Spectral Painter — User Guide
Advanced spectral‑domain processing: applies frequency‑dependent gain patterns (sine, triangle, square, exponential, random) across the spectrum to create complex tonal transformations—from musical phasing to extreme spectral carving.
What this does
This script implements spectral painting — a technique that applies frequency‑dependent gain patterns directly to the magnitude spectrum of a sound. Unlike traditional equalization (static gain per frequency band) or filtering (smooth curves), spectral painting uses mathematical waveforms (sine, triangle, square, sawtooth, exponential, logarithmic, random) as gain templates across the frequency axis. The gain at each frequency bin is determined by evaluating the waveform function at that frequency: gain(f) = center + depth × waveform(f/divisor). This creates complex, structured spectral modifications that can produce effects ranging from subtle phasing to extreme spectral reconstruction.
Key Features:
- 13 Themed Presets — Metallic Ring, Deep Resonance, High Shimmer, Comb Filter, Harmonic Series, Chaotic Wobble, Dual Wave Interference, Frequency Stairs, Inverted Valleys, Random Spectral Carving, Pulsing Bands, Exponential Sweep, Musical Phaser
- 9 Modulation Waveforms — Sine (linear/logarithmic), triangle, square, sawtooth, exponential, logarithmic, random, dual‑sine interference
- True Spectral‑Domain Processing — Converts to spectrum, applies gain pattern, converts back (FFT‑based)
- Phase Inversion Detection — Safety system warns when gain becomes negative (phase flip)
- Musical Scaling Options — Linear frequency spacing (technical) or logarithmic spacing (perceptual)
- Cutoff Frequency Control — Apply effects only below specified frequency
- Experimental Character — Designed for creative sound design rather than corrective processing
- Frequency‑dependent gain: Each frequency bin gets its own gain value
- Patterned structure: Gain follows mathematical waveform (e.g., sine wave across frequency)
- Musical relationships: Logarithmic spacing matches human pitch perception (octaves equally spaced)
- Extreme possibilities: Square wave creates "brick‑wall" comb filtering, random creates spectral diffusion
Technical Implementation: The script follows a three‑step FFT‑based process: (1) Convert to Spectrum: Uses Praat's To Spectrum with Hann windowing. (2) Apply gain pattern: Builds a formula that multiplies each spectral bin by center + depth × waveform(frequency/divisor), where waveform is one of nine mathematical functions. The formula is applied via Praat's Formula command to the spectrum's magnitude values. (3) Convert back to Sound: Uses To Sound to return to time domain. A cutoff frequency allows limiting the effect to lower frequencies only. Phase inversion detection warns when gain becomes negative (which inverts phase in those frequency bands).
Quick start
- In Praat, select exactly one Sound object to process.
- Run script… →
spectral_painter.praat. - Choose a Preset (Metallic Ring, High Shimmer, Comb Filter, etc.).
- Or select Custom and choose modulation_type manually.
- Adjust basic parameters if desired (cutoff_frequency, modulation_center/depth, etc.).
- Set warn_phase_inversion (recommended: yes for safety).
- Set scale_peak and play_after_processing.
- Click OK — script converts to spectrum, applies gain pattern, converts back.
- If phase inversion detected, you'll be warned (continue or abort).
- Output appears as:
originalName_mod.
modulation_center - |modulation_depth| < 0, gain becomes negative in some bands, inverting phase. This creates "hollow" flanged effects but can destroy signal coherence. The safety warning can be disabled but is recommended. SPECTRAL PROCESSING ARTIFACTS — FFT‑based processing can cause pre‑echo, time‑smearing, or phase issues, especially with extreme settings. CUTOFF_FREQUENCY above Nyquist (sample_rate/2) will be ignored. LONG SOUNDS may cause memory issues during FFT conversion. STEREO SOUNDS are processed channel‑by‑channel (mono‑compatible but not true stereo spectral processing).
Spectral Modulation Theory
The Core Equation
🎨 Spectral Gain Formula
General form:
Frequency‑Domain vs. Time‑Domain Interpretation
🔄 Two Perspectives on Same Effect
Spectral domain view (what the script does):
Input spectrum: |X(f)|
Gain pattern: G(f) = center + depth × wave(f/divisor)
Output spectrum: |Y(f)| = |X(f)| × G(f)
Phase: ∠Y(f) = ∠X(f) (or ∠X(f) + π if G(f) < 0)
Time‑domain equivalent (conceptual):
Gain pattern G(f) in frequency domain corresponds to
convolution with impulse response g(t) in time domain.
