I had a dream one night where a blackbird was talking in human language. When I woke up there was actually a blackbird singing outside the window. Its inflections were curiously speech-like. The dreaming mind only needed to imagine a bunch of additional harmonics to form phonemes and words. One was left wondering if speech could be transformed into a blackbird song by isolating one of the harmonics...
One way to do this would be to:
Find the instantaneous fundamental frequency and amplitude of the speech. For example, filter the harmonics out and use an FM demodulator to find the frequency. Then find the signal envelope amplitude by AM demodulation.
Generate a new wave with similar amplitude variations but greatly multiplied in frequency.
A proof-of-concept script using the Perl-SoX-csdr command-line toolchain is available (source code here). The result sounds surprisingly blackbird-like. Even the little trills are there, probably as a result of FM noise or maybe vocal fry at the end of sentences. I got the best results by speaking slowly and using exaggerated inflection.
Someone hinted that the type of intonation used in certain automatic announcements is perfect for this kind of conversion. And it seems to be true! Here, a noise gate and reverb has been added to the result to improve it a little:
And finally, a piece of sound art where this synthetic blackbird song is mixed with a subtle chord and a forest ambience:
Think of the possibilities: A simultaneous interpreter for talking to birds. A tool for dubbing talking birds in animation or live theatre. Entertainment for cats.
What other birds could be done with a voice changer like this? What about croaky birds like a duck or a crow?
Back in April I bought a vinyl record that had a weird wavy pattern near the outer edge. I though I may have broken it somehow but couldn't even test this because I don't own a record player. *) But when I took a closer look at the pattern it seemed to somehow follow changes in the music. That doesn't look like damage at all.
When I played the CD version it became clear: this was an artifact of the tempo of the electronic track (100 bpm) being a multiple of the rotational speed (33 1/3 rpm), and these were probably drum hits! My tweet sparked some interesting discussion and I've been pondering this ever since. Could we plot any song as a loop or grid based on its own tempo and see interesting patterns?
(*) I know, it's a little odd. But I have a few unplayed vinyl records waiting for the day that I finally have the proper equipment. By the way, the song was Black Pink by RinneRadio from their wonderful album staRRk.
I wrote a little script to do just this: to plot the amplitude of the FLAC into a grid with an adjustable width. The result looks very similar to the pattern on the vinyl surface! Note that this image is a "straightened out" version of the disc surface and it's showing three of those wavy patterns. The top edge corresponds to the outer edge of the vinyl.
Later I wrote a little more ambitious plotter that shall be explained soon.
Computer-conducted music gives best patterns
After plotting several different songs against their own tempo like this it seemed that in addition to electronic music a lot of pop and rock has this type of a pattern, too. The most striking and clear patterns can be seen in music that makes use of drum samples in a quantized time base (aka. a drum machine): the same kick drum sample, for example, repeats four times in each bar, perfectly timed by a computer so that they align in phase.
Somewhat similar patterns can be seen in live music that is played to a "click track": each band member hears a common computer-generated time signal in their earplug so that they won't sway from an average tempo. But of course the live beats won't be perfectly phase-aligned in this case, because the musicians are humans and there's also physics involved.
3D rendered video experiment
To demonstrate how the patterns on vinyl records are born I made a video showing a fantasy record player that can play an "e-ink powered optical record" and morph it into any RPM. I say fantasy because it's just that: imagination, science fiction, rendered 3D art - it would be quite unfeasible in real life. You can't actually make e-ink displays that fast and accurate. But of course it would be possible to have a live display of a digitally sampled audio file as a spiral and use some kind of physical controllers to change the RPM value in real time, and just play the sound from a digital file.
Making the video was really fun and I think the end result is equal parts weird and illustrating.
Programming the disk surface and audio
The disc surface is based on a video texture: a different image was rendered for each changed frame using a purpose-written C++ program. The program uses an oversampled (8x) version of the original music that it then resamples at a variable rate based on the recorded RPM value (let's call it a morphing value). Oversampling and low-pass filtering beforehand makes variable-rate resampling simple: just take a sample at the appropriate time instant and don't worry about interpolation. It won't sound perfect but actually the artifact adds an interesting distortion, perhaps simulating pixel boundaries in the 'e-ink display'.
The amplitude sample at each time instant was projected into polar coordinates and plotted as an image. The image is fairly large - at least 2048 by 2048 pixels. I use this as a sort of image-space oversampling to get the polar projection to look a little better. I even tried 8192 x 8192 video but it was getting too heavy on my computer. But a new image must only be generated when the morphing value changes; the other frames can be copied.
