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Using DSPs to Proactively Identify Transients and Root-Cause Problems
There are few things more annoying than an intermittent pop that creeps into the audio mix of your game. Pausing the title when we here the pop isn't granular enough... 10 new sounds may have played in the window between hearing the pop and breaking into the game. To track down audio problems, we've typically used a binary search, pruning away the content until we could find the root cause. But what if we could create a tool that would hit a breakpoint as soon as it heard a pop? Could we create a tool that could hear imperceptible pops, warning us that there were problems lurking beneath the waves? I propose we can do this and more, by leveraging VSTs or DSPs as a diagnostic tool, rather than simply as a way to shape our audio.
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