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 Implementation of Arbitrary Linear Sound Synthesis Algorithms by Digital Wave Guide Structures
The Digital Wave Guide (DWG) method is one of the most popular techniques for digital sound synthesis via physical modeling. Due to the inherent solution of the wave equation by the structure of the DWG method, it provides a highly efficient algorithm for typical physical modeling problems. In this paper it will be shown, that it is possible to use this efficient structure for any existing linear sound synthesis algorithm. By a consequent description of discrete implementations with State Space Structures (SSSs), suitable linear state space transformations can be used to achieve the typical DWG structure from any given system. The proposed approach is demonstrated with two case studies, where a modal solution achieved with the Functional Transformation Method (FTM) is transformed to a DWG implementation. In the first example the solution of the lossless wave equation is transformed to a DWG structure, yielding an arbitrary size fractional delay filter. In another example a more elaborated model with dispersion and damping terms is transformed, resulting in a DWG model with parameter morphing features.
Download Sound Synthesis for Nonlinear Plates
In this paper, a simple finite difference scheme for a rectangular dynamic nonlinear plate, under free boundary conditions is presented. The algorithm is straightforward to program, and is capable of reproducing, to a first approximation, the behaviour of various percussion instruments whose timbre depends crucially on nonlinear effects (due to high-speed strikes), including transient pitch glides and the buildup of high-frequency energy. Though computationally intensive, algorithms such as that presented here promise more faithful sound synthesis and, as with all physical model inspired synthesis algorithms, require the specification of only a few, physically meaningful parameters. Full details of the algorithm, including the setting of boundary conditions and computational demands are provided. Numerical simulation results are presented.
Download A Framework for Sonification of Vicon Motion Capture Data
This paper describes experiments on sonifying data obtained using the VICON motion capture system. The main goal is to build the necessary infrastructure in order to be able to map motion parameters of the human body to sound. For sonification the following three software frameworks were used: Marsyas, traditionally used for music information retrieval with audio analysis and synthesis, CHUCK, an on-the-fly real-time synthesis language, and Synthesis Toolkit (STK), a toolkit for sound synthesis that includes many physical models of instruments and sounds. An interesting possibility is the use of motion capture data to control parameters of digital audio effects. In order to experiment with the system, different types of motion data were collected. These include traditional performance on musical instruments, acting out emotions as well as data from individuals having impairments in sensor motor coordination. Rhythmic motion (i.e. walking) although complex, can be highly periodic and maps quite naturally to sound. We hope that this work will eventually assist patients in identifying and correcting problems related to motor coordination through sound.
Download Acoustic localization of tactile interactions for the development of novel tangible interfaces
Download Measuring Diffusion in a 2D Digital Waveguide Mesh
The digital waveguide mesh is a method by which the propagation of sound waves in an acoustic system can be simulated. An important consideration in modelling such systems is the accurate modelling of reflection characteristics at boundaries and surfaces. A significant property of an acoustic boundary is its diffusivity. In fact partially diffuse sound reflections are observed at most real acoustic surfaces and so this is an important consideration when implementing a digital waveguide mesh model. This paper presents a method for modelling diffusion that offers a high degree of control. The model is implemented with varying amounts of diffusivity, and a method for measuring its diffusive properties is outlined. Results for the model are presented and a method to calculate the diffusion coefficient is described.
Download Sound-System Design for a Professional Full-Flight Simulator
In this paper, we present a sound system to be integrated in an accredited realistic full-flight simulator, used for the training of airline pilots. We discuss the design and implementation of a corresponding real-time signal-processing software providing threedimensional audio reproduction of the acoustic events on a flight deck. Here, the emphasis is on an aircraft of a specific type. We address issues of suitable data acquisition methods, and, most importantly, of functional signal analysis and synthesis techniques.
Download Virtual rooms recreation for Wave Field Synthesis
Advanced multichannel sound systems such as Wave Field Synthesis (WFS) allow to recreate spatial wide sound scenes of sources. The recreation of the illusion of a 3D natural and realistic sound scene can be achieved by means of virtual rooms where the wave field is simulated. Such wave field is used as a source of information for the convolution of WFS sound sources with extrapolated impulsive responses in these virtual rooms. To obtain the needed plane waves for auralization, a complete description of the sound field is needed, including an accurate knowledge of the particle velocity. In this paper, virtual rooms are simulated by means of Finite-Differences Time Domain method. This method provides a complete solution of the sound field variables in a wide frequency band and can be used to produce both the impulsive responses of pressure and particle velocity for plane wave decomposition, prior to auralization. To illustrate its applicability, a set of rooms consisting of a typical auditorium room, a cinema and a perfect cube are shown and evaluated.
Download A New Functional Framework for a Sound System for Realtime Flight Simulation
We will show a new sound framework and concept for realistic flight simulation. Dealing with a highly complex network of mechanical systems that act as physical sound sources the main focus is on a fully modular and extensible/scalable design. The prototype we developed is part of a fully functional Full Flight Simulator for Pilot Training.
Download Audio Rendering System Design for an Object Oriented Audio Visual Human Perception Assessment Tool
The cognitive processes behind human bimodal (audio visual) perception are not well understood. This contribution presents an approach to reach a deeper understanding by means of subjective assessments of (interactive) audio visual applications. A tool developed for performing these assessments is introduced, and the audio rendering system design of that tool is explained: its modular character, the signal processing flow as well as the possible reproduction setups are discussed. Finally, an example for the assessment of geometrically based room simulation and preliminary test results are given.