The sound track was made by continuously sampling the position of the "play head" 44100 times per second, whether the disk was moving or not. Which sample ends up in the audio depends on the current rotational angle and the morphing value of the disk surface. When either of those values change it moves the audio past the play head. A DC cancel filter was then applied because the play head would often stop on a non-zero sample, and it didn't look nice in the waveform. There's also a quiet hum in the background.
I made an event-based system where I could input events simulating the button presses and other controls. The system responds to speed change events with a smoothstep function so that the disc seems to have realistic inertia. Also, the slow startup and slowdown sounds kind of cool this way. Here's an extra-slow version of the effect -- you can hear the slight aliasing artifacts in the very beginning and end:
3D modeling, texturing, shading
The models were all made in Blender, a tool that I've slowly learned to use during the pandemic situation. Its modeling tools are pretty fun to use and once you learn it you can build pretty 3D models to look at that won't take up any room in your apartment.
I love the retro aesthetic of old reel-to-reel players and other studio equipment. So I looked for inspiration by searching "reel-to-reel" on Google Images. Try it out, it's worth it! Originally I wanted for the disc to be transparent with some type of movable particles inside, and the laser to be shone through it, but this was computationally very expensive to render. So I made it and 'e-ink' display instead. (I regret this choice a little bit since some people, at first glance, apparently thought the video depicted actual existing technology. But I tried to make it clear it's a photorealistic render :)
I made use of the boolean workflow and bevel modifiers to cut holes and other small details in the hard surfaces. The cables are Bezier curves with the round bevel setting enabled.
The little red LCD is also a video texture on an emission shader – each frame was an SVG that was changed a little in time to add flicker and then exported using Inkscape from a batch script.
The wood textures, fingerprints, and the room environment photo are from HDRi Haven, Texture Haven and CC0 Textures. I'm especially proud of all the details on the disc surface -- here's the shader setup I built for the surface:
The video was rendered in Blender Eevee and it took maybe 10 hours at 720p60. It's sad that it's not in 1080p but I was impatient. I spent quite some time to make the little red LCD look realistic but it was completely spoiled by compression!
Here's a bigger still rendered in Cycles:
Mapping rotation to the disc
Rotation angles from the C++ program were sampled 60 times per second and output as CSV. These were then imported to Blender as keyframes for the rotating disc, using the Python API:
Here you only need to print a new keyframe when the speed of rotation changes, or is about to change; Blender will interpolate the rest.
A Driver was set up to make the Y rotation slightly follow the Z rotation with a very small factor to make the disc 'wobble' a bit.
What's next?
It's endless fun to build and program functional fantasy electronics and I may need to do more of that. I'm currently also obsessed with 3D modeled dollhouses and who knows how those things will combine?
By the way, there is an actual device somewhat resembling this 3D model. It's called the Panoptigon, it's sort of an optical mellotrone (video).
OpenCV is a pretty versatile C++ computer vision library. Because I use it every day it has also become my go-to tool for creating simple animations at pixel level, for fun, and saving them as video files. This is not one of its core functions but happens to be possible using its GUI drawing tools.
Below we'll take a look at some video art I wrote for a music project. It goes a bit further than just line drawings but the rest is pretty much just flavouring. As you'll see, creating images in OpenCV has a lot in common with how you would work with layers and filters in an image editor like GIMP or Photoshop.
Setting it up
It doesn't take a lot of boilerplate to initialize an OpenCV project. Here's my minimal CMakeLists.txt:
This will also initialize everything to zero, i.e. black.
Now we can draw our graphics!
I had an initial idea of an endless cascade of concentric rings each rotating at a different speed. There might be color and brightness variations as well but otherwise it would stay static the whole time. You can't see a circle's rotation around its center, so we'll add some features to them as well, maybe some kind of bars or spokes.
A simplified render method for a ring would look like this:
Drawing antialiased graphics at subpixel coordinates can make for some confusing OpenCV code. Here, all coordinates are multiplied by the magic number 8 and the drawing functions are instructed to do a bit shift of 3 bits (2^3 == 8). These three bits are used for the decimal part of the subpixel position.
The coordinates of the bars are generated for each frame based on the ring's current rotation angle.
Here are some rings at different phases of rotation. A bug leaves the innermost circle with no spokes, but it kind of looks better that way.
