Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
There's three different tests you can do in audacity with one of the files.
1. Select a section after the first bit where it's unstable and select the effect "Pitch Change." It does an analysis to estimate the frequency of the note. It's not accurate on the low pitch files a2.ogg and below because it's detecting too much of the harmonics.
2. Add a new track along side the old one and generate a sine wave of the target frequency. That's those decimal values in tuning.config. If you generate 440 Hz (A4) next to the sound in a4.ogg, you'll hear a chord, not the two sounds merging together as one. You're going to need the volume to be the same for both sounds.
3. Measure the wavelength. It's most accurate if you do more than one period.
Number of periods / total length of time in seconds = frequency in Hz
Many applications that take sound samples like this assume C as the base note as it's typically regarded as the first note in an octave. It's the "do" in "do re mi fa so la ti do." This is why it was no surprise to me how simple the problem and solution are.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=827912235
This only contains the tuning.config above.
EDIT: Now uploading to the Workshop.
EDIT 2: Uploaded.