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 A String in a Room: Mixed-Dimensional Transfer Function Models for Sound Synthesis
Physical accuracy of virtual acoustics receives increasing attention due to renewed interest in virtual and augmented reality applications. So far, the modeling of vibrating objects as point sources is a common simplification which neglects effects caused by their spatial extent. In this contribution, we propose a technique for the interconnection of a distributed source to a room model, based on a modal representation of source and room. In particular, we derive a connection matrix that describes the coupling between the modes of the source and the room modes in an analytical form. Therefore, we consider the example of a string that is oscillating in a room. Both, room and string rely on well established physical descriptions that are modeled in terms of transfer functions. The derived connection of string and room defines the coupling between the characteristic string and room modes. The proposed structure is analyzed by numerical evaluations and sound examples on the supplementary website.
Download Accurate Reverberation Time Control in Feedback Delay Networks
The reverberation time is one of the most prominent acoustical qualities of a physical room. Therefore, it is crucial that artificial reverberation algorithms match a specified target reverberation time accurately. In feedback delay networks, a popular framework for modeling room acoustics, the reverberation time is determined by combining delay and attenuation filters such that the frequencydependent attenuation response is proportional to the delay length and by this complying to a global attenuation-per-second. However, only few details are available on the attenuation filter design as the approximation errors of the filter design are often regarded negligible. In this work, we demonstrate that the error of the filter approximation propagates in a non-linear fashion to the resulting reverberation time possibly causing large deviation from the specified target. For the special case of a proportional graphic equalizer, we propose a non-linear least squares solution and demonstrate the improved accuracy with a Monte Carlo simulation.
Download DataRES and PyRES: A Room Dataset and a Python Library for Reverberation Enhancement System Development, Evaluation, and Simulation
Reverberation is crucial in the acoustical design of physical spaces, especially halls for live music performances. Reverberation Enhancement Systems (RESs) are active acoustic systems that can control the reverberation properties of physical spaces, allowing them to adapt to specific acoustical needs. The performance of RESs strongly depends on the properties of the physical room and the architecture of the Digital Signal Processor (DSP). However, room-impulse-response (RIR) measurements and the DSP code from previous studies on RESs have never been made open access, leading to non-reproducible results. In this study, we present DataRES and PyRES—a RIR dataset and a Python library to increase the reproducibility of studies on RESs. The dataset contains RIRs measured in RES research and development rooms and professional music venues. The library offers classes and functionality for the development, evaluation, and simulation of RESs. The implemented DSP architectures are made differentiable, allowing their components to be trained in a machine-learning-like pipeline. The replication of previous studies by the authors shows that PyRES can become a useful tool in future research on RESs.
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 Differentiable Active Acoustics - Optimizing Stability via Gradient Descent
Active acoustics (AA) refers to an electroacoustic system that actively modifies the acoustics of a room. For common use cases, the number of transducers—loudspeakers and microphones—involved in the system is large, resulting in a large number of system parameters. To optimally blend the response of the system into the natural acoustics of the room, the parameters require careful tuning, which is a time-consuming process performed by an expert. In this paper, we present a differentiable AA framework, which allows multi-objective optimization without impairing architecture flexibility. The system is implemented in PyTorch to be easily translated into a machine-learning pipeline, thus automating the tuning process. The objective of the pipeline is to optimize the digital signal processor (DSP) component to evenly distribute the energy in the feedback loop across frequencies. We investigate the effectiveness of DSPs composed of finite impulse response filters, which are unconstrained during the optimization. We study the effect of multiple filter orders, number of transducers, and loss functions on the performance. Different loss functions behave similarly for systems with few transducers and low-order filters. Increasing the number of transducers and the order of the filters improves results and accentuates the difference in the performance of the loss functions.
Download FDNTB: The Feedback Delay Network Toolbox
Feedback delay networks (FDNs) are recursive filters, which are widely used for artificial reverberation and decorrelation. While there exists a vast literature on a wide variety of reverb topologies, this work aims to provide a unifying framework to design and analyze delay-based reverberators. To this end, we present the Feedback Delay Network Toolbox (FDNTB), a collection of the MATLAB functions and example scripts. The FDNTB includes various representations of FDNs and corresponding translation functions. Further, it provides a selection of special feedback matrices, topologies, and attenuation filters. In particular, more advanced algorithms such as modal decomposition, time-varying matrices, and filter feedback matrices are readily accessible. Furthermore, our toolbox contains several additional FDN designs. Providing MATLAB code under a GNU-GPL 3.0 license and including illustrative examples, we aim to foster research and education in the field of audio processing.
Download Improved Reverberation Time Control for Feedback Delay Networks
Artificial reverberation algorithms generally imitate the frequency-dependent decay of sound in a room quite inaccurately. Previous research suggests that a 5% error in the reverberation time (T60) can be audible. In this work, we propose to use an accurate graphic equalizer as the attenuation filter in a Feedback Delay Network reverberator. We use a modified octave graphic equalizer with a cascade structure and insert a high-shelf filter to control the gain at the high end of the audio range. One such equalizer is placed at the end of each delay line of the Feedback Delay Network. The gains of the equalizer are optimized using a new weighting function that acknowledges nonlinear error propagation from filter magnitude response to reverberation time values. Our experiments show that in real-world cases, the target T60 curve can be reproduced in a perceptually accurate manner at standard octave center frequencies. However, for an extreme test case in which the T60 varies dramatically between neighboring octave bands, the error still exceeds the limit of the just noticeable difference but is smaller than that obtained with previous methods. This work leads to more realistic artificial reverberation.
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 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.