Eye candy: Glow effect
I wanted a subtle vector display look to the graphics, even though I wasn't aiming for any sort of realism with it. So the brightest parts of the image would have to glow a little, or spread out in space. This can be done using Gaussian blur.
Gaussian blur requires convolution, which is very CPU-intensive. I think most of the rendering time was spent calculating blur convolution. It could be sped up using threads (cv::parallel_for_) or the GPU (cv::cuda routines) but there was no real-time requirement in this hobby project.
There are a couple of ways to only apply the blur to the brightest pixels. We could blur a copy of the image masked with its thresholded version, for example. But I like to use look-up tables (LUT). This is similar to the curves tool in Photoshop. A look-up table is just a 256-by-1 RGB matrix that maps an 8-bit index to a colour. In this look-up table I just have a linear ramp where everything under 127 maps to black.
The effect works unevenly on antialiased lines which adds a nice pearl-stringy look.
Eye candy: Tinted glass and grid lines
I created a vignetted and dirty green-yellow tinted look by multiplying the image per-pixel by an overlay made in GIMP. This has the same effect as having a "Multiply" layer mode in an image editor. Perhaps I was thinking of an old glass display, or Vectrex overlays. The overlay also has black grid lines that will appear black in the result. Multiplication doesn't change the color of black areas in the original, but I also added a copy of the overlay at 10% brightness to make it dimly visible in the background.
Some objects flicker slightly for an artistic effect. This can be headache-inducing if overdone, so I tried to use it in moderation. The rings have a per-frame probability for a decrease in brightness, which I think looks good at 60 fps.
if (randf(0.f, 1.f) < .0001f)
color *= .5f;
The spokes will also sometimes blink upon encountering each other, and the whole ring flickers a bit when it first becomes visible.
Title text
An LCD matrix font was used for the title text. This was just a PNG image of 128 characters that was spliced up and rearranged. This can be done in OpenCV by using submatrices and rectangle ROIs:
cv::Mat mat_font = cv::imread("lcd_font.png");
const cv::Size letter_size(24, 32);
const std::string text("finally, the end of the "
"marmalade forest!");
int cursor_x = 0;
for (char code : text_) {
int mx = code % 32;
int my = code / 32;
cv::Rect font_roi(cv::Point(mx * letter_size.width,
my * letter_size.height),
letter_size);
cv::Mat mat_letter = mat_font(font_roi);
cv::Rect target_roi(text_origin_.x + cursor_x,
text_origin_.y,
mat_letter.cols, mat_letter.rows)
mat_letter.copyTo(mat_output(target_roi));
cursor_x += letter_size.width;
}
Encoding the video
Now we can save the frames as a video file. OpenCV has a VideoWriter class for just this purpose. But I like to do this a bit differently. I encoded the frame images individually as BMP and just concatenated them one after the other to stdout:
I then ran this program from a shell script that piped the output to ffmpeg for encoding. This way I could also combine it with the soundtrack in a single run.
It would be fun to use the Otamatone in a musical piece. But for someone used to keyboard instruments it's not so easy to play cleanly. It has a touch-sensitive (resistive) slider that spans roughly two octaves in just 14 centimeters, which makes it very sensitive to finger placement. And in any case, I'd just like to have a programmable virtual instrument that sounds like the Otamatone.
What options do we have, as hackers? Of course the slider could be replaced with a MIDI interface, so that we could use a piano keyboard to hit the correct frequencies. But what if we could synthesize a similar sound all in software?
Sampling via microphone
We'll have to take a look at the waveform first. The Otamatone has a piercing electronic-sounding tone to it. One is inclined to think the waveform is something quite simple, perhaps a sawtooth wave with some harmonic coloring. Such a primitive signal would be easy to synthesize.
A friend lended me her Otamatone for recording purposes. Turns out the wave is nothing that simple. It's not a sawtooth wave, nor a square wave, no matter how the microphone is placed. But it sounds like one! Why could that be?
I suspect this is because the combination of speaker and air interface filters out the lowest harmonics (and parts of the others as well) of square waves. But the human ear still recognizes the residual features of a more primitive kind of waveform.
We have to get to the source!
Sampling the input voltage to the Otamatone's speaker could reveal the original signal. Also, by recording both the speaker input and the audio recorded via microphone, we could perhaps devise a software filter to simulate the speaker and head resonance. Then our synthesizer would simplify into a simple generator and filter. But this would require opening up the instrument and soldering a couple of leads in, to make a Line Out connector. I'm not doing this to my friend's Otamatone, so I bought one of my own. I named it TÄMÄ.
