Download Modal Audio Effects: A Carillon Case Study
Modal representations—decomposing the resonances of objects into their vibrational modes has historically been a powerful tool for studying and synthesizing the sounds of physical objects, but it also provides a flexible framework for abstract sound synthesis. In this paper, we demonstrate a variety of musically relevant ways to modify the model upon resynthesis employing a carillon model as a case study. Using a set of audio recordings of the sixty bells of the Robert and Ann Lurie Carillon recorded at the University of Michigan, we present a modal analysis of these recordings, in which we decompose the sound of each bell into a sum of decaying sinusoids. Each sinusoid is characterized by a modal frequency, exponential decay rate, and initial complex amplitude. This analysis yields insight into the timbre of each individual bell as well as the entire carillon as an ensemble. It also yields a powerful parametric synthesis model for reproducing bell sounds and bell-based audio effects.
Download On Restoring Prematurely Truncated Sine Sweep Room Impulse Response Measurements
When measuring room impulse responses using swept sinusoids, it often occurs that the sine sweep room response recording is terminated soon after either the sine sweep ends or the long-lasting low-frequency modes fully decay. In the presence of typical acoustic background noise levels, perceivable artifacts can emerge from the process of converting such a prematurely truncated sweep response into an impulse response. In particular, a low-pass noise process with a time-varying cutoff frequency will appear in the measured room impulse response, a result of the frequency-dependent time shift applied to the sweep response to form the impulse response. Here, we detail the artifact, describe methods for restoring the impulse response measurement, and present a case study using measurements from the Berkeley Art Museum shortly before its demolition. We show that while the difficulty may be avoided using circular convolution, nonlinearities typical of loudspeakers will corrupt the room impulse response. This problem can be alleviated by stitching synthesized noise onto the end of the sweep response before converting it into an impulse response. Two noise synthesis methods are described: the first uses a filter bank to estimate the frequency-dependent measurement noise power and then filter synthesized white Gaussian noise. The second uses a linearphase filter formed by smoothing the recorded noise across perceptual bands to filter Gaussian noise. In both cases, we demonstrate that by time-extending the recording with noise similar to the recorded background noise that we can push the problem out in time such that it no longer interferes with the measured room impulse response.
Download A Feedback Canceling Reverberator
A real-time auralization system is described in which room sounds are reverberated and presented over loudspeakers. Room microphones are used to capture room sound sources, with their outputs processed in a canceler to remove the synthetic reverberation also present in the room. Doing so suppresses feedback and gives precise control over the auralization. It also allows freedom of movement and creates a more dynamic acoustic environment for performers or participants in music, theater, gaming, and virtual reality applications. Canceler design methods are discussed, including techniques for handling varying loudspeaker-microphone transfer functions such as would be present in the context of a performance or installation. Tests in a listening room and recital hall show in excess of 20 dB of feedback suppression.
Download Group Delay-Based Allpass Filters for Abstract Sound Synthesis and Audio Effects Processing
An algorithm for artistic spectral audio processing and synthesis using allpass filters is presented. These filters express group delay trajectories, allowing fine control of their frequency-dependent arrival times. We present methods for designing the group delay trajectories to yield a novel class of filters for sound synthesis and audio effects processing. A number of categories of group delay trajectory design are discussed, including stair-stepped, modulated, and probabilistic. Synthesis and processing examples are provided.
Download Resizing Rooms in Convolution, Delay Network, and Modal Reverberators
In music recording and virtual reality applications, it is often desirable to control the perceived size of a synthesized acoustic space. Here, we demonstrate a physically informed method for enlarging and shrinking room size. A room size parameter is introduced to modify the time and frequency components of convolution, delay network, and modal artificial reverberation architectures to affect the listener’s sense of the size of the acoustic space taking into account air and materials absorption.
Download Water Bottle Synthesis With Modal Signal Processing
We present a method for accurately synthesizing the acoustic response of a water bottle using modal signal processing. We start with extensive measurements of two water bottles with considerations for how the level of water inside the bottles, the area covered by stickers attached to the exterior of the bottles, and the method of striking the bottles affect their sound. We perform modal analysis of these measurements and implement a real-time modal water bottle synthesizer.
Download Delay Network Architectures for Room and Coupled Space Modeling
Feedback delay network reverberators have decay filters associated with each delay line to model the frequency dependent reverberation time (T60) of a space. The decay filters are typically designed such that all delay lines independently produce the same T60 frequency response. However, in real rooms, there are multiple, concurrent T60 responses that depend on the geometry and physical properties of the materials present in the rooms. In this paper, we propose the Grouped Feedback Delay Network (GFDN), where groups of delay lines share different target T60s. We use the GFDN to simulate coupled rooms, where one room is significantly larger than the other. We also simulate rooms with different materials, with unique decay filters associated with each delay line group, designed to represent the T60 characteristics of a particular material. The T60 filters are designed to emulate the materials’ absorption characteristics with minimal computation. We discuss the design of the mixing matrix to control inter- and intra-group mixing, and show how the amount of mixing affects behavior of the room modes. Finally, we discuss the inclusion of air absorption filters on each delay line and physically motivated room resizing techniques with the GFDN.