Download Adaptive Pitch-Shifting With Applications to Intonation Adjustment in a Cappella Recordings A central challenge for a cappella singers is to adjust their intonation and to stay in tune relative to their fellow singers. During
editing of a cappella recordings, one may want to adjust local intonation of individual singers or account for global intonation drifts
over time. This requires applying a time-varying pitch-shift to the
audio recording, which we refer to as adaptive pitch-shifting. In
this context, existing (semi-)automatic approaches are either laborintensive or face technical and musical limitations. In this work,
we present automatic methods and tools for adaptive pitch-shifting
with applications to intonation adjustment in a cappella recordings. To this end, we show how to incorporate time-varying information into existing pitch-shifting algorithms that are based on
resampling and time-scale modification (TSM). Furthermore, we
release an open-source Python toolbox, which includes a variety
of TSM algorithms and an implementation of our method. Finally,
we show the potential of our tools by two case studies on global
and local intonation adjustment in a cappella recordings using a
publicly available multitrack dataset of amateur choral singing.
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 Object-Based Synthesis of Scraping and Rolling Sounds Based on Non-Linear Physical Constraints Sustained contact interactions like scraping and rolling produce a
wide variety of sounds. Previous studies have explored ways to
synthesize these sounds efficiently and intuitively but could not
fully mimic the rich structure of real instances of these sounds.
We present a novel source-filter model for realistic synthesis of
scraping and rolling sounds with physically and perceptually relevant controllable parameters constrained by principles of mechanics. Key features of our model include non-linearities to constrain
the contact force, naturalistic normal force variation for different
motions, and a method for morphing impulse responses within a
material to achieve location-dependence. Perceptual experiments
show that the presented model is able to synthesize realistic scraping and rolling sounds while conveying physical information similar to that in recorded sounds.
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 Air Absorption Filtering Method Based on Approximate Green's Function for Stokes' Equation Air absorption effects lead to significant attenuation in high frequencies over long distances and this is critical to model in wide-band
virtual acoustic simulations. Air absorption is commonly modelled
using filter banks applied to an impulse response or to individual
impulse events (rays or image sources) arriving at a receiver. Such
filter banks require non-trivial fitting to air absorption attenuation
curves, as a function of time or distance, in the case of IIR approximations, or may suffer from overlap-add artefacts in the case of FIR
approximations. In this study, a filter method is presented which
avoids the aforementioned issues. The proposed approach relies on a
time-varying diffusion kernel that is found in an approximate Green’s
function solution to Stokes’ equation in free space. This kernel acts
as a low-pass filter that is parametrised by physical constants, and can
be applied to an impulse response using time-varying convolution.
Numerical examples are presented demonstrating the utility of this
approach for adding air absorption effects to room impulse responses
simulated using geometrical acoustics or wave-based methods.
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.
Download On the Equivalence of Integrator- and Differentiator-Based Continuous- and Discrete-Time Systems The article performs a generic comparison of integrator- and differentiator based continuous-time systems as well as their discretetime models, aiming to answer the reoccurring question in the
music DSP community of whether there are any benefits in using differentiators instead of conventionally employed integrators.
It is found that both kinds of models are practically equivalent, but
there are certain reservations about differentiator based models.
Download Higher-Order Anti-Derivatives of Band Limited Step Functions for the Design of Radial Filters in Spherical Harmonics Expansions This paper presents a discrete-time model of the spherical harmonics expansion describing a sound field. The so-called radial functions are realized as digital filters, which characterize the spatial
impulse responses of the individual harmonic orders. The filter
coefficients are derived from the analytical expressions of the timedomain radial functions, which have a finite extent in time. Due
to the varying degrees of discontinuities occurring at their edges, a
time-domain sampling of the radial functions gives rise to aliasing.
In order to reduce the aliasing distortion, the discontinuities are replaced with the higher-order anti-derivatives of a band-limited step
function. The improved spectral accuracy is demonstrated by numerical evaluation. The proposed discrete-time sound field model
is applicable in broadband applications such as spatial sound reproduction and active noise control.
Download Modal Spring Reverb Based on Discretisation of the Thin Helical Spring Model The distributed nature of coupling in helical springs presents specific challenges in obtaining efficient computational structures
for accurate spring reverb simulation. For direct simulation approaches, such as finite-difference methods, this is typically manifested in significant numerical dispersion within the hearing range.
Building on a recent study of a simpler spring model, this paper presents an alternative discretisation approach that employs
higher-order spatial approximations and applies centred stencils at
the boundaries to address the underlying linear-system eigenvalue
problem. Temporal discretisation is then applied to the resultant
uncoupled mode system, rendering an efficient and flexible modal
reverb structure. Through dispersion analysis it is shown that numerical dispersion errors can be kept extremely small across the
hearing range for a relatively low number of system nodes. Analysis of an impulse response simulated using model parameters calculated from a measured spring geometry confirms that the model
captures an enhanced set of spring characteristics.