Download The Role of Modal Excitation in Colorless Reverberation
A perceptual study revealing a novel connection between modal properties of feedback delay networks (FDNs) and colorless reverberation is presented. The coloration of the reverberation tail is quantified by the modal excitation distribution derived from the modal decomposition of the FDN. A homogeneously decaying allpass FDN is designed to be colorless such that the corresponding narrow modal excitation distribution leads to a high perceived modal density. Synthetic modal excitation distributions are generated to match modal excitations of FDNs. Three listening tests were conducted to demonstrate the correlation between the modal excitation distribution and the perceived degree of coloration. A fourth test shows a significant reduction of coloration by the colorless FDN compared to other FDN designs. The novel connection of modal excitation, allpass FDNs, and perceived coloration presents a beneficial design criterion for colorless artificial reverberation.
Download One-to-Many Conversion for Percussive Samples
A filtering algorithm for generating subtle random variations in sampled sounds is proposed. Using only one recording for impact sound effects or drum machine sounds results in unrealistic repetitiveness during consecutive playback. This paper studies spectral variations in repeated knocking sounds and in three drum sounds: a hihat, a snare, and a tomtom. The proposed method uses a short pseudo-random velvet-noise filter and a low-shelf filter to produce timbral variations targeted at appropriate spectral regions, yielding potentially an endless number of new realistic versions of a single percussive sampled sound. The realism of the resulting processed sounds is studied in a listening test. The results show that the sound quality obtained with the proposed algorithm is at least as good as that of a previous method while using 77% fewer computational operations. The algorithm is widely applicable to computer-generated music and game audio.
Download Binaural Dark-Velvet-Noise Reverberator
Binaural late-reverberation modeling necessitates the synthesis of frequency-dependent inter-aural coherence, a crucial aspect of spatial auditory perception. Prior studies have explored methodologies such as filtering and cross-mixing two incoherent late reverberation impulse responses to emulate the coherence observed in measured binaural late reverberation. In this study, we introduce two variants of the binaural dark-velvet-noise reverberator. The first one uses cross-mixing of two incoherent dark-velvet-noise sequences that can be generated efficiently. The second variant is a novel time-domain jitter-based approach. The methods’ accuracies are assessed through objective and subjective evaluations, revealing that both methods yield comparable performance and clear improvements over using incoherent sequences. Moreover, the advantages of the jitter-based approach over cross-mixing are highlighted by introducing a parametric width control, based on the jitter-distribution width, into the binaural dark velvet noise reverberator. The jitter-based approach can also introduce timedependent coherence modifications without additional computational cost.
Download How Smooth Do You Think I Am: An Analysis on the Frequency-Dependent Temporal Roughness of Velvet Noise
Velvet noise is a sparse pseudo-random signal, with applications in late reverberation modeling, decorrelation, speech generation, and extending signals. The temporal roughness of broadband velvet noise has been studied earlier. However, the frequency-dependency of the temporal roughness has little previous research. This paper explores which combinative qualities such as pulse density, filter type, and filter shape contribute to frequency-dependent temporal roughness. An adaptive perceptual test was conducted to find minimal densities of smooth noise at octave bands as well as corresponding lowpass bands. The results showed that the cutoff frequency of a lowpass filter as well as the center frequency of an octave filter is correlated with the perceived minimal density of smooth noise. When the lowpass filter with the lowest cutoff frequency, 125 Hz, was applied, the filtered velvet noise sounded smooth at an average of 725 pulses/s and an average of 401 pulses/s for octave filtered noise at a center frequency of 125 Hz. For the broadband velvet noise, the minimal density of smoothness was found to be at an average of 1554 pulses/s. The results of this paper are applicable in designing velvet-noise-based artificial reverberation with minimal pulse density.
Download Physical Modeling Using Recurrent Neural Networks with Fast Convolutional Layers
Discrete-time modeling of acoustic, mechanical and electrical systems is a prominent topic in the musical signal processing literature. Such models are mostly derived by discretizing a mathematical model, given in terms of ordinary or partial differential equations, using established techniques. Recent work has applied the techniques of machine-learning to construct such models automatically from data for the case of systems which have lumped states described by scalar values, such as electrical circuits. In this work, we examine how similar techniques are able to construct models of systems which have spatially distributed rather than lumped states. We describe several novel recurrent neural network structures, and show how they can be thought of as an extension of modal techniques. As a proof of concept, we generate synthetic data for three physical systems and show that the proposed network structures can be trained with this data to reproduce the behavior of these systems.
