Fractal Spectral Hologram — User Guide
Transforms audio into spectral holograms through fractal texture processing, creating crystalline echoes, temporal shatters, and quantum‑blurred textures.
What this does
This script implements fractal spectral holography — a technique that converts audio into a spectral image, applies fractal‑inspired texture processing (blur, sharpen, zoom), then reconstructs the modified spectrum onto a noise carrier to create holographic audio transformations.
Key Features:
- 8 Built‑in Presets — From subtle shimmer to granular collapse
- Fractal Texture Processing — Blur, sharpen, and zoom spectral images
- Spectral Holography — Audio‑to‑spectral‑image‑to‑audio conversion
- Noise Carrier Reconstruction — Modified spectra imposed on noise
- Dry/Wet Control — Blend original with processed hologram
- Instant Processing — Fast spectral transformation
(1) Creates visual‑style processing — apply image filters to sound spectrograms
(2) Enables fractal manipulation — zoom, blur, sharpen spectral textures
(3) Produces unique textures — crystalline, shattered, blurred, frozen effects
(4) Carrier‑based reconstruction — noise carrier preserves spectral shape while removing original phase
(5) Non‑destructive creativity — original audio preserved in dry/wet mix
Fractal Spectral Hologram
Transforms audio into a spectral image representation, applies fractal‑inspired texture processing (blur, sharpen, zoom) to create holographic modifications, then reconstructs the processed spectrum onto a noise carrier to generate crystalline echoes, temporal shatters, and quantum‑blurred audio textures.
Quick start
- In Praat, select exactly one Sound object (mono or stereo).
- Run script… →
fractal_spectral_hologram.praat. - Choose Preset — start with "Crystal Echo" or "Subtle Shimmer".
- Adjust any manual settings if desired (preset overrides defaults).
- Click OK — processing completes quickly.
- Result named "originalname_hologram" appears in Objects window.
Fractal Processing Theory
Spectral Holography Pipeline
Three‑Stage Texture Processing
🔮 The Texture Triad
Blur_strength (0–1): Temporal/frequency smoothing.
0 = no blur, 1 = maximum smoothing. Creates smeared, atmospheric textures.
Sharpen_strength (0–2): Edge enhancement in spectrogram.
0 = no sharpening, >1 = aggressive edge enhancement. Creates crystalline, defined textures.
Fractal_zoom (0.5–3.0): Spectral magnification.
1.0 = no zoom, >1 = zoom in, <1 = zoom out. Creates stretched/compressed spectral textures.
Noise Carrier Reconstruction
Why noise as carrier?
- Noise has flat spectrum — preserves spectral modifications without coloration
- Removes original phase information — creates new temporal structure
- Enables extreme processing without phase distortion artifacts
- Creates characteristic "holographic" texture — grainy, textured, ethereal
Mathematical Foundation
Presets Gallery
Subtle Shimmer
Character: Gentle crystalline quality, slight sparkle
Window: 25 ms (detailed temporal resolution)
Zoom: 1.15 (slight magnification)
Use for: Adding subtle texture, vocal enhancement
Crystal Echo
Character: Clear holographic reflections, defined edges
Sharpen: 0.8 (strong edge enhancement)
Zoom: 1.5 (moderate magnification)
Use for: Creating crystalline, glass‑like textures
Fractal Storm
Character: Chaotic temporal turbulence, swirling textures
Blur: 0.75 (heavy smoothing)
Zoom: 2.3 (strong magnification)
Use for: Atmospheric pads, stormy textures
Temporal Shatter
Character: Broken time fragments, sharp edges
Sharpen: 1.5 (extreme edge enhancement)
Zoom: 2.8 (maximum magnification)
Use for: Glitch, fragmented textures
Holographic Freeze
Character: Deep frozen texture, suspended time
Window: 150 ms (very broad temporal window)
Blur: 0.85 (extreme smoothing)
Use for: Frozen moments, suspended animation
Quantum Blur
Character: Extreme smear and zoom, indeterminate
Blur: 0.95 (near‑total smoothing)
Zoom: 2.6 (strong magnification)
Use for: Dreamlike textures, memory effects
Granular Collapse
Character: Ultra‑fragmented, granular texture
Window: 15 ms (very short temporal window)
Sharpen: 1.8 (maximum edge enhancement)
Use for: Granular synthesis, micro‑textures
Parameters
Form Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
| Preset | option | Custom | Preset selection (overrides settings) |
| Window_length_ms | real | 40 | Spectrogram window length (ms) |
| Time_step_ms | real | 5 | Spectrogram time step (ms) |
| Blur_strength | real | 0.5 | Spectral/temporal smoothing (0–1) |
| Sharpen_strength | real | 0.3 | Edge enhancement strength (0–2) |
| Fractal_zoom | real | 1.2 | Spectral magnification factor (0.5–3.0) |
| Output_gain_dB | real | 0 | Output gain adjustment (± dB) |
| Dry_wet | real | 1.0 | Dry/wet mix (0=dry, 1=wet) |
| Play_output | boolean | 1 | Auto‑play after processing |
Parameter Details
Control spectrogram resolution. Short window = good time resolution (preserves transients). Long window = good frequency resolution (clear harmonics). Time step controls overlap; smaller = smoother temporal evolution. Default (40ms window, 5ms step) balances detail and processing speed.
