Download Automatic Segmentation of the Temporal Evolution of Isolated Acoustic Musical Instruments Sounds Using Spectro-Temporal Cues The automatic segmentation of isolated musical instrument sounds according to the temporal evolution is not a trivial task. It requires a model capable of capturing regions such as the attack, decay, sustain and release accurately for many types of instruments with different modes of excitation. The traditional ADSR amplitude envelope model does not apply universally to acoustic musical instrument sounds with different excitation methods because it uses strictly amplitude information and supposes all sounds manifest the same temporal evolution. We present an automatic segmentation technique based on a more realistic model of the temporal evolution of many types of acoustic musical instruments that incorporates both temporal and spectrotemporal cues. The method allows a robust and more perceptually relevant automatic segmentation of the isolated sounds of many musical instruments that fit the model.
Download Real-Time Implementation of an Elasto-Plastic Friction Model using Finite-Difference Schemes The simulation of a bowed string is challenging due to the strongly non-linear relationship between the bow and the string. This relationship can be described through a model of friction. Several friction models in the literature have been proposed, from simple velocity dependent to more accurate ones. Similarly, a highly accurate technique to simulate a stiff string is the use of finitedifference time-domain (FDTD) methods. As these models are generally computationally heavy, implementation in real-time is challenging. This paper presents a real-time implementation of the combination of a complex friction model, namely the elastoplastic friction model, and a stiff string simulated using FDTD methods. We show that it is possible to keep the CPU usage of a single bowed string below 6 percent. For real-time control of the bowed string, the Sensel Morph is used.
Download Declaratively Programmable Ultra Low-Latency Audio Effects Processing on FPGA WaveCore is a coarse-grained reconfigurable processor architecture, based on data-flow principles. The processor architecture consists of a scalable and interconnected cluster of Processing Units (PU), where each PU embodies a small floating-point RISC processor. The processor has been designed in technology-independent VHDL and mapped on a commercially available FPGA development platform. The programming methodology is declarative, and optimized to the application domain of audio and acoustical modeling. A benchmark demonstrator algorithm (guitar-model, comprehensive effects-gear box, and distortion/cabinet model) has been developed and applied to the WaveCore development platform. The demonstrator algorithm proved that WaveCore is very well suited for efficient modeling of complex audio/acoustical algorithms with negligible latency and virtually zero jitter. An experimental Faust-to-WaveCore compiler has shown the feasibility of automated compilation of Faust code to the WaveCore processor target. Keywