My name is Sergey and I am present techno project GEDEVAAN.
So now I want to say not about Gedevaan and label Lead Square, but I as man who love sound and synthesizing, I tell you about interesting method of sound encoding. I haven't patents - I have just basic idea and basic digital knowledges for illustrate new method.
So let go!
This simple image tell us about possability of graphic spline based sound encoding. Sinus signal of 50 hz we may code with three points, actually we need two points, cause third point of fisrt wave phase is first point of second wave phase.
One point of wave have coordinates - time and amplitude. Also point have params - angle of tension and amount of tension. This information we may put into 64 bit forexample (its really narrow condition to illustrate thing). Next as on picture wrote - 5 minutes of 50 hz mono sound we may put into 0.235 Mb, nice yeah? So 50 hz its so simple. Discribe more difficult case ist 20000 hz. This hi freq signal we need multiple on 400 for 5 minutes of mono signal - about 92 Mb. So for stereo we need multiple on two. Its about 200 Mb also included file head information and other tags.
Next more detailed.
There we have basic 2 point splines from CorelDraw - as closed analog of sound spline. Fig b image that 2 point spline will able to describe sound wave form. Fig c its real sound spline as described spline based sound engine.
Go to the next.
Early I think that we can describe wave with 2 point spline. Fig d and e - case one and two - image how we make this. But sinusoidal wave is very simple. Actually we have more complex waves as square ans saw signals with short transients. Fig g - case three - describe 4 points spline. Its very versatile and powerful method.
This pic illustrate working (virtually) engine. One point have cords and params, more points its more sharp describing.
About realization of method. Since this spline sound is real analog sound as electric signal in wires we need to PCM this analog signal to wav file, or render in real time, digitize in real time to play in digital audio interfaces.
About pluses and positives. As analog wave there no need to dither, no loss of quality on convertation from one quantization freq to another, no loss on low amplitudes, no need to limiting and many others good things.
Minuses its storing of huge file im thing about 300-500 Mb and realization of this perspective method.
So as Im newbie there, may be we know about this method or similar codec or anything. I think its must to develop by Steinberg - commercial patience its very high.
Thanx for attention. I will be glad to answer on your questions. Yeah?