UNKNOWN ARTEFACT: Sound Engineers, apply here!

Pulsars have more digits none that match that particular sequence though. Search PSR J
There a many of them. They are radio sources. Have you guys considered the signal might be like radio? A carrier wave with a signal that needs to be demodulated?
 
I just wanted to pip in, and haven't read the many threads and posts on this lately, but I was reading some off the wall astro stuff, and came across this line which somehow instantly pulled me into ED...

[SIZE=+1]The longest wavelength observed in radio astronomy is 144 meters ([/SIZE]Reber 1968, 1977[SIZE=+1])[/SIZE]

That's an interesting number..
 
So, going off the voice: "Eight seventy seven six six four nine two"

I'm very skeptical of this. That's a very strange way to speak numbers. It's really the seventy (or is it seventy-seven?) that bothers me. If I'm going to relate a long series of digits, I'm either going to break up the whole number into couplets with an extra digit at the beginning, or I'm going to read off the individual digits. I'm not going to read all individual digits, and then throw in a couplet. Especially when it could cause the ambiguity I mentioned.

I reject the notion that this is a single number "870766492" or "87766492". If it's authentic, it's a sequence of numbers, 8, 70, 7, 6, 6, 4, 9, 2 (or 8, 77, 6, 6, 4, 9, 2).

Have you guys considered the signal might be like radio? A carrier wave with a signal that needs to be demodulated?

That back ground buzzing whine thing caught my attention from the first one I heard. If there's something fishy in the file, that's the first place I'd look. Not sure if that's really related to your line of inquiry (don't know enough about radio). Though as I said before, I suspect the answer is something a little more apparent than requiring tinkering with the sound itself.

That's an interesting number..

All numbers are interesting. Consider the following proof by contradiction:

Suppose there exist uninteresting numbers. By the Well Ordering Principle, there exists a smallest uninteresting number. That's pretty interesting!

No, but seriously, what is the significance of 144 in this case?

EDIT: Hrm. The Well Ordering Principle (Really, Frontier, you edit the abbreviation thereof? :eyeroll: ) for a set of positive integers. That's what I get for trying to be mathy late at night.
 
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Have you guys considered the signal might be like radio? A carrier wave with a signal that needs to be demodulated?

An FFT/spectrum of the sound does not support a modulated signal. When the high/low sounds are heard you see the harmonics all through the spectrum. A modulated signal would have a condensed spectrum around the carrier frequency.
 
Maybe it's just my computer or something, but even in debug camera with music muted, turned off, and turned to the lowest volume, all my systems (except life support and obviously Power Plant) turned off, even after my cockpit freezes there's still some ambient noise (much of which sounds like a kind of music) that would 'contaminate' any recording. Not that I have an Artefact to play with.

I think this puzzle, if indeed it is one, is going to be a bit simpler than messing with the audio. If I was designing a puzzle like this, I would want it to be complicated, but accessible. Tinkering with sound files isn't something that everyone has the skill to do, but looking for patterns? Everyone can do that, in fact it's something we humans excel at doing to the point that we see patterns in chaos.

EDIT: missing letters added.


Also, I'm not sure if this is the right place for these questions, but the 'main thread' doesn't seem to be talking about the sounds.

If I understand correctly, the audio played when you 'look at' the artefact when it's floating in space is different per system (but only the first few seconds before the first "Whale noise"?), and even different in the same system at different locations therein. Are we sure it's got anything to do with the location and the thing doesn't just make different sound sequences every time it's ejected?

Otherwise, there are 5 primary sound clips: a low, slow growl (call this GX), a low, medium pace growl (call this G0), and a short, higher, faster growl (call this G1), the whale noise, and a... I don't even know how to describe it. Kind of a metallic moan (but not as in metal 'groaning' under stress).

GX's reverberations are irregular speeding up and slowing down over the course of the sound (or maybe I'm hearing it overtop of one of the other growls), and it and repeats every 6-7 other growls, it's assumed to be a 'word break' symbol to distinguish between the other two growls, considered to be representations of binary values. The whale noises singal a repetition from the last whale noise.

Please correct me if I'm wrong. I very much like puzzles, but abstract sounds are not my fortè.

So are all the growl noises actually the same? I mean, for example, are all the G1s really the same sound clip? If not, how big is the variation?


