DIY audio interface with all these 24/192 inputs... even 3D audio?



  • Everything about this "spresense" hardware with 12 mike inputs at 24/192, including the "sony" brand prestige suggests using as DIY audio interface, perhaps even ignoring the word "microphone" and feeding it other inputs, for example drums as individual outputs from a drum machine or contact microphone through a variety of improvised electronics, or even a good dirty EMI interference from so close to giant power lines that all you hear is the sizzle of your tinnitis, but some tortured radio fights its way into the antenna [= chassis] so it would be cool to capture it for later experiments or bandcamp's marketplace of weirdnesses. The point it that the hardware exists for a fairly sophisticated analog to digital conversion at surprising throughput (some audio interfaces sound like haggling, "well, I can give you the 8 inputs simultaneously, but that will kick up the latency and you can only use 96kHz. If you want the x4 data, I'm going to need more from you.... sell that watch, buy me an upgrade!!" I am not expecting this thing to become the morning coffee talk for bearded men with gray hair in ponytails who still smoke purple kush once in a while, arguing about warmth of beryllium ribbon microphones and jensen transformers, NONONO!! I think the intended user is more like the guy who lives in the livingroom to pay for the rane mixer, and blows subwoofers with the 909 step drum fed into Korg MS10's line in for the Filter Cutoff that makes grunge pedals seem limp-wristed, belching the eviction guaranteeing square wave from hell! You know who you are, teenage engineering PO clicking even when on the throne. This could be a beautiful pairing for the 1/8" outs for the 21st century "shrunken-headz techno" for fugitive DJ's on the move... Little miniature gadgets you mom thinks are cute. They all wish a tiny DAW for $200 including the computer could be hacked. Loud is all you need! As long as you have the pretentious bit rate and frequency, you can capture pure static or piss onto a contact mike, and people will call it art. [Thank you Marcel DUchamp!"].

    How do I proceed? 4x analog and 8x digital inputs, this is plenty! (I bought 2 of everything just in case anyway). Even if I could turn this into a field recorder (ideally using the R0DE 3D audio miketree for 360º audio for surround sound and AR or VR immersion.) Zoom audio makes several dream versions of this concept, 6 or 10 channels simultaneous capture, using some deluxe audio processing while it's still analogue and then high bitrate reference quality ADC (My opinion on "reference").

    Anyway, I have not read about any brave pioneering engineer [techno fan] who built something like this, a DJY audio interface which 8bit drum sounds and circuit bending mutant gameboys squelching acid riffs [Lookout Squarepusher, Make room for us!].

    Please drop a couple of comments, suggestions, 是否你对我的建议感兴趣,点个赞啊!情你们都被噶偶素中国并不是太偏远为合作什么! I speak 5 + languages, and can collaborate with nearly anyone, please let me know if this is interesting or suggest better ideas or let me know what you could use a hand with.

    Mark```
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  • DeveloperWorld

    Hi @monotaskr,

    Nice to hear about your ideas! Unfortunately I am not able to help out with the actual project design so I will just give some generic recommendations to help you get started 🙂

    As a first step I'd suggest you have a look at the sample applications available in the Spresense SDK and/or Arduino library if you haven't already. Getting an idea of how audio works in Spresense and what it can do might help you decide the scope and direction of your project. The audio system might seem a bit complicated at first, but start playing around a bit with the samples to get a feel for it. There are several audio related apps in both the Arduino and SDK development environments, but remember that they are just examples. Don't let their scope limit you!

    Then you can start to think about what sampling devices you think are suitable for your project and figure out what adaptations might be needed to connect them to the Spresense mic inputs.

    Here are some general pointers to interesting audio related sections in the documentation:
    https://developer.sony.com/develop/spresense/docs/sdk_developer_guide_en.html#_audio_subsystem
    https://developer.sony.com/develop/spresense/docs/arduino_developer_guide_en.html#_audio_library
    https://developer.sony.com/develop/spresense/docs/hw_docs_en.html#_how_to_use_microphones

    You might also find this forum thread interesting if you haven't seen it already:
    https://forum.developer.sony.com/topic/172/microphone-array-suitability/2

    I hope it helps!

    BR
    Tobias


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