Download Everyday sounds with the digital Intonarumori
A digital simulation of the Intonarumori, musical instruments invented by the Italian Futurist composer and painter Luigi Russolo is proposed. By building physical models of different members of the Intonarumori family, a preservation of an important contribution to the musical heritage of the beginning of the 20th century is achieved.
Download Physically Based Sound Synthesis and Control of Footsteps Sounds
We describe a system to synthesize in real-time footsteps sounds. The sound engine is based on physical models and physically inspired models reproducing the act of walking on several surfaces. To control the real-time engine, three solutions are proposed. The first two solutions are based on floor microphones, while the third one is based on shoes enhanced with sensors. The different solutions proposed are discussed in the paper.
Download Do You Hear a Bump or a Hole? An Experiment on Temporal Aspects in Footsteps Recognition
In this paper, we present a preliminary experiment whose goal is to assess the role of temporal aspects in sonically simulating the act of walking on a bump or a hole. In particular, we investigate whether the timing between heel and toe and the timing between footsteps affects the perception of walking on unflat surfaces. Results show that it is possible to simulate a bump or a hole by only using temporal information in the auditory modality.
Download A Preliminary Study on Sound Delivery Methods for Footstep Sounds
In this paper, we describe a sound delivery method for footstep sounds, investigating whether subjects prefer static rendering versus dynamic. In this case, dynamic means that the sound delivery method simulates footsteps following the subject. An experiment was run in order to assess subjects’ preferences regarding the sound delivery methods. Results show that static rendering is not significantly preferred to dynamic rendering, but subjects disliked rendering where footstep sounds followed a trajectory different from the one they were walking along.
Download Real-Time Implementation of an Elasto-Plastic Friction Model using Finite-Difference Schemes
The simulation of a bowed string is challenging due to the strongly non-linear relationship between the bow and the string. This relationship can be described through a model of friction. Several friction models in the literature have been proposed, from simple velocity dependent to more accurate ones. Similarly, a highly accurate technique to simulate a stiff string is the use of finitedifference time-domain (FDTD) methods. As these models are generally computationally heavy, implementation in real-time is challenging. This paper presents a real-time implementation of the combination of a complex friction model, namely the elastoplastic friction model, and a stiff string simulated using FDTD methods. We show that it is possible to keep the CPU usage of a single bowed string below 6 percent. For real-time control of the bowed string, the Sensel Morph is used.
Download Keytar: Melodic control of multisensory feedback from virtual strings
A multisensory virtual environment has been designed, aiming at recreating a realistic interaction with a set of vibrating strings. Haptic, auditory and visual cues progressively istantiate the environment: force and tactile feedback are provided by a robotic arm reporting for string reaction, string surface properties, and furthermore defining the physical touchpoint in form of a virtual plectrum embodied by the arm stylus. Auditory feedback is instantaneously synthesized as a result of the contacts of this plectrum against the strings, reproducing guitar sounds. A simple visual scenario contextualizes the plectrum in action along with the vibrating strings. Notes and chords are selected using a keyboard controller, in ways that one hand is engaged in the creation of a melody while the other hand plucks virtual strings. Such components have been integrated within the Unity3D simulation environment for game development, and run altogether on a PC. As also declared by a group of users testing a monophonic Keytar prototype with no keyboard control, the most significant contribution to the realism of the strings is given by the haptic feedback, in particular by the textural nuances that the robotic arm synthesizes while reproducing physical attributes of a metal surface. Their opinion, hence, argues in favor of the importance of factors others than auditory feedback for the design of new musical interfaces.
Download Flexible Real-Time Reverberation Synthesis With Accurate Parameter Control
Reverberation is one of the most important effects used in audio production. Although nowadays numerous real-time implementations of artificial reverberation algorithms are available, many of them depend on a database of recorded or pre-synthesized room impulse responses, which are convolved with the input signal. Implementations that use an algorithmic approach are more flexible but do not let the users have full control over the produced sound, allowing only a few selected parameters to be altered. The realtime implementation of an artificial reverberation synthesizer presented in this study introduces an audio plugin based on a feedback delay network (FDN), which lets the user have full and detailed insight into the produced reverb. It allows for control of reverberation time in ten octave bands, simultaneously allowing adjusting the feedback matrix type and delay-line lengths. The proposed plugin explores various FDN setups, showing that the lowest useful order for high-quality sound is 16, and that in the case of a Householder matrix the implementation strongly affects the resulting reverberation. Experimenting with delay lengths and distribution demonstrates that choosing too wide or too narrow a length range is disadvantageous to the synthesized sound quality. The study also discusses CPU usage for different FDN orders and plugin states.
Download Dynamic Grids for Finite-Difference Schemes in Musical Instrument Simulations
For physical modelling sound synthesis, many techniques are available; time-stepping methods (e.g., finite-difference time-domain (FDTD) methods) have an advantage of flexibility and generality in terms of the type of systems they can model. These methods do, however, lack the capability of easily handling smooth parameter changes while retaining optimal simulation quality and stability, something other techniques are better suited for. In this paper, we propose an efficient method to smoothly add and remove grid points from a FDTD simulation under sub-audio rate parameter variations. This allows for dynamic parameter changes in physical models of musical instruments. An instrument such as the trombone can now be modelled using FDTD methods, as well as physically impossible instruments where parameters such as e.g. material density or its geometry can be made time-varying. Results show that the method does not produce (visible) artifacts and stability analysis is ongoing.
Download A Physical Model of the Trombone Using Dynamic Grids for Finite-Difference Schemes
In this paper, a complete simulation of a trombone using finitedifference time-domain (FDTD) methods is proposed. In particular, we propose the use of a novel method to dynamically vary the number of grid points associated to the FDTD method, to simulate the fact that the physical dimension of the trombone’s resonator dynamically varies over time. We describe the different elements of the model and present the results of a real-time simulation.
Download Real-Time Implementation of a Friction Drum Inspired Instrument Using Finite Difference Schemes
Physical modelling sound synthesis is a powerful method for constructing virtual instruments aiming to mimic the sound of realworld counterparts, while allowing for the possibility of engaging with these instruments in ways which may be impossible in person. Such a case is explored in this paper: particularly the simulation of a friction drum inspired instrument. It is an instrument played by causing the membrane of a drum head to vibrate via friction. This involves rubbing the membrane via a stick or a cord attached to its center, with the induced vibrations being transferred to the air inside a sound box. This paper describes the development of a real-time audio application which models such an instrument as a bowed membrane connected to an acoustic tube. This is done by means of a numerical simulation using finite-difference time-domain (FDTD) methods in which the excitation, whose position is free to change in real-time, is modelled by a highly non-linear elasto-plastic friction model. Additionally, the virtual instrument allows for dynamically modifying physical parameters of the model, thereby allowing the user to generate new and interesting sounds that go beyond a realworld friction drum.