I soldered the left channel and ground to the same pads the speaker is connected to. I had no idea about the voltage range in advance, but fortunately it just happens to fit line level and not destroy my sound card. As you can see in the background, we've recorded a signal that seems to be a square wave with a low duty cycle.
This square wave seems to be superimposed with a much quieter sinusoidal "ring" at 584 Hz that gradually fades out in 30 milliseconds.
Next we need to map out the effect the finger position on the slider has on this signal. It seems to not only change the frequency but the duty cycle as well. This happens a bit differently depending on which one of the three octave settings (LO, MID, or HI) is selected.
The Otamatone has a huge musical range of over 6 octaves:
In frequency terms this means roughly 55 to 3800 Hz.
The duty cycle changes according to where we are on the slider: from 33 % in the lowest notes to 5 % in the highest ones, on every octave setting. The frequency of the ring doesn't change, it's always at around 580 Hz, but it doesn't seem to appear at all on the HI setting.
So I had my Perl-based software synth generate a square wave whose duty cycle and frequency change according to given MIDI notes.
FIR filter 1: not so good
Raw audio generated this way doesn't sound right; it needs to be filtered to simulate the effects of the little speaker and other parts.
Ideally, I'd like to simulate the speaker and head resonances as an impulse response, by feeding well-known impulses into the speaker. The generated square wave could then be convolved with this response. But I thought a simpler way would be to create a custom FIR frequency response in REAPER, by visually comparing the speaker input and microphone capture spectra. When their spectra are laid on top of each other, we can read the required frequency response as the difference between harmonic powers, using the cursor in baudline. No problem, it's just 70 harmonics until we're outside hearing range!
I then subtracted one spectrum from another and manually created a ReaFir filter based on the extrema of the resulting graph.
Because the Otamatone's mouth can be twisted to make slightly different vowels I recorded two spectra, one with the mouth fully closed and the other one as open as possible.
But this method didn't quite give the sound the piercing nasalness I was hoping for.
FIR filter 2: better
After all that work I realized the line connection works in both directions! I can just feed any signal and the Otamatone will sound it via the speaker. So I generated a square wave in Audacity, set its frequency to 35 Hz to accommodate 30 milliseconds of response, played it via one sound card and recorded via another one:
The waveform below is called the step response. One of the repetitions can readily be used as a FIR convolution kernel. Strictly, to get an impulse response would require us to sound a unit impulse, i.e. just a single sample at maximum amplitude, not a square wave. But I'm not redoing that since recording this was hard enough already. For instance, I had to turn off the fridge to minimize background noise. I forgot to turn it back on, and now I have a box of melted ice cream and a freezer that smells like salmon. The step response gives pretty good results.
One of my favorite audio tools, sox, can do FFT convolution with an impulse response. You'll have to save the impulse response as a whitespace-separated list of plaintext sample values, and then run sox original.wav convolved.wav fir response.csv.
Or one could use a VST plugin like FogConvolver:
A little organic touch
There's more to an instrument's sound than its frequency spectrum. The way the note begins and ends, the so-called attack and release, are very important cues for the listener.
The width of a player's finger on the Otamatone causes the pressure to be distributed unevenly at first, resulting in a slight glide in frequency. This also happens at note-off. The exact amount of Hertz to glide depends on the octave, and by experimentation I stuck with a slide-up of 5 % of the target frequency in 0.1 seconds.
It is also very difficult to hit the correct note, so we could add some kind of random tuning error. But turns out this is would be too much; I want the music to at least be in tune.
Glides (glissando) are possible with the virtual instrument by playing a note before releasing the previous one. This glissando also happens in 100 milliseconds. I think it sounds pretty good when used in moderation.
I read somewhere (Wikipedia?) that vibrato is also possible with Otamatone. I didn't write a vibratio feature in the code itself, but it can be added using a VST plugin in REAPER (I use MVibrato from MAudioPlugins). I also added a slight flanger with inter-channel phase difference in the sample below, to make the sound just a little bit easier on the ears (but not too much).
Sometimes the Otamatone makes a short popping sound, perhaps when finger pressure is not firm enough. I added a few of these randomly after note-off.
Working with MIDI
We're getting on a side track, but anyway. Working with MIDI used to be straightforward on the Mac. But GarageBand, the tool I currently use to write music, amazingly doesn't have a MIDI export function. However, you can "File -> Add Region To Loop Library", then find the AIFF file in the loop library folder, and use a tool called GB2MIDI to extract MIDI data from it.