For sine wave gain pattern:
G(f) = 1 + d × sin(2πf/Ω) (Ω = modulation_frequency_divisor)
Time‑domain equivalent:
y(t) = x(t) + (d/2) × [x(t - 1/Ω) - x(t + 1/Ω)]
This is a comb‑filter‑like operation with delayed/advanced copies.
Different waveforms create different convolution kernels.
Thus, spectral painting is equivalent to applying a specific, structured convolution filter to the time‑domain signal.
Linear vs. Logarithmic Frequency Scaling
FFT Processing Pipeline
Gain Range and Phase Considerations
📈 Gain Calculations
Gain range:
Negative gain consequences:
- gain < 0 → magnitude multiplied by negative number
- Equivalent to: magnitude × |gain|, phase shifted by π (180°)
- Creates destructive interference with other frequency components
- Results in "hollow", "flanged", or "phase‑cancelled" sound
- Can completely cancel signal if gain = -1 and other components interfere
Modulation Types (Waveforms)
Type 1: Sine Wave (Linear)
📐 Classic Sinusoidal Modulation
Formula: center + depth × sin(f/divisor + phase_offset)
Waveform characteristics: Smooth, periodic oscillation between -1 and 1.
Spectral effect: Creates alternating bands of boost and cut across frequency spectrum. The most "musical" and natural‑sounding modulation type.
Frequency interpretation: divisor controls modulation density: small divisor = many cycles across spectrum (dense comb filtering), large divisor = few cycles (broad tonal shaping).
Phase_offset: Shifts entire pattern along frequency axis (0‑2π).
Default for presets: Metallic Ring, Deep Resonance, High Shimmer, Inverted Valleys.
Type 2: Sine Wave (Logarithmic/Musical)
🎵 Perceptually Uniform Spacing
Formula: center + depth × sin(ln(f) × density + phase_offset)
Waveform characteristics: Sine wave evaluated on logarithmic frequency scale.
Spectral effect: Equal modulation density per octave rather than per Hz. Creates musically meaningful patterns where each octave gets similar treatment.
Why logarithmic?: Human hearing perceives frequency ratios (octave = 2:1 ratio) not differences. 100‑200 Hz sounds like similar interval as 1000‑2000 Hz to our ears.
density parameter: Derived from modulation_frequency_divisor/10. Higher density = more cycles per octave.
Default for preset: Musical Phaser.
Type 3: Triangle Wave
📊 Linear Ramps
Formula: center + depth × (2×|(f/divisor - floor(f/divisor + 0.5))| - 1)
Waveform characteristics: Linear ramps up and down, sharp corners at peaks.
Spectral effect: Creates smoothly changing gain that reverses direction abruptly. Less "ringy" than sine, more systematic than random.
Sound character: Metallic but less resonant than sine. Good for synthetic, digital‑sounding effects.
Type 4: Square Wave (Stepped)
🧱 Brick‑Wall Comb Filtering
Formula: center + depth × (if sin(f/divisor) > 0 then 1 else -1 fi)
Waveform characteristics: Instant jumps between +1 and -1 (or +depth and -depth).
Spectral effect: Creates alternating bands of maximum boost and maximum cut (possibly phase inversion). Extreme "comb filter" effect.
Phase coherence: Uses sine test to ensure 0‑crossings align, avoiding random phase jumps.
Sound character: Harsh, metallic, ringing. Can create strong resonances at band edges.
Default for preset: Comb Filter (Harsh).
Type 5: Sawtooth Wave
📈 Linear Ramps with Instant Reset
Formula: center + depth × (2×((f/divisor) - floor(f/divisor + 0.5)))
Waveform characteristics: Linear ramp upward, instant drop back to start.
Spectral effect: Creates continuously increasing gain across frequency bands, then sudden reset. Produces "sweeping filter" sensation.
Sound character: Whooshing, sweeping effects. Good for creating motion across frequency spectrum.
Default for presets: Frequency Stairs, Pulsing Bands.
