I have to be honest and say that I don't think there is any much more detail to obtain in terms of waveform cleanup.What I find interesting is the dotted line between the two arcs on the right - puts me in mind of the inverted amplitude of a modem signal. Has the waveform been cleaned up enough to attempt a demodulation of that block underneath the hex nut on the left?
A sample frequency of 48KHz, which is typical of an in-game audio sample, only has 960 vertical data points available (the size of the pulse that is transformed to give the Y-axis). A significant fraction is lost by removing the frequency aliasing after performing a fourier transform. Moving to a higher frequency such as 192kHz doesn't help as the additional data points are obtained by interpolation by the sound capturing device.
The ideal sample to work with would be the in-game audio sample frequency as there is no conversion taking place before the audio capture.
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