This is a theory of mine, I think we will find that it makes different opening sounds in different systems which may be signalling some sort of tracking to a location - the old hot and cold game if you like.
I want to test this by picking 6 systems in a 3d point cross formation, then analyse the the tracks overlayed with each other to see if there is a spectral difference in the first instance.

The embedded voice/binary string could quiet easily be a explanation string on how to use. Theory most likely does not hold up but can we please try and test this. IF we have 6 audio files from 6 locations then we can take a look.
 
There may be a voice in the Ancient artifact transmission. Here's how I found it:


Tools: Audacity
Sample used - Digiscream's audio http://www.digitalscream.org.uk/audio/unknown_artifact_audio.mp3

Method:


1) cut off the in-game audio (cargo scoop) at the end of the sample
2) Normalised remaining sample to 0DB
3) Pitch shift up by two oactaves


4) using audactity, I duplicated a portion of the background hum, and used this as a sample in the "Noise reduction" tool. The same effect may be done better by using a band pass filter. This was a quick and dirty attempt, with a little time we can clear this up a lot.


5) And here's the result:

...
.


Did the same 3 days ago on the main thread, but (nearly) nobody listened ^^

https://forums.frontier.co.uk/showthread.php?t=141038&page=265&p=2193144#post2193144

Result : https://soundcloud.com/meliok/ua-analysis-some-sort-of-voice-present
 
Coming back to this after sleeping on it, I'm not attaching any particular significance to what I perceive to be numbers. The fidelity is too garbled to be *sure*, but since 7 is the only two syllable integer, you can see where I was getting the 7's from.
What I'm hoping is that others can independently come up with their own processed audio clips and decide for themselves what the message is (if we can call it a message).
If we have a number of people working with a plurality of sources, we should be able to come to a collaborative decision as to what the content of the chittering is.

What we know so far is that the chittering shows variation between the different sources.
The points to be confirmed/denied are:
i) whether the audio varies from the same artefact within the same system
ii) whether the audio varies from the same artefact in different systems
 
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I have kept a keen eye on this thread and the others spawned by it so i have my own piece to say

Through my travels i have noticed that most systems have their own seemingly unique sound signature depending on the type and class of star, a lot of the audio is pre-generated stuff like your thrusters re-aligning your ship or your sensors on their regular sweeps. Both of which can be eliminated by turning the modules off.

has anyone tried isolating and cleaning up the signals from the UA's and such?
As in removing the local systems background audio and the unique sounds for each ship?

All that interfearence would most likely be why the audiophile's have not gotten their binary translations/calculations right.

Yes, I was listening to the 'long' mp3 and and had a moment of panic when I heard a message about fuel scooping thinking I was logged into the game (I wasn't) /Edit I mean the 'cargo scoop' message - brain fade there)

It sounds like there is something meaningful encoded in the sounds, but we need a Rosetta stone.

The best we can do for now is to collect, analyse and catalogue the patterns we find, having pristine recordings helps.

Is it a thargoid mumbling in a can ?
or a secret message ?
stay tuned...

I have noticed a different audio ambience in different systems. I'm going to pay more attention to these sounds.
 
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Just so there's no ambiguity, this is my own naming convention for the different sections of each sequence.
WaveGraph.jpg

To summarise so far...

The Howls come regular as clockwork every 30 secs. When sped up to 3x speed these sound like a clarinet playing a sequence of notes, 2 sequences alternating. Others with a more musical ear than me have determined the actual notes.

The Chittering has structure to the sounds, and the section is identical in each sequence for a given artefact in a given recording. There is also a sound like cicada buzzing underneath the chittering section which is regular, and only continues as long as the chittering plays. The chittering also has different lengths in different recordings. When the chittering is longer, there are less purrs, and the two never overlap.

The Purrs were the first section to be investigated more thoroughly. They are 2 tones ("low" and "high") that sound like a brass instrument when sped up 3x. The variation and lack of ambiguity in low/high have led many to speculate that there is some sort of binary encoding. The pitch also rises over time at the same rate the artefact decays. Opinions to any significance differ, but one possibility is that it is a countdown before the artefacts "pops".
 
To summarise so far...

This is a great summary, and matches my own findings. I feel that the chittering is an important (and overlooked) part of the audio; we should try to spend more time finding variations of this particular section. It has already been stated that there's a longer version, evidenced by the youtube video posted of Murp's encounter in 109 Virginis.

So, a new objective:
Identify and decompose variations of the 'chittering' section.

I'll update the original post to provide emphasis on this area of investigation.