Type 6: Exponential Decay
📉 Natural High‑Frequency Roll‑Off
Formula: center + depth × exp(-f/divisor)
Waveform characteristics: Starts at maximum at f=0, decays exponentially toward 0 as f increases.
Spectral effect: Strong low‑frequency boost/emphasis that smoothly decreases toward high frequencies. Mimics natural acoustic roll‑off or "warmth" curve.
Sound character: Warm, bass‑emphasized, natural‑sounding spectral tilt.
Default for presets: Harmonic Series, Exponential Sweep.
Type 7: Logarithmic Growth
📈 Gentle High‑Frequency Emphasis
Formula: center + depth × ln(1 + f/divisor)
Waveform characteristics: Starts at 0 at f=0, grows logarithmically (slowly) as f increases.
Spectral effect: Subtle high‑frequency emphasis that increases slowly with frequency. Opposite of exponential decay.
Sound character: Brightening, air‑adding, gentle high‑frequency enhancement.
Type 8: Random (Per‑Bin Diffusion)
🎲 Stochastic Spectral Carving
Formula: center + depth × (sin(f/divisor) + randomness_amount × randomGauss(0,1))
Waveform characteristics: Sine wave with added Gaussian noise at each frequency bin.
Spectral effect: Creates "fuzzy" or "glassy" spectral texture. Each frequency bin gets slightly randomized gain, breaking up coherent patterns.
Note: randomGauss(0,1) generates new random value for each frequency bin during formula evaluation.
Sound character: Diffused, granular, textured. Can sound like broken glass or stochastic resonance.
Default for presets: Chaotic Wobble, Random Spectral Carving.
Type 9: Dual Sine (Interference)
🌊 Two‑Frequency Beat Patterns
Formula: center + depth × (sin(f/divisor) + 0.5×sin(f/second_divisor)) / 1.5
Waveform characteristics: Sum of two sine waves with different frequencies.
Spectral effect: Creates complex interference pattern with beating. The two sine waves interact, producing reinforcement and cancellation at different frequencies.
Sound character: Richer, more complex than single sine. Can sound like dual‑comb‑filter or chorus‑like effect.
Default for preset: Dual Wave Interference.
Waveform Comparison Table
| Type | Formula | Range | Smoothness | Sonic Character | Preset Use |
|---|---|---|---|---|---|
| Sine (Linear) | sin(f/d) | [-1,1] | Very smooth | Musical, resonant | Metallic Ring, etc. |
| Sine (Log) | sin(ln(f)×k) | [-1,1] | Very smooth | Perceptually uniform | Musical Phaser |
| Triangle | triangle(f/d) | [-1,1] | Piece‑wise linear | Digital, metallic | — |
| Square | sign(sin(f/d)) | {-1,1} | Discontinuous | Harsh, ringing | Comb Filter |
| Sawtooth | saw(f/d) | [-1,1] | Piece‑wise linear | Sweeping, whooshing | Frequency Stairs |
| Exponential | exp(-f/d) | [0,1] | Very smooth | Warm, natural decay | Harmonic Series |
| Logarithmic | ln(1+f/d) | [0,∞) | Smooth | Brightening | — |
| Random | sin+noise | (-∞,∞) | Stochastic | Fuzzy, glassy | Chaotic Wobble |
| Dual Sine | sin(f/d₁)+sin(f/d₂) | [-1.5,1.5] | Smooth | Complex, beating | Dual Wave |
Preset Characters
Category 1: Musical & Natural
Preset 2: Metallic Ring (Linear)
🤖 Classic "Robot Voice" Effect
Settings:
- Modulation type: Sine Wave (Linear)
- Modulation depth: 0.9 (strong)
- Modulation frequency divisor: 100
- Cutoff frequency: 10000 Hz
Mechanism: Sine wave gain pattern across linear frequency scale creates alternating boost/cut bands. The relatively high divisor (100) gives moderate‑density comb filtering.
Sonic character: Classic vocoder/robot voice effect. Makes speech sound synthetic and metallic while remaining intelligible. Also works on instruments for "ring modulator"‑like effects.
Best for: Vocal processing for sci‑fi effects, syntheticizing acoustic instruments.
