[SIZE=+1]The longest wavelength observed in radio astronomy is 144 meters ([/SIZE]Reber 1968, 1977[SIZE=+1])[/SIZE]
So, going off the voice: "Eight seventy seven six six four nine two"
Have you guys considered the signal might be like radio? A carrier wave with a signal that needs to be demodulated?
That's an interesting number..
Have you guys considered the signal might be like radio? A carrier wave with a signal that needs to be demodulated?
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?
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:
...
.
ii) whether the audio varies from the same artefact in different systems
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.
To summarise so far...
...
When the chittering is longer, there are less purrs, and the two never overlap.
...
To summarise so far...
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.
D (27) - A (34) - D (27) - D (3)
The second is F (30) - C# (2) - D# (28)
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...
That's an interesting number..