Since when does volume affect undersampling which is based on frequency? It can only become a problem if the volume changes, which could distort an undersampled frequency, but a constant volume would do nothing.TSA_383 wrote...
This is exactly why I made this post a while back:MegumiAzusa wrote...
Ah, yes. "Infrasonic noise". Sounds allegedly used by the Reapers to indoctrinate. We have dismissed that claim.HellishFiend wrote...
The Sounds of Possession
Pulling up some random sounds and songs I can only say it's nothing unusual.
Example:
Random track from BSG
Random voice from Tiberium Wars (GDI Mammoth Tank)
Random generated sound from Tiberium Wars (building placement of Scrin structure)
Random real life (wind) sound from Tiberium WarsTSA_383 wrote...
One more quick note on infrasound (it's time for a science lesson!)
This is why we ignore super-low frequencies unless they're seriously apparent:
When
you record something at, say, 48Khz, then downsample it to, say, 24Khz
(as was done with some of the ME3 audio files) then occasionally you get
signals created at very low frequencies as noise.
With the magic of MS Paint I've explained why:
Now,
suspend disbelief for a moment and pretend that I don't have the mouse
control of a drunk epileptic at a prodigy gig, and I'll explain what
happens.
Say you have a 48Khz recording and you've got a sound in
there at 22Khz (which you probably wouldn't care about anyway). When
you downshift to 24Khz you'll end up with the original wave (represented
in blue) being sampled only slightly more regularly than it cycles, and
as a result you'll actually end up with a wave of much, much lower
frequency (represented in green) being recorded into the new lower
sample-rate audio.
Now, this is something that will usually
happen at low-ish volumes, so you'll almost always get a bit of
infrasound in a recording that's undergone this process.
In
addition to that you also get spectral leakage, and pretty quickly you
have to stop trusting that the low-level infrasound you see is
intentional.
BUT.
This is not something that will happen
at high volumes, so when we get the massively loud infrasound we saw in
the dream sequences for example, this effect can be pretty much
discounted.
Where you see wideband noise stretching way to the bottom, it's probably in part interference.
Where you see substantial narrow-ish-band peaks where there arguably shouldn't be, it's not.
That was the part I meant and there is no major infrasonic component in that part, it is about half of anything else, and about one third of its usual.TSA_383 wrote...
It does however come in when Shep is on the floor, as there's a major infrasonic component to the "whisper" sounds you hear at that point.MegumiAzusa wrote...
So how do you explain in the introAsef Dimakiir wrote...
MegumiAzusa wrote...
Ah, yes. "Infrasonic noise". We have dismissed that claim.HellishFiend wrote...
The Sounds of Possession
Pulling up some random sounds and songs I can only say it's nothing unusual.
Example:
Random track from BSG
Random voice from Tiberium Wars (GDI Mammoth Tank)
Random generated sound from Tiberium Wars (building placement of Scrin structure)
Random real life (wind) sound from Tiberium Wars
*Shrug*
The difference is, the infrasonic noise chimes in on certain situations
that relate to IT, then stop whenever that event stops or fades away.
That's the weird part.
EDIT: Also, considering infrasonic noise
is specifically mentioned as how the reapers indoctrinate people....
it's again. Very strange.
where Shep gets thrown around and hears voices when hitting her head the
infrasonic noise is at its lowest? My point here is that it should be
at its highest if placed manually, and it doesn't increase compared to
before/after when you hear the buzzing sound.
Modifié par MegumiAzusa, 19 juin 2012 - 10:26 .




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