Blur_strength — Smooths spectral image horizontally (time) and vertically (frequency). Creates atmospheric, smeared textures.
Sharpen_strength — Enhances edges in spectrogram. Creates crystalline, defined textures.
Fractal_zoom — Magnifies or reduces spectral image around center. Creates stretched/compressed spectral textures.
Output_gain_dB — Adjusts final output level. Useful if processing reduces/increases overall loudness.
Dry_wet — Blends original (dry) with processed hologram (wet). 0.5 = equal mix, 1.0 = only hologram.
Play_output — Auto‑plays result after processing for quick audition.
Processing Workflow
Instant Analysis
Audio converted to spectrogram using Gaussian window. Spectrogram converted to matrix (spectral image) and normalized to 0–100 dB range.
Texture Processing
Spectral image undergoes three‑stage fractal processing:
- Blur: Temporal/frequency smoothing
- Sharpen: Edge enhancement
- Zoom: Center‑based magnification
Noise Carrier Creation
Gaussian noise generated as audio‑length carrier. Noise converted to spectrogram with matching dimensions to processed hologram.
Hologram Application
Processed spectral hologram applied as filter to noise spectrogram: Noise_spectrum × 10^((Hologram − 100)/10)
Reconstruction & Mix
Modified spectrogram converted back to audio (noise carrier with holographic spectral shape). Result mixed with original based on Dry_wet ratio.
Applications
Crystalline Textures
Use case: Create glass‑like, crystalline sound qualities
Technique: Use "Crystal Echo" preset with high sharpen_strength
Example: Vocal → glass harmonica‑like texture
Temporal Manipulation
Use case: Create time‑stretched, frozen, or shattered effects
Technique: Use "Temporal Shatter" or "Holographic Freeze" presets
Example: Percussion → frozen, suspended hit
Atmospheric Sound Design
Use case: Create evolving, blurred, dreamlike atmospheres
Technique: Use "Quantum Blur" or "Fractal Storm" presets
Example: Field recording → dream sequence atmosphere
Granular Synthesis Alternative
Use case: Create granular‑like textures without traditional granulation
Technique: Use "Granular Collapse" preset with short window
Example: Piano → granular cloud texture
Practical Preset Applications
🎵 Vocal Holography
Goal: Transform vocal into ethereal, crystalline texture
Settings:
- Preset: Crystal Echo
- Dry_wet: 0.7–0.8 (prominent hologram)
- Output_gain_dB: +2 to +4 (compensate for noise carrier)
Result: Ethereal vocal with glass‑like reflections
🔊 Percussive Freeze
Goal: Freeze percussive hits in time
Settings:
- Preset: Holographic Freeze
- Window_length_ms: 150–200 (broad temporal capture)
- Blur_strength: 0.8–0.9 (smooth frozen texture)
Result: Suspended, frozen percussion hits
🌫️ Dream Sequence
Goal: Create blurred, dreamlike memory effect
Settings:
- Preset: Quantum Blur
- Fractal_zoom: 2.5–2.8 (extreme magnification)
- Dry_wet: 0.4–0.6 (subtle blending)
Result: Distant, blurred, dream‑like audio
Advanced Techniques
- High Blur + High Sharpen: Creates defined but smoothed textures
- High Zoom + Low Blur: Creates detailed, magnified textures
- Low Zoom + High Sharpen: Creates compressed, crystalline textures
- All parameters extreme: Creates chaotic, unpredictable results
• Different noise types (pink, brownian)
• Tonal carriers (sine waves, harmonic complexes)
• External audio as carrier
Troubleshooting
Cause: Noise carrier prominent, Dry_wet too high
Solution: Reduce Dry_wet (0.3–0.6), increase Output_gain_dB
Cause: Blur_strength too high, Sharpen_strength too low
Solution: Reduce Blur_strength (0.2–0.4), increase Sharpen_strength (0.8–1.2)
Cause: Fractal_zoom too high (>2.5), Sharpen_strength extreme (>1.5)
Solution: Reduce Fractal_zoom (1.5–2.0), reduce Sharpen_strength
Cause: Very short Time_step_ms, very long audio
Solution: Increase Time_step_ms (8–12 ms), or process shorter segments
Creative Extensions
Multi‑Stage Holography
Process audio through multiple holographic stages with different presets for complex texture evolution.
Parameter Modulation
Modify script to change texture parameters over time (e.g., increasing zoom throughout piece).
External Carrier Sources
Replace Gaussian noise carrier with other sounds (field recordings, instruments, synthesized tones).
Visual‑Audio Cross‑Modality
Use external image processing on spectrogram matrix before reconstruction.