Download A Modeller-Simulator for Instrumental Playing of Virtual Musical Instruments
This paper presents a musician-oriented modelling and simulation environment for designing physically modelled virtual instruments and interacting with them via a high performance haptic device. In particular, our system allows restoring the physical coupling between the user and the manipulated virtual instrument, a key factor for expressive playing of traditional acoustical instruments that is absent in the vast majority of computer-based musical systems. We first analyse the various uses of haptic devices in Computer Music, and introduce the various technologies involved in our system. We then present the modeller and simulation environments, and examples of musical virtual instruments created with this new environment.
Download Parametric Audio Coding of Bass Guitar Recordings Using a Tuned Physical Modeling Algorithm
In this paper, we propose a parametric audio coding framework that combines the analysis and re-synthesis of electric bass guitar recordings. In particular, an existing synthesis algorithm that incorporates 11 playing techniques is extended by two calibration algorithms. Both the temporal and spectral decay parameters as well as the inharmonicity coefficient are set according to the fretboard position on the instrument. Listening tests show that there is still a gap in perceptual quality between real-world instrument recordings and the re-synthesized versions. Due to this gap, the perceived improvement due to the model calibration is only small. Second, the listening tests reveal that the plucking styles are more important towards realistic synthesis results than expression styles.
Download Controlling a Non Linear Friction Model for Evocative Sound Synthesis Applications
In this paper, a flexible strategy to control a synthesis model of sounds produced by non linear friction phenomena is proposed for guidance or musical purposes. It enables to synthesize different types of sounds, such a creaky door, a singing glass or a squeaking wet plate. This approach is based on the action/object paradigm that enables to propose a synthesis strategy using classical linear filtering techniques (source/resonance approach) which provide an efficient implementation. Within this paradigm, a sound can be considered as the result of an action (e.g. impacting, rubbing, ...) on an object (plate, bowl, ...). However, in the case of non linear friction phenomena, simulating the physical coupling between the action and the object with a completely decoupled source/resonance model is a real and relevant challenge. To meet this challenge, we propose to use a synthesis model of the source that is tuned on recorded sounds according to physical and spectral observations. This model enables to synthesize many types of non linear behaviors. A control strategy of the model is then proposed by defining a flexible physically informed mapping between a descriptor, and the non linear synthesis behavior. Finally, potential applications to the remediation of motor diseases are presented. In all sections, video and audio materials are available at the following URL: http://www.lma.cnrs-mrs.fr/~kronland/ thoretDAFx2013/
Download A 3D Multi-Plate Environment for Sound Synthesis
In this paper, a physics-based sound synthesis environment is presented which is composed of several plates, under nonlinear conditions, coupled with the surrounding acoustic field. Equations governing the behaviour of the system are implemented numerically using finite difference time domain methods. The number of plates, their position relative to a 3D computational enclosure and their physical properties can all be specified by the user; simple control parameters allow the musician/composer to play the virtual instrument. Spatialised sound outputs may be sampled from the simulated acoustic field using several channels simultaneously. Implementation details and control strategies for this instrument will be discussed; simulations results and sound examples will be presented.
Download Source Filter Model For Expressive Gu-Qin Synthesis and its iOS App
Gu-Qin as a venerable Chinese plucked-string instrument has its unique performance techniques and enchanting sounds. It is on the UNESCO Representative List of the Intangible Cultural Heritage of Humanity. It is one of the oldest Chinese solo instruments. The variation of Gu-Qin sound is so large that carefullydesigned controls of its computer synthesizer are necessary. We developed a parametric source-filter model for re-synthesizing expressive Gu-Qin notes. It is capable to cover as many as possible combinations of Gu-Qin’s performance techniques. In this paper, a brief discussion of Gu-Qin playing and its special tablature notation are made for understanding the relationship between its performance techniques and its sounds. This work includes a Gu-Qin’s musical notation system and a source-filter model based synthesizer. In addition, we implement an iOS app to demonstrate its low computation complexity and robustness. It is easy to perform improvisation of the sounds because of its friendly user interfaces.