Good work guys :)
 
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...
When the chittering is longer, there are less purrs, and the two never overlap.
...

What's left out is whether the Purrs and the Howls overlap.

I believe they do as in my recordings I sometimes can hear one or two Purrs mixed in with the Howl. That led me to believe that there is a constant number of Purrs in each block, just shifted backwards (in which case the Purrs start earlier than usual) or forwards (in which case they overlap with the Howl).

If this is true then we should be able to recover 7 Purrs per block which could change a lot.

If I find time later today I'll put up my recordings.
 
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To summarise so far...

That's an excellent summary! It bears mentioning that the spacing between purrs varies significantly. They're not nearly so regular as the howls. I also like your naming convention.

EDIT:
What's left out is whether the Purrs and the Howls overlap.

I believe they do as in my recordings I sometimes can hear one or two Purrs mixed in with the Howl. That led me to believe that there is a constant number of Purrs in each block, just shifted backwards (in which case the Purrs start earlier than usual) or forwards (in which case they overlap with the Howl).

If this is true then we should be able to recover 7 Purrs per block which could change a lot.


To my ears, it sounds like the purrs and the howls most certainly over lap. Sometimes the howl falls right on top of a purr. Sometimes just after a purr starts. Sometimes there's another purr at the very end of a howl. Sometimes the purr is very short compared to other purrs.

In the samples I've been looking at, there are usually 5 purrs outside the howl, but sometimes there are 6. There is always at least one purr inside the howl, sometimes two, but I've never seen or heard 6 purrs outside the howl and two purrs inside the howl.
 
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I've just scooted past 2 black holes on my way back to the pill so i can get involved with the "testing" going on but both of them have a eerie almost whale like signature when listened to. Its not exactly the sound given off by the UA's but its close.....i have a feeling that the "recording" may just be the local stars/bodies around the system the probes where created/let loose.

Sadly my mic is not up to scrach so my recording was so low quality it wasn't worth uploading at all. But with each new system i go through (about 200 so far) and listen to i become more and more convinced that we are hearing the local star signatures associated with that...there probably is much more to it then that buts its a solid start.
 
D (27) - A (34) - D (27) - D (3)
The second is F (30) - C# (2) - D# (28)

I'll double check this in my sound studio tonight for verification, but on listening to the track a few times, you are missing one note in the fist line and one note is wrong.
On the second line, your octavation is also slightly out.

It actually goes:
D (27) - A (34) - D (27) - A (22) - C (25)
F# (32) - D (27) - E (29)

I've listened a few times and there are definitely 5 notes in the longer phrase.

I'm not sure that the second line is entirely correct - there is a major cadence evident... but I need my Korg at home to double check. (I'm not as pitch perfect as I used to be! Lol)
 
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Some thoughts :

- Why inverting ? This seems to have no sense. Would you emit a transmission inverted ? There are no benefits to do so, I think... ( tell me if i'm wrong )
- The only useful audio functions are :
-- normalisation
-- Background noise reduction
-- Pitch and speed variations ( due to their different metabolism, aliens probably emits/perceive different frequencies )
-- That's probably all ...

Concerning the "Tuba Sound", I accelerated the original track 25x time, and at this speed, we clearly hear, that the pitch is also increasing, which tends me to think that it is a sort of countdown ( perhaps simply countdown to the artifact's own destruction, this can be tested with longer samples... )

Fly Safe !
 
Really enjoying all this mystery!

Have done a little toying with one of the recordings myself, at work at the moment so can't post my findings but I think (emphasis on think) that the first half of each chitter is different. This might have been noted before but not sure? Would be great if someone else could test and corroborate. All I did was cut everything but the chitter sections and play those parts back to back (dislaimer: I have no idea what I'm doing with audacity and potentially my clipping of each section was just completely off). No clue what the significance is of having strings of data where the last half is the same each time and I haven't tested any of the other recordings for consistency, not very scientific really. I recall that one of the videos of the UA had a particularly long chitter section, might be worth looking at that one?
 
So I was chatting to a work colleague who doesn't play Elite about all this yesterday. He's into shortwave radio and signal processing and stuff so I sent him this ...

http://youtu.be/pmfcAqK48po

Today he emails me and says "does elvill gateway mean anything to you?". I nearly had a heart attack! It turns out the nearest station to 109 Virginis is "Melville Gateway" so I guess it's just in the background noise. Damn he has good ears tho!
 
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