This was originally intended for the Steam Audiosurf forum, and will probably be posted there some time in the future, but they're not getting back to me about activating my account, so here goes:
What determines the traffic count in an Audiosurf song? How is the slope generated? What makes the 3-minute-43-second version of “The Prodigy - Voodoo People (Pendulum Remix)” an absolute nightmare, but when I play the “real” full-length version I purchased from eMusic (5:04 or 5:10 long) I get a much slower track, even though the song sounds about the same?
First, that track:
http://www.youtube.com/watch?v=oPXWUbNYZm0It’s one of the hardest songs in the game for sure, so I decided to throw it into Audacity and analyze it a little. It has as very high noise floor, which I determined by splitting the left & right channels, flipping the right one upside-down, then recompiling into a mono track. This eliminates everything that’s identical in the two channels (and sometimes can extract or eliminate vocals, depending on how well the song was mastered). I came away with a noisy, hollow-sounding mess, which I proceeded to load into Audiosurf and play.
The track generated was almost identical to the original, in terms of traffic, slope, and 'feel'. I have no explanation for this. The peaks were almost eliminated, though the curve stayed fairly similar (remember it’s just one big slope downwards, so this doesn’t mean much). I guess the average wavelength was about the same, and probably the frequency range. Is
this what is used to calculate the game's track?
Or maybe the traffic and slope is based on the noise floor. To test this, I generated 25% brown noise in Audacity and mixed it with
my version of the Voodoo People track, hoping to come up with the insanity that was the shortened ‘online’ version (which sounded muddier to me). No such luck: The track didn’t change at all, except that it sounded like I was playing in a wind tunnel (thanks to the noise I added).

I decided to try generating that 25% brown noise track again and playing it by itself, thinking maybe it got interpreted as nothingness.
I could not have been more wrong. I can’t possibly describe what I came up with in words, so without further ado, I give you holy grail of impossible tracks:


Obviously it's no fun to listen to, by
HOLY CRAP it's absolute insanity. Some unanswered questions: Would white/pink noise generate the same thing? Since white/brown/pink noise is generated randomly, how much does traffic vary from one render to another? What frequency range generates the most traffic & speed?
The only question all this has answered for me: Amplitude does not determine intensity. Dynamic Range
might have an effect (big peak minus small peak), but if you amplify a song or negative-amplify a song (making it louder or quieter), you’ll end up with the same (or virtually the same) game-track.
I have no answers to the questions I set out to answer though. So: Does anyone have any ideas? How
does the Audiosurf algorithm work? What’s under the hood?
Thanks!

PS: My next test is a pure sine wave which ranges in frequency from 30 to 1000hz or so over a period of 30 seconds or so. I'll post the results when I'm done.