Is it possible in unity to determine if the audio of a .wav file was recorded backwards in C#
I know I can play an audio clip backwards but I’m wondering if there is a way to determine if the audio was recorded backwards to begin with so I could execute the reverse play of that audio if it was determined to be backwards.
I mean I can preset some bools to fake the “Knowing” part but it would be much better if I could play an audio clip and somehow determine if it was or was not originally recorded backwards to hide a hidden message and then execute stuff based on the “Real” clip information.
No, just no. That’s even almost impossible outside of Unity. It completely depends on what that audio actually contains. You know, 10 seconds silence is also audio, is it reverse silence or not? A sine-wave sounds and looks exactly the same when reversed. It’s only some fine subjective details which our human brain could detect as “wrong”.
I said almost in the beginning since there are a few edge cases where it’s kind of possible but you have to know something about the audio. For example if it’s spoken text then an voice recognition algorithm could try to convert the audio into text. You can try it either way and see what gives the better output.
Though such recognition algorithms are extremely complex / complicated. For generic sounds, how would you decide if it’s right or wrong? The sound of a car that comes closer is getting louder and louder while the sound of a beaten drum has a sharp loud peak which then quickly fades away. If you have no idea what the audio contains there’s absolutely no way to determine if it’s played backwards.