Preset 3: Deep Resonance
🎻 Bass‑Focused Spectral Enhancement
Settings:
- Modulation type: Sine Wave (Linear)
- Modulation depth: 0.95 (very strong)
- Modulation frequency divisor: 400 (low density)
- Cutoff frequency: 5000 Hz (affects only lower frequencies)
Mechanism: Low‑density sine pattern (divisor=400) creates broad boost/cut regions across low frequencies. High depth (0.95) creates strong resonances.
Sonic character: Adds weight and resonance to bass frequencies. Can make kicks thicker, basslines more powerful, or add "chest" resonance to vocals.
Best for: Bass enhancement, low‑frequency thickening, adding warmth.
Preset 4: High Shimmer
✨ Treble Sparkle & Air
Settings:
- Modulation type: Sine Wave (Linear)
- Modulation depth: 0.6 (moderate)
- Modulation frequency divisor: 50 (high density)
- Cutoff frequency: 20000 Hz (affects full range)
Mechanism: High‑density sine pattern (divisor=50) creates many narrow boost/cut bands in high frequencies. Moderate depth avoids extreme peaks.
Sonic character: Adds sparkle, air, and shimmer to high frequencies. Makes cymbals more detailed, vocals more present, or adds "fairy dust" to pads.
Best for: High‑frequency enhancement, adding air and sparkle, brightening dull mixes.
Category 2: Extreme & Experimental
Preset 5: Comb Filter (Harsh)
🔊 Brick‑Wall Spectral Processing
Settings:
- Modulation type: Square Wave (Stepped)
- Modulation depth: 1.0 (maximum)
- Modulation frequency divisor: 200
- Cutoff frequency: 12000 Hz
- Modulation center: 1.0
Mechanism: Square wave creates instantaneous jumps between +1 and -1 gain (phase inversion in cut bands). Maximum depth creates extreme contrast.
Sonic character: Harsh, metallic, ringing. Creates strong resonances at band edges. Can sound like extreme comb filtering or broken speaker.
Best for: Extreme sound design, industrial music, distortion effects. Use sparingly.
Preset 6: Harmonic Series
🎼 Exponential Spectral Tilt
Settings:
- Modulation type: Exponential Decay
- Modulation depth: 0.7
- Modulation frequency divisor: 100
- Cutoff frequency: 8000 Hz
Mechanism: Exponential decay gain pattern: strong at low frequencies, decreasing toward highs. Mimics natural harmonic amplitude distribution.
Sonic character: Warm, natural‑sounding spectral balance. Emphasizes fundamental and lower harmonics, gently rolls off highs.
Best for: Adding warmth, naturalizing synthetic sounds, vintage emulation.
Preset 7: Chaotic Wobble
🌀 Stochastic Spectral Diffusion
Settings:
- Modulation type: Random (Per‑Bin Diffusion)
- Modulation depth: 0.85
- Randomness amount: 0.5
- Cutoff frequency: 10000 Hz
Mechanism: Sine wave with added Gaussian noise at each frequency bin. Creates "fuzzy" gain pattern that breaks up coherent spectral structure.
Sonic character: Glassy, textured, diffused. Sounds like broken glass, stochastic resonance, or granular texture.
Best for: Experimental textures, granular synthesis effects, adding complexity to static sounds.
Preset 8: Dual Wave Interference
🌊 Complex Beat Patterns
Settings:
- Modulation type: Dual Sine (Interference)
- Modulation depth: 0.7
- Modulation frequency divisor: 100
- Second divisor: 250
- Cutoff frequency: 12000 Hz
Mechanism: Sum of two sine waves with frequencies in ratio 100:250 (2:5). Creates complex interference pattern with beating.
Sonic character: Richer, more complex than single sine. Sounds like dual comb filters or chorus‑like effect. Creates moving, evolving spectral patterns.
Best for: Adding complexity to modulation effects, creating evolving textures, chorus‑like widening.
Preset 9: Frequency Stairs
📶 Stepped Digital Filtering
Settings:
- Modulation type: Sawtooth
- Modulation depth: 0.8
- Modulation frequency divisor: 300
- Cutoff frequency: 15000 Hz
Mechanism: Sawtooth wave creates linear gain increase across frequency bands, then instant reset. Creates "stepped" or "quantized" spectral effect.
