JAX P3 - Pitch Shifter III
OS :
Version :1.1
Size :31.32Mb
Updated :Sep 26,2020
Developer :Jens Guell
Ask AI
You can ask the AI some questions about the game
Here are three topics that gamers often discuss on the internet, turned into questions for you: 1. What features were you expecting to see improved in the Jax Pitch Shifter III app? 2. How do you plan to use the pitch shifter effect to enhance your music or production? 3. Are you more interested in using the Jax Pitch Shifter III app for creative music experimentation or for specific musical goals?
Q{{(index+1)}}{{item}}Ask AI
Pros and Cons from users' feedback
{{conclusionsAiError}}Retry request
Game Downloads
IOS
Game Survey
  • Do you think there is violent content in online games?
      Submission Failed, try again
  • How many points are you willing to score for this game?
      Submission Failed, try again
  • Have you played similar games?
      Submission Failed, try again
  • Is there any surprise in this game?
      Submission Failed, try again
Description
Our frequency domain approach for pitch shifting will use the “phase vocoder” method, that effectively is an FFT/inverse FFT. The term “vocoder” is somewhat misleading here, because it has nothing to do with a real “vocoder”. FFT will introduce latency too, but the buffers can be kept relatively small and the input can be shifted by exactly this fixed amount of latency for the final mix internally. Complex mathematical formulas will be used to extract the frequency components from the signal and their corresponding magnitudes. After the frequency is known, it can be modified in controlled manner, thus making pitch and frequency shifting possible in realtime. If the frequency was modified across all magnitudes equally, the inverse FFT is applied, leaving the audio with a changed pitch. Like the time domain approach of JAX ESSENTIAL SERIES P2, this will produce “chipmonkeyfication” effects, because all transients and formants will be shifted this way too, proportional with the fundamental frequency. The frequency domain approach has some side effects too. The audio will be smeared slightly but equally across the entire range. Grainy results are less audible than with the time domain approach. It is not well situated for using with strong transient audio material. Excellent results can be achieved with ambient audio material.
{{descriptionMoreText}}
Comments (0)
{{commentText.length}}/{{maxCommentText}}
{{commentError}}{{commentUserError}}
Failed to load data, try again
  • {{comment.commentUser.substring(0, 1)}}
    By {{comment.commentUser}}{{comment.commentDateString}}
    {{comment.comment}}