I used mididump from python-midi to read MIDI files.
Tyna Wind - lucid future vector
Here's TÄMÄ's beautiful synthesized voice singing us a song.
A little music project I was writing required a melody be played on a music box. However, the paper-programmable music box I had (pictured) could only play notes on the C major scale. I couldn't easily find a realistic-sounding synthesizer version either. They all seemed to be missing something. Maybe they were too perfectly tuned? I wasn't sure.
Perhaps, if I digitized the sound myself, I could build a flexible virtual instrument to generate just the perfect sample for the piece!
I haven't really made a sampled instrument before, short of perhaps using Impulse Tracker clones with terrible single-sample ones. So I proceeded in an improvised manner. Below I'll post some interesting findings and sound samples of how the instrument developed along the way. There won't be any source code as for now.
By the way, there is a great explanatory video by engineerguy about the workings of music boxes that will explain some terminology ("pins" and "teeth") used in this post.
Recording samples
The first step was, obviously, to record the sound to be used as samples. I damped my room using towels and mattresses to minimize room echo; this could be added later if desired, but for now it would only make it harder to cleanly splice the audio. The microphone used was the Audio Technica AT2020, and I digitized it using the Behringer Xenyx 302 USB mixer.
I perforated a paper roll to play all the possible notes in succession, and rolled the paper through. The sound of the paper going through the mechanism posed a problem at first, but I soon learned to stop the paper at just the right moment to make way for the sound of the tooth.
Now I had pretty decent recordings of the whole two-octave range. I used Audacity to extract the notes from the recording, and named the files according to the actual playing MIDI pitch. (The music box actually plays a G# major scale, contrary to what's marked on the blank paper rolls.)
The missing notes
Next, we'll need to generate the missing notes that don't belong in the scale of this music box. Because pitch is proportional to the speed of vibration, this could be done by simply speeding up or slowing down an adjacent note by just the right factor. In equal temperament tuning, this factor would be the 12th root of 2, or roughly 1.05946. Such scaling is straightforward to do on the command line using SoX, for instance (sox c1.wav c_sharp1.wav speed 1.05946).
This method can also be used to generate whole new octaves; for example, a transposition of +8 semitones would have a ratio of (12√2)8 ≈ 1.5874. Inter-note variance could be retained by using a random source file for each resampled note. But large-interval transpositions would probably not sound very good due to coloring in the harmonic series.
Here's a table of some intervals and the corresponding speed ratios in equal temperament:
–3
= (12√2)–3
≈ 0.840896
–2
= (12√2)–2
≈ 0.890899
–1
= (12√2)–1
≈ 0.943874
+1
= (12√2)1
≈ 1.059463
+2
= (12√2)2
≈ 1.122462
+3
= (12√2)3
≈ 1.189207
First test!
Now I could finally write a script to play my melody!
It sounds pretty good already - there's no obvious noise and the samples line up seamlessly even though they were just naively glued together sample by sample. There's a lot of power in the lower harmonics, probably because of the big cardboard box I used, but this can easily be changed by EQ if we want to give the impression of a cute little music box.
Adding errors
The above sound still sounded quite artificial, I think mostly because simultaneous notes start on the same exact millisecond. There seems to be a small timing variance in music boxes that is an important contributor to their overall delicate sound. In the below sample I added a timing error from a normal distribution with a standard deviation of 11 milliseconds. It sounds a lot better already!
Other sounds from the teeth
If you listen to recordings of music boxes you can occasionally hear a high-pitched screech as well. It sounds a bit like stopping a tuning fork or guitar string with a metal object. That's why I thought it must be the sound of the pin stopping a vibrating tooth just before playing another note on the same tooth.
Sure enough, this sound could always be heard by playing the same note twice in quick succession. I recorded this sound for each tooth and added it to my sound generator. The sound will be generated only if the previous note sample is still playing, and its volume will be scaled in proportion to the tooth's envelope amplitude at that moment. Also, it will silence the note. The amount of silence between the screech and the next note will depend on a tempo setting.
Adding this resonance definitely brings about a more organic feel:
The wind-up mechanism
For a final touch I recorded sounds from the wind-up mechanism of another music box, even though this one didn't have one. It's all stitched up from small pieces, so the number of wind-ups in the beginning and the speed of the whirring sound can all be adjusted. I was surprised at the smoothness of the background sound; it's a three-second loop with no cross-fading involved. You can also hear the box lid being closed in the end.
