Gale Andrews wrote:
Yes, there are about a dozen short sections in the circa 34 minutes of noise after the tone where there has been noise removal to the expected level.
So is this regarded as a bug in this demo case, or expected at zero Sensitivity? A naive user would probably see it as a bug.
I would call it very unsatisfactory behavior and would not disagree with calling it a bug. Or an algorithm that was never sufficient. Mind you, how often in the real world do we have noise peaking at -6 dB? But extreme cases do reveal things sometimes.
I have started to think of Sensitivity as the "compensate for our inadequate analysis of your noise profile" button.
Gale Andrews wrote:
What should Decay look like? I assumed it was supposed to be (after the tone) a fade down into the reduced noise level, but my test case did not show it.
Push Sensitivity up to about 6 dB and it should look better.
Gale Andrews wrote:
In the few sections of reduced noise after the tone (as above), I do see (with attack/decay set to 1s) a 1s fade down to the lower level of noise and a 1s fade up from the lower level to the higher level of noise. Fade length changes to about 0.5s at 0.5s attack/decay setting.
yep.
Gale Andrews wrote:
When we have a separate attack/decay setting these will have to be defined in the Manual. How would you define them?
Gale
Hmm, we (including steve) might debate how best to say this.
Foreground sounds are supposed to be non-attenuated, and background noise is attenuated. Attack/decay time defines the length of a transitional period. The transition affects only the background. Some of the background noise is less attenuated just before the loud sound, and we can call that one "attack," and there is another transition after, which we can call "decay."
("Attack" and "decay" usually refer to attack and decay of loud sounds, not of the effect, right? Though actually then, "attack" happens at the END of a portion affected by noise removal, and "decay" happens at the START of the affected portion. So a pedant might say the terms are reversed.)
In other words "decay" happens where the sound decays.
If a musical chord fades out, we might do less noise removal in the relevant frequency so that we preserve more of the fade-out. This is why I think it makes sense to have a separate decay setting that can be set longer than attack.
A long enough decay to preserve that fading chord, if constrained to be equal to the attack time, might have the undesirable effect of making an unnatural "whoosh" leading up to the sound.
I am not sure why we really need nonzero attack time, but that is a matter for experiment and judgment once we separate them.
That is not too perspicuous, I need an editor
