03-07-2010 08:49 PM
Hello.
This may sound funny and not to related to any of this at first, but if anyone here knows about the game portal, then they know about the ARG that went on during last week and may even still be continuing. None of thats really important but if anyone cares to know, basically VALVe released a new update with 30 new sounds, 26 of them moarse code/sstv pictures. 3 of them called dinosaur_fizzle 1 2 and 3. Infact, each one was named dino_1 dino_2 and so on.
The main sound that no ones been able to crack is called Dinosaur_noise. Its obvious there are voices in it and its some sort of major clue, this file is way out of league with the other ones. No ones solved it 100% or cleaned it enough to make basically anything audible.
Now this started March 1st. Since then i have worked hours on the audio file. I have gotten close, but not close enough.
Thats why im turning to someone here, that can do a through analysis of the audio that adobe or reaper just cannot do.
In the attachments is the original file itself with no editing what so ever.
Heres some collected data.
An analysis was undertaken to find the strongest frequencies acting within "dinosaur_noise". Linear and Logarithmic curves showed sets of dominant figures, with the most being:
Frequency (Hz) | Comments |
---|---|
9092 | Largest spike before silence |
7862 | Very faint |
7812 | Very faint |
7657 | Very faint |
7502 | Largest spike in the 4000-9000Hz band |
3502 | various noise between 3502 and 3510 |
360 | Another very visible wave. This was the most pronounced visible wave in the Logarithmic scale |
35 | The most dominant low frequency wave |
There are a few standout segments, not of voice data underneath, but visible clicks or something happening about 5 times. These could be indications of splices or other manipulations going on. The largest noticed broad-spectrum spikes were:
Time(in samples) | Comments |
---|---|
55402 | First broad spike |
422931 | Second broad spike |
751643 | Third broad spike |
1081537 | Fourth broad spike |
1110841 | Fifth broad spike |
Silence in the frequency ranges is located in the band of 10.567 - 15.337 KHz. All frequencies above that are likely to be high frequency poinoning from the FFT process.
Heres what i know personally.
-Noise reduction makes it a lot worse and adds strange harmonics and artifacts.
-Most filters do the same.
-Clear voice around 15 that says THATS AMAZING.
If anyone cares to help I would appreciate it so much.
Here are some links that might help.
http://www.snotmonkey.com/work/school/405/methods.html
http://pastebin.com/r90fEtnd C++ code
Actual files in attachments
03-07-2010 09:13 PM
03-07-2010 09:30 PM
Isnt there audio analyzers? or some way to view the .lsb file i provided to get the binary data?
03-07-2010 09:43 PM
LabVIEW has a sound and vibration toolkit. Do you have that? Do you have LabVIEW?
The forum is made up of volunteers who will help others with their LabVIEW problems. But you need to have a specific problem and ask clear questions.
What you are asking for is very unclear. Why do you even want to do a "thorough analysis of the audio"? No one is going to do your project for you.
03-07-2010 11:09 PM
no i dont have that kind of money.
Honestly if its to much of a hassle then no one bother, just wondering if anyone was willing to help me out.