Download Physically Informed Synthesis of Jackhammer Tool Impact Sounds
This paper introduces a sound synthesis method for jackhammer tool impact sounds. The model is based on parallel waveguide models for longitudinal and transversal vibrations. The longitudinal sounds are produced using a comb filter that is tuned to match the longitudinal resonances of a steel bar. The dispersive transversal vibrations are produced using a comb filter which has a cascade of first-order allpass filters and time-varying feedback coefficient. The synthesis model is driven by an input generator unit that produces a train of Hann pulses at predetermined time-intervals. Each pulse has its amplitude modified slightly by a random process. For increased realism each impact is followed by a number of repetitive impacts with variable amplitude and time difference according to the initial pulse. The sound output of the model is realized by mixing both transversal and longitudinal signals and the effect is finalized by an equalizer.
Download Navigating in a Space of Synthesized Interaction-Sounds: Rubbing, Scratching and Rolling Sounds
In this paper, we investigate a control strategy of synthesized interaction-sounds. The framework of our research is based on the action/object paradigm that considers that sounds result from an action on an object. This paradigm presumes that there exists some sound invariants, i.e. perceptually relevant signal morphologies that carry information about the action or the object. Some of these auditory cues are considered for rubbing, scratching and rolling interactions. A generic sound synthesis model, allowing the production of these three types of interaction together with a control strategy of this model are detailed. The proposed control strategy allows the users to navigate continuously in an ”action space”, and to morph between interactions, e.g. from rubbing to rolling.
Download Audio-Tactile Glove
This paper introduces the Audio-Tactile Glove, an experimental tool for the analysis of vibrotactile feedback in instrument design. Vibrotactile feedback provides essential information in the operation of acoustic instruments. The Audio-Tactile Glove is designed as a research tool for the investigation of the various techniques used to apply this theory to digital interfaces. The user receives vibrations via actuators distributed throughout the glove, located so as not to interrupt the physical contact required between user and interface. Using this actuator array, researchers will be able to independently apply vibrotactile information to six stimulation points across each hand exploiting the broad frequency range of the device, with specific sensitivity within the haptic frequency range of the hand. It is proposed that researchers considering the inclusion of vibrotactile feedback in existing devices can utilize this device without altering their initial designs.
Download Simulation of Textured Audio Harmonics Using Random Fractal Phaselets
We present a method of simulating audio signals using the principles of random fractal geometry which, in the context of this paper, is concerned with the analysis of statistically self-affine ‘phaselets’. The approach is used to generate audio signals that are characterised by texture and timbre through the Fractal Dimension such as those associated with bowed stringed instruments. The paper provides a short overview on potential simulation methods using Artificial Neural Networks and Evolutionary Computing and on the problems associated with using a deterministic approach based on solutions to the acoustic wave equation. This serves to quantify the origins of the ‘noise’ associated with multiple scattering events that characterise texture and timbre in an audio signal. We then explore a method to compute the phaselet of a phase signal which is the primary phase function from which a phase signal is, to a good approximation, a periodic replica and show that, by modelling the phaselet as a random fractal signal, it can be characterised by the Fractal Dimension. The Fractal Dimension is then used to synthesise a phaselet from which the phase function is computed through multiple concatenations of the phaselet. The paper provides details of the principal steps associated with the method considered and examines some example results, providing a URL to m-coded functions for interested readers to repeat the results obtained and develop the algorithms further.
Download Bit Bending: an Introduction
We introduce the technique of "Bit Bending," a particularly fertile technique for circuit bending which involves short circuits and manipulations upon digital serial information. We present a justification for computer modeling of circuit-bent instruments, with deference to the movement's aversion to "theory-true" design and associations with chance discovery [1]. To facilitate software modeling of Bit Bending, we also present a software library for modeling certain classes of digital integrated circuits. A synthesis architecture case study (frequency modulation via numerically controlled oscillators) demonstrates software modeling of Bit Bending in action.