Author Topic: Inverted Sound Behavior  (Read 992 times)

So, this was interesting.  If you load a piece of music into Audacity, make a copy of it, and use the invert effect on the copy.  Then play both the original and the inverted version at the same time, no sound will play.  I think it averages out the sound and, since the copy is inverted the result comes out to nil.

Anyhow, last night I had the idea to try that out in BL.
So I exported a song from audacity in mono ogg format for BL and tried it out. (two versions, 1 regular, 1 inverted)

I set it up with 3 bricks

Code: [Select]
brick 1
name: music
onRelay > self > setMusic > song1

brick 2
name music
onRelay > self > setMusic > song1inv

brick 3
onActivate > "music" > fireRelay

And then when I tested it out ingame interesting stuff happened.
Erhm, video.

Right, because it's a 3D environment, whereas Audacity is not.

Cool.

It would theoretically be possible if you position yourself at the bisecting point.

I'm sorry but the way you did the video was really annoying. Not your voice, but because you kept getting close and then immediately listening, talked for 10 seconds, showed for one, and went back. I really would've appreciated it if you just did it instead of spending 90% of the time explaining what's about to happen. We can hear it, you know.

Aside from that, though, really interesting. Thanks for sharing.

I would think theat you would still hear something, like a little uhum, or even both songs playing just sounding confusing.

I don't understand what you were showing us..
What do you mean "Inverted Sound"?

I don't understand what you were showing us..
What do you mean "Inverted Sound"?
The waveform is negative. If you add sin(x) and -sin(x), you get zero. That's why it produces silence.


Ahah!  That was the word I was looking for.
Also, it doesn't average the sound, it just adds it like normal. Like I said earlier, sin(x) + -sin(x) = 0. Of course, averaging produces 0 too, but if you have two sin(x) added together, it is louder.