Download Quality Diversity for Synthesizer Sound Matching It is difficult to adjust the parameters of a complex synthesizer to
create the desired sound. As such, sound matching, the estimation of synthesis parameters that can replicate a certain sound, is
a task that has often been researched, utilizing optimization methods such as genetic algorithm (GA). In this paper, we introduce a
novelty-based objective for GA-based sound matching. Our contribution is two-fold. First, we show that the novelty objective is
able to improve the quality of sound matching by maintaining phenotypic diversity in the population. Second, we introduce a quality diversity approach to the problem of sound matching, aiming
to find a diverse set of matching sounds. We show that the novelty objective is effective in producing high-performing solutions
that are diverse in terms of specified audio features. This approach
allows for a new way of discovering sounds and exploring the capabilities of a synthesizer.
Download Bio-Inspired Optimization of Parametric Onset Detectors Onset detectors are used to recognize the beginning of musical
events in audio signals. Manual parameter tuning for onset detectors is a time consuming task, while existing automated approaches often maximize only a single performance metric. These
automated approaches cannot be used to optimize detector algorithms for complex scenarios, such as real-time onset detection
where an optimization process must consider both detection accuracy and latency. For this reason, a flexible optimization algorithm
should account for more than one performance metric in a multiobjective manner. This paper presents a generalized procedure for
automated optimization of parametric onset detectors. Our procedure employs a bio-inspired evolutionary computation algorithm
to replace manual parameter tuning, followed by the computation
of the Pareto frontier for multi-objective optimization. The proposed approach was evaluated on all the onset detection methods
of the Aubio library, using a dataset of monophonic acoustic guitar
recordings. Results show that the proposed solution is effective in
reducing the human effort required in the optimization process: it
replaced more than two days of manual parameter tuning with 13
hours and 34 minutes of automated computation. Moreover, the
resulting performance was comparable to that obtained by manual
optimization.
Download Sitrano: A Matlab App for Sines-Transients-Noise Decomposition of Audio Signals Decomposition of sounds into their sinusoidal, transient, and noise
components is an active research topic and a widely-used tool in
audio processing. Multiple solutions have been proposed in recent
years, using time–frequency representations to identify either horizontal and vertical structures or orientations and anisotropy in the
spectrogram of the sound. In this paper, we present SiTraNo: an
easy-to-use MATLAB application with a graphic user interface for
audio decomposition that enables visualization and access to the
sinusoidal, transient, and noise classes, individually. This application allows the user to choose between different well-known separation methods to analyze an input sound file, to instantaneously
control and remix its spectral components, and to visually check
the quality of the separation, before producing the desired output
file. The visualization of common artifacts, such as birdies and
dropouts, is demonstrated. This application promotes experimenting with the sound decomposition process by observing the effect
of variations for each spectral component on the original sound
and by comparing different methods against each other, evaluating
the separation quality both audibly and visually. SiTraNo and its
source code are available on a companion website and repository.
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 Alloy Sounds: Non-Repeating Sound Textures With Probabilistic Cellular Automata Contemporary musicians commonly face the challenge of finding
new, characteristic sounds that can make their compositions more
distinct. They often resort to computers and algorithms, which can
significantly aid in creative processes by generating unexpected
material in controlled probabilistic processes. In particular, algorithms that present emergent behaviors, like genetic algorithms
and cellular automata, have fostered a broad diversity of musical explorations. This article proposes an original technique for
the computer-assisted creation and manipulation of sound textures.
The technique uses Probabilistic Cellular Automata, which are yet
seldom explored in the music domain, to blend two audio tracks
into a third, different one. The proposed blending process works
by dividing the source tracks into frequency bands and then associating each of the automaton’s cell to a frequency band. Only one
source, chosen by the cell’s state, is active within each band. The
resulting track has a non-repeating textural pattern that follows the
changes in the Cellular Automata. This blending process allows
the musician to choose the original material and the blend granularity, significantly changing the resulting blends. We demonstrate
how to use the proposed blending process in sound design and its
application in experimental and popular music.
Download Non-Iterative Schemes for the Simulation of Nonlinear Audio Circuits In this work, a number of numerical schemes are presented in the
context of virtual-analog simulation. The schemes are linearlyimplicit in character, and hence directly solvable without iterative
methods. Schemes of increasing order of accuracy are constructed,
and convergence and stability conditions are proven formally. The
schemes are able to handle stiff problems very efficiently, because
of their fast update, and can be run at higher sample rates to reduce
aliasing. The cases of the diode clipper and ring modulator are
investigated in detail, including several numerical examples.