Download Antialiased State Trajectory Neural Networks for Virtual Analog Modeling
In recent years, virtual analog modeling with neural networks experienced an increase in interest and popularity. Many different modeling approaches have been developed and successfully applied. In this paper we do not propose a novel model architecture, but rather address the problem of aliasing distortion introduced from nonlinearities of the modeled analog circuit. In particular, we propose to apply the general idea of antiderivative antialiasing to a state-trajectory network (STN). Applying antiderivative antialiasing to a stateful system in general leads to an integral of a multivariate function that can only be solved numerically, which is too costly for real-time application. However, an adapted STN can be trained to approximate the solution while being computationally efficient. It is shown that this approach can decrease aliasing distortion in the audioband significantly while only moderately oversampling the network in training and inference.
Download QUBX: Rust Library for Queue-Based Multithreaded Real-Time Parallel Audio Streams Processing and Management
The concurrent management of real-time audio streams pose an increasingly complex technical challenge within the realm of the digital audio signals processing, necessitating efficient and intuitive solutions. Qubx endeavors to lead in tackling this obstacle with an architecture grounded in dynamic circular queues, tailored to optimize and synchronize the processing of parallel audio streams. It is a library written in Rust, a modern and powerful ecosystem with a still limited range of tools for digital signal processing and management. Additionally, Rust’s inherent security features and expressive type system bolster the resilience and stability of the proposed tool.
Download Examining the Oscillator Waveform Animation Effect
An enhancing effect that can be applied to analogue oscillators in subtractive synthesizers is termed Animation, which is an efficient way to create a sound of many closely detuned oscillators playing in unison. This is often referred to as a supersaw oscillator. This paper first explains the operating principle of this effect using a combination of additive and frequency modulation synthesis. The Fourier series will be derived and results will be presented to demonstrate its accuracy. This will then provide new insights into how other more general waveform animation processors can be designed.
Download A Method for Automatic Whoosh Sound Description
Usually, a sound designer achieves artistic goals by editing and processing the pre-recorded sound samples. To assist navigation in the vast amount of sounds, the sound metadata is used: it provides small free-form textual descriptions of the sound file content. One can search through the keywords or phrases in the metadata to find a group of sounds that can be suitable for a task. Unfortunately, the relativity of the sound design terms complicate the search, making the search process tedious, prone to errors and by no means supportive of the creative flow. Another way to approach the sound search problem is to use sound analysis. In this paper we present a simple method for analyzing the temporal evolution of the “whoosh” sound, based on the per-band piecewise linear function approximation of the sound envelope signal. The method uses spectral centroid and fuzzy membership functions to estimate a degree to which the sound energy moves upwards or downwards in the frequency domain along the audio file. We evaluated the method on a generated dataset, consisting of white noise recordings processed with different variations of modulated bandpass filters. The method was able to correctly identify the centroid movement directions in 77% sounds from a synthetic dataset.
Download Improving intelligibility prediction under informational masking using an auditory saliency model
The reduction of speech intelligibility in noise is usually dominated by energetic masking (EM) and informational masking (IM). Most state-of-the-art objective intelligibility measures (OIM) estimate intelligibility by quantifying EM. Few measures model the effect of IM in detail. In this study, an auditory saliency model, which intends to measure the probability of the sources obtaining auditory attention in a bottom-up process, was integrated into an OIM for improving the performance of intelligibility prediction under IM. While EM is accounted for by the original OIM, IM is assumed to arise from the listener’s attention switching between the target and competing sounds existing in the auditory scene. The performance of the proposed method was evaluated along with three reference OIMs by comparing the model predictions to the listener word recognition rates, for different noise maskers, some of which introduce IM. The results shows that the predictive accuracy of the proposed method is as good as the best reported in the literature. The proposed method, however, provides a physiologically-plausible possibility for both IM and EM modelling.
Download GPGPU Patterns for Serial and Parallel Audio Effects
Modern commodity GPUs offer high numerical throughput per unit of cost, but often sit idle during audio workstation tasks. Various researches in the field have shown that GPUs excel at tasks such as Finite-Difference Time-Domain simulation and wavefield synthesis. Concrete implementations of several such projects are available for use. Benchmarks and use cases generally concentrate on running one project on a GPU. Running multiple such projects simultaneously is less common, and reduces throughput. In this work we list some concerns when running multiple heterogeneous tasks on the GPU. We apply optimization strategies detailed in developer documentation and commercial CUDA literature, and show results through the lens of real-time audio tasks. We benchmark the cases of (i) a homogeneous effect chain made of previously separate effects, and (ii) a synthesizer with distinct, parallelizable sound generators.
Download Audio Morphing Using Matrix Decomposition and Optimal Transport
This paper presents a system for morphing between audio recordings in a continuous parameter space. The proposed approach combines matrix decompositions used for audio source separation with displacement interpolation enabled by 1D optimal transport. By interpolating the spectral components obtained using nonnegative matrix factorization of the source and target signals, the system allows varying the timbre of a sound in real time, while maintaining its temporal structure. Using harmonic / percussive source separation as a pre-processing step, the system affords more detailed control of the interpolation in perceptually meaningful dimensions.
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.