Sonic character: Digital, steppy, like low‑resolution spectral processing or bit‑crushed frequency domain.
Best for: Digital distortion effects, retro computer sounds, quantization artifacts.
Category 3: Phase‑Based Effects
Preset 10: Inverted Valleys (Phase Flip)
🔄 Negative Gain Bands
Settings:
- Modulation type: Sine Wave (Linear)
- Modulation center: 0.8
- Modulation depth: -0.6 (negative!)
- Modulation frequency divisor: 200
- Cutoff frequency: 10000 Hz
Mechanism: Negative depth with center=0.8 creates gain range: 0.2 to 1.4. The "valleys" (gain < 1) can go as low as 0.2, but more importantly, the sine wave oscillates around 0.8, not 1.0.
Phase inversion warning: This preset triggers phase inversion warning because min_gain = 0.8 - 0.6 = 0.2 (positive, so no actual phase flip despite warning threshold).
Sonic character: Creates alternating bands of moderate boost and strong cut. "Valleys" are deeper than "peaks" are high.
Best for: Creating hollow, scooped effects without actual phase inversion.
Preset 11: Random Spectral Carving
🎲 Extreme Stochastic Processing
Settings:
- Modulation type: Random (Per‑Bin Diffusion)
- Modulation depth: 0.9
- Randomness amount: 0.8 (high)
- Cutoff frequency: 18000 Hz
Mechanism: High randomness amount (0.8) dominates over sine component, creating nearly random gain per frequency bin.
Sonic character: Extreme spectral diffusion, almost like spectral scrambling. Can completely transform source material into textured noise.
Best for: Extreme sound destruction, noise art, complete spectral reconstruction.
Preset 12: Pulsing Bands
💓 Rhythmic Spectral Sweeps
Settings:
- Modulation type: Sawtooth
- Modulation depth: 0.95
- Modulation frequency divisor: 150
- Cutoff frequency: 12000 Hz
Mechanism: Sawtooth creates linear gain increase across frequency, then instant drop. Creates sensation of sweeping filter bands.
Sonic character: Rhythmic, pulsing spectral motion. Like automated filter sweeps repeating across frequency axis.
Best for: Adding rhythmic interest, creating automatic filter modulation effects.
Preset 13: Exponential Sweep
📉 Natural High‑Frequency Roll‑Off
Settings:
- Modulation type: Exponential Decay
- Modulation depth: 0.8
- Modulation frequency divisor: 80
- Cutoff frequency: 15000 Hz
Mechanism: Exponential decay with divisor=80 creates relatively fast roll‑off starting at moderate frequencies.
Sonic character: Natural‑sounding high‑frequency attenuation. Like gentle low‑pass filtering but with smooth exponential curve.
Best for: Warming up digital sounds, vintage emulation, taming harsh highs.
Preset 14: Musical Phaser (Logarithmic)
🎶 Perceptually Uniform Modulation
Settings:
- Modulation type: Sine Wave (Logarithmic)
- Modulation depth: 0.75
- Modulation frequency divisor: 150
- Cutoff frequency: 15000 Hz
Mechanism: Sine wave evaluated on logarithmic frequency scale (ln(f)). Creates equal modulation density per octave.
Sonic character: Musically pleasing phasing effect where each octave gets similar treatment. Sounds more "natural" and musical than linear spacing.
Best for: Musical applications, phaser/flanger‑like effects, harmonic enhancement.
Preset Summary Table
| Preset | Mod Type | Depth | Divisor | Cutoff | Character | Category |
|---|---|---|---|---|---|---|
| Metallic Ring | Sine (Lin) | 0.9 | 100 | 10000 | Robot voice | Musical |
| Deep Resonance | Sine (Lin) | 0.95 | 400 | 5000 | Bass emphasis | Musical |
| High Shimmer | Sine (Lin) | 0.6 | 50 | 20000 | Treble sparkle | Musical |
| Comb Filter | Square | 1.0 | 200 | 12000 | Harsh ringing | Extreme |
| Harmonic Series | Exponential | 0.7 | 100 | 8000 | Warm tilt | Natural |
| Chaotic Wobble | Random | 0.85 | 100 | 10000 | Glassy texture | Experimental |
| Dual Wave | Dual Sine | 0.7 | 100/250 | 12000 | Complex beating | Complex |
| Frequency Stairs | Sawtooth | 0.8 | 300 | 15000 | Digital stepped | Digital |
| Inverted Valleys | Sine (Lin) | -0.6 | 200 | 10000 | Hollow scooped | Phase‑based |
| Random Carving | Random | 0.9 | 100 | 18000 | Extreme diffusion | Experimental |
| Pulsing Bands | Sawtooth | 0.95 | 150 | 12000 | Rhythmic sweeps | Rhythmic |
| Exponential Sweep | Exponential | 0.8 | 80 | 15000 | Natural roll‑off | Natural |
| Musical Phaser | Sine (Log) | 0.75 | 150 | 15000 | Uniform phasing | Musical |
Phase Inversion & Safety System
Understanding Phase Inversion
🔄 What Happens When Gain Becomes Negative?