Notation
The native notation of a music box is some kind of a perforated tape or drum, so I ended up using a similar format. There's a tempo marking and tuning information in the beginning, followed by notation one eighth per line. Arpeggios are indicated by a pointy bracket >. I also wrote a script to convert MIDI files into this format; but the number of notes in a music box loop is usually so small that it's not very hard to write manually.
This format could include additional information as well, perhaps controlling the motor sound or box size and shape (properties of the EQ filter).
This format could also potentially be useful when producing or transcribing music from music drums.
Future developments
Currently the music box generator has a hastily written "engineer's UI", which means I probably won't remember how to use it in a couple months' time. Perhaps it could it be integrated into some music software, as a plugin.
Possibilities for live performances are limited, I think. It wouldn't work exactly like a keyboard instrument usually does. At least there should be a way to turn on the background noise, and the player should take into account the 300-millisecond delay caused by the pin slowly rotating over the tooth. But it could be used to play a roll in an endless loop and the settings could be modified on the fly.
As such, the tool performs best at pre-rendering notated music. And I'm happy with the results!
Memorizing SSH public key fingerprints can be difficult; they're just long random numbers displayed in base 16. There are some terminal-friendly solutions, like OpenSSH's randomart. But because I use a Unicode terminal, I like to map the individual bytes into characters in the Miscellaneous Symbols and Pictographs block.
What's happening here? First we create a 256-element array containing a hand-picked collection of emoji. Naturally, they're all assigned an index from 0x00 to 0xff. Then we'll loop through standard input and look for lines containing colon-separated hex bytes. Each hex value is replaced with an emoji from the array.
Here's the output:
The script could easily be extended to support output from other hex-formatted sources as well, such as xxd:
Some additional methods for visualizing hex dumps and key fingerprints, from the comments section:
When PCM waveforms and similar oscillograms are displayed on screen, computational speed is often preferred over beauty and information content. For example, Audacity only draws the local maximum envelope amplitude and (what appears to be) RMS power when zoomed out, and when zoomed in, displays a very straightforward linear interpolation between samples.
Here's the startup beep of my Kenwood TK-2302, rendered by Audacity:
Analogue oscilloscopes, on the other hand, do things differently. An electron beam scans a phosphor screen at a constant X velocity, lighting a dot everywhere it hits. The dot brightness is proportional to the time the electron beam was directed at it. Because the X speed of the beam is constant and the Y position is modulated by the waveform, brightness gives information about the local derivative of the function.
Of course, PCM is all about "dots" as well, so we could possibly mimic this behavior digitally. I'm going to simulate an electron beam by first oversampling the above waveform by an insane amount – at 1 megahertz, that is. Lowpass filtering follows, with a cutoff frequency at the Nyquist frequency of the original PCM. Now, a program reads in the processed PCM and for each sample will make the corresponding dot on the XY plane a little brighter. (Actually each sample will affect 4 image pixels because of bilinear interpolation.) This method gives us a much more interesting rendering:
Now how cool is that? It looks like an X-ray of the signal. We can see right away that the beep is roughly a square wave, because there's light on top and bottom of the oscillation envelope but mostly darkness in between. Minute changes in the harmonic content are also visible as interesting banding and ribbons.
At very high zoom, Audacity doesn't even bother reconstructing the actual waveform but just thinks of it as a "connect the dots" puzzle. This is computationally feasible, of course. Oversampling at 3,000,017 Hz and downpass filtering at the original Nyquist frequency, on the other hand, results in an apparent reconstruction of the analogue wave:
Finally, the soprano section of the Finnish Radio Chamber Choir singing a D note in a piece by Einojuhani Rautavaara:
Relevant code for scientific interest in this Gist.
I had contemplated using Compact Cassettes as a cheap, fun and hipstery media for small yet valuable backups. Perhaps it would even be possible using only an ordinary tape recorder. So finally I thought: How hard could it be? Let's give it a try!
Searching led me to a Wikipedia article about the Commodore Datassette. It was a tape format used by the Commodore personal computer. It used two different frequencies to encode ones and zeros, and they were read back by simply detecting zero-crossings. I exploited this invention and modified it a bit by adding start and stop bits and a 50-byte lead-in tone:
Compact Cassettes sell for 20 cents at flea markets. They come in many colors and capacities. Using the data rate I chose about 1.2 MB fits on a single cassette.
Video proof below!
By the way, I only used text for demonstrational effect. All kinds of data can be saved onto the cassette. A nice way to do this is to use .tar files (which, incindentally, stands for "Tape Archive"!).