yes, I have lots of ideas related to DSP.
IMO the best way to do it, would be plugin mechanism inside the Editor (though I’ve never designed a plugin based app before).
the plugins I’m thinking about are mostly related to analysis (FFT,LPC,MFCC,zero crossing,pitch,enveloppe,…) and return either scalar of vector data for each audioframe.
If needed the plugin could provide a custom view of the data, otherwise the host would have a generical representation (say curves for scalar and spectrogram-like for vector data).
Based on this layer it’s also possible to imagine plugins using these results.
However for now it’s really too amitious IMO.
But I see some sample applications that would be interresting:
Say we have the pitch of the audio. a second plugin could use it to find ideal loop points within the data and then store it inside the wav or aiff chunk fro later use by the sampler of you choice.
If scripting is available (like in virtualDub ) it could be very easy to batch process lots of file.
With pitch, energy, and zero-crossing rate, it would be possible to segment voice in phonemes, in a way quite similar to what does recycle for drums.
while I’m speaking about drums, once hits are segemented, they could be automatically classified in categories (say BD, SD, HH,…) and then mapped in a soundfont.
I know this is far and complex, just dreamin’ out loud
and it implies that there will be dependencies between plugins .