Download Dark Velvet Noise
This paper proposes dark velvet noise (DVN) as an extension of the original velvet noise with a lowpass spectrum. The lowpass spectrum is achieved by allowing each pulse in the sparse sequence to have a randomized pulse width. The cutoff frequency is controlled by the density of the sequence. The modulated pulse-width can be implemented efficiently utilizing a discrete set of recursive running-sum filters, one for each unique pulse width. DVN may be used in reverberation algorithms. Typical room reverberation has a frequency-dependent decay, where the high frequencies decay faster than the low ones. A similar effect is achieved by lowering the density and increasing the pulse-width of DVN in time, thereby making the DVN suitable for artificial reverberation.
Download Multichannel Interleaved Velvet Noise
The cross-correlation of multichannel reverberation generated using interleaved velvet noise is studied. The interleaved velvetnoise reverberator was proposed recently for synthesizing the late reverb of an acoustic space. In addition to providing a computationally efficient structure and a perceptually smooth response, the interleaving method allows combining its independent branch outputs in different permutations, which are all equally smooth and flutter-free. For instance, a four-branch output can be combined in 4! or 24 ways. Additionally, each branch output set is mixed orthogonally, which increases the number of permutations from M ! to M 2 !, since sign inversions are taken along. Using specific matrices for this operation, which change the sign of velvet-noise sequences, decreases the correlation of some of the combinations. This paper shows that many selections of permutations offer a set of well decorrelated output channels, which produce a diffuse and colorless sound field, which is validated with spatial variation. The results of this work can be applied in the design of computationally efficient multichannel reverberators.
Download Differentiable Feedback Delay Network for Colorless Reverberation
Artificial reverberation algorithms often suffer from spectral coloration, usually in the form of metallic ringing, which impairs the perceived quality of sound. This paper proposes a method to reduce the coloration in the feedback delay network (FDN), a popular artificial reverberation algorithm. An optimization framework is employed entailing a differentiable FDN to learn a set of parameters decreasing coloration. The optimization objective is to minimize the spectral loss to obtain a flat magnitude response, with an additional temporal loss term to control the sparseness of the impulse response. The objective evaluation of the method shows a favorable narrower distribution of modal excitation while retaining the impulse response density. The subjective evaluation demonstrates that the proposed method lowers perceptual coloration of late reverberation, and also shows that the suggested optimization improves sound quality for small FDN sizes. The method proposed in this work constitutes an improvement in the design of accurate and high-quality artificial reverberation, simultaneously offering computational savings.
Download A Common-Slopes Late Reverberation Model Based on Acoustic Radiance Transfer
In rooms with complex geometry and uneven distribution of energy losses, late reverberation depends on the positions of sound sources and listeners. More precisely, the decay of energy is characterised by a sum of exponential curves with position-dependent amplitudes and position-independent decay rates (hence the name common slopes). The amplitude of different energy decay components is a particularly important perceptual aspect that requires efficient modeling in applications such as virtual reality and video games. Acoustic Radiance Transfer (ART) is a room acoustics model focused on late reverberation, which uses a pre-computed acoustic transfer matrix based on the room geometry and materials, and allows interactive changes to source and listener positions. In this work, we present an efficient common-slopes approximation of the ART model. Our technique extracts common slopes from ART using modal decomposition, retaining only the non-oscillating energy modes. Leveraging the structure of ART, changes to the positions of sound sources and listeners only require minimal processing. Experimental results show that even very few slopes are sufficient to capture the positional dependency of late reverberation, reducing model complexity substantially.
Download Perceptual Decorrelator Based on Resonators
Decorrelation filters transform mono audio into multiple decorrelated copies. This paper introduces a novel decorrelation filter design based on a resonator bank, which produces a sum of over a thousand exponentially decaying sinusoids. A headphone listening test was used to identify the minimum inter-channel time delays that perceptually match ERB-filtered coherent noise to corresponding incoherent noise. The decay rate of each resonator is set based on a group delay profile determined by the listening test results at its corresponding frequency. Furthermore, the delays from the test are used to refine frequency-dependent windowing in coherence estimation, which we argue represents the perceptually most accurate way of assessing interaural coherence. This coherence measure then guides an optimization process that adjusts the initial phases of the sinusoids to minimize the coherence between two instances of the resonator-based decorrelator. The delay results establish the necessary group delay per ERB for effective decorrelation, revealing higher-than-expected values, particularly at higher frequencies. For comparison, the optimization is also performed using two previously proposed group-delay profiles: one based on the period of the ERB band center frequency and another based on the maximum group-delay limit before introducing smearing. The results indicate that the perceptually informed profile achieves equal decorrelation to the latter profile while smearing less at high frequencies. Overall, optimizing the phase response of the proposed decorrelator yields significantly lower coherence compared to using a random phase.