Mathematical representation:
Complex spectrum: X(f) = |X(f)| × e^(i·φ(f))
Gain: G(f) (real number, can be positive or negative)
Output: Y(f) = |X(f)| × G(f) × e^(i·φ(f))
If G(f) > 0: Y(f) = |X(f)|×|G(f)| × e^(i·φ(f)) (phase unchanged)
If G(f) < 0: Y(f) = |X(f)|×|G(f)| × e^(i·(φ(f) + π)) (phase shifted by π)
Physical interpretation: Negative gain multiplies the waveform by a negative number, which is equivalent to flipping it upside‑down (180° phase shift).
Sonic consequence: When mixed with other frequency components (some phase‑shifted, some not), destructive interference occurs, creating "hollow", "thin", or "phase‑cancelled" sound. In extreme cases, complete cancellation can occur.
Safety Check Algorithm
When Phase Inversion is Desirable
- Flanger/phaser effects: Classic flangers use phase cancellation to create notches
- Hollow, scooped sounds: Removing midrange via phase cancellation
- Extreme sound design: Creating "underwater" or "telephone" effects
- Comb filtering: Delayed copies create natural phase cancellation at certain frequencies
Why the warning exists: Phase inversion can unintentionally destroy signal coherence, especially on complex sounds like full mixes. The warning ensures users understand they're entering "extreme effect" territory.
Inverted Valleys preset: Interestingly, this preset has center=0.8, depth=-0.6 → min_gain=0.2 (positive), so it shouldn't trigger phase inversion despite the name. The "inverted" refers to the sine wave being "upside‑down" (negative depth) relative to usual, not actual phase inversion.
Disabling the Warning
Set warn_phase_inversion = 0 to bypass the safety check. Useful for:
- Batch processing many sounds
- When you intentionally want phase inversion effects
- Advanced users who understand the risks
Warning: Disabling means you won't be alerted if your settings accidentally create phase inversion that might ruin your sound.
Parameters & Controls
Form Parameters
🎛️ User‑Adjustable Settings
| Parameter | Type | Default | Range | Description |
|---|---|---|---|---|
| preset | optionmenu | Custom | 1‑14 | Preset configuration (affects multiple parameters) |
| modulation_type | optionmenu | Sine Wave (Linear) | 1‑9 | Waveform shape for gain pattern |
| cutoff_frequency | positive | 15000 | 20‑sample_rate/2 | Maximum frequency affected (Hz) |
| modulation_center | positive | 1.0 | 0‑10 | Baseline gain (typically 0.5‑2.0) |
| modulation_depth | positive | 0.8 | 0‑5 | Amplitude of waveform variation |
| modulation_frequency_divisor | positive | 150 | 1‑1000 | Scales waveform across frequency (lower=faster) |
| phase_offset | positive | 0.01 | 0‑6.28 | Phase shift of waveform (radians) |
| second_divisor | positive | 300 | 1‑1000 | Second frequency for dual sine interference |
| randomness_amount | positive | 0.3 | 0‑2 | Amount of random noise added (for random type) |
| warn_phase_inversion | boolean | 1 | 0/1 | Show warning if gain becomes negative |
| scale_peak | positive | 0.95 | 0.1‑1.0 | Output peak normalization level |
| play_after_processing | boolean | 1 | 0/1 | Auto‑play result |
Parameter Relationships
Derived & Internal Variables
| Variable | Source | Description |
|---|---|---|
| original_sr | Get sampling frequency | Original sound's sample rate |
| min_gain, max_gain | center ± |depth| | Calculated gain range for safety check |
| density | divisor/10 (for log sine) | Density parameter for logarithmic spacing |
| formula$ | Built based on modulation_type | Praat formula applied to spectrum |
| outName$ | originalName$ + "_mod" | Output sound name |
Sonic Applications
Creative Sound Design
🎨 Spectral Transformation Toolkit
Vocal processing:
- Robot voices: Metallic Ring preset (depth=0.9, divisor=100)
- Telephone effect: Custom with cutoff_frequency=3500, sine modulation
- Vocal thickening: Dual Wave Interference for chorus‑like effect
- Whisper enhancement: High Shimmer to add air and presence
Instrument processing:
- Guitar/bass: Deep Resonance for added weight
- Drums: Exponential Sweep to add warmth to kicks
- Synths: Chaotic Wobble for evolving textures
- Piano/keys: Musical Phaser for chorusing effect
Music Production
Mix enhancement:
- Adding sparkle: High Shimmer on entire mix (subtle depth=0.2‑0.3)
- Warming up: Exponential Sweep with low cutoff (2000 Hz)
- Creating space: Musical Phaser on pads/background elements
- Emphasizing rhythms: Pulsing Bands on percussion loops
Special effects:
- Sci‑fi transitions: Comb Filter with automation of divisor
- Glitch effects: Random Spectral Carving on drum hits
- Reverse‑like effects: Inverted Valleys for hollow, scooped sound
- Vintage emulation: Harmonic Series for "tape warmth" effect
Experimental & Educational
Spectral manipulation demonstrations:
- Hearing linear vs. logarithmic: Compare sine (linear) vs. sine (log) on same sound
- Waveform comparison: Process same sound with different modulation types
- Phase cancellation demo: Create settings that cause phase inversion, hear hollow result
- Frequency‑domain art: "Paint" specific patterns by designing custom formulas
Practical Workflow Examples
🎬 Film: "AI Character Voice Design"
Character: Ancient synthetic intelligence awakening
Voice processing chain:
- Base recording: Neutral spoken dialogue
- Step 1 - Metallic Ring: Add synthetic quality (depth=0.7, divisor=120)
- Step 2 - Dual Wave Interference: Add complexity (depth=0.4, divisors=100/220)
- Step 3 - Exponential Sweep: Roll off extreme highs (cutoff=6000)
- Step 4 - Subtle Random: Add slight instability (depth=0.2, randomness=0.3)
Result: Synthetic yet ancient‑sounding, complex, slightly unstable AI voice.
🎵 Track: "Spectral Evolution Composition"
Concept: Piece where same motif transforms spectrally over time
Structure:
- Section A (0:00‑1:00): Clean piano → Harmonic Series (warmth)
- Section B (1:00‑2:00): Same piano → High Shimmer (sparkle)
- Section C (2:00‑3:00): Same piano → Chaotic Wobble (breakdown)
- Section D (3:00‑4:00): Same piano → Random Spectral Carving (destruction)
- Section E (4:00‑5:00): All versions layered → Musical Phaser (unification)
Thematic: Spectral transformation as musical narrative device.
Advanced Techniques & Customization
Creating Custom Formulas
Modify the formula construction section: Each modulation_type builds a formula string. You can create new types by adding conditions:
Parameter Automation
Make parameters time‑varying: Process sound in segments with changing parameters:
Combining with Other Processing
Spectral painting chain: Process sound multiple times with different settings:
Hybrid time‑frequency processing: Apply spectral painting, then time‑domain effects:
Troubleshooting
Causes: modulation_depth too high, extreme modulation_type (square, random)
Solutions: Reduce modulation_depth to 0.3‑0.5, try sine or triangle modulation
Causes: modulation_frequency_divisor too small creating dense comb filtering
Solutions: Increase divisor (200‑400), reduce depth, try exponential/logarithmic types
Causes: Long sounds, high sample rate, complex formula
Solutions: Process shorter segments, reduce sample rate (resample first), simplify formula
Causes: modulation_center too low relative to depth
Solutions: Increase modulation_center (e.g., 1.0), reduce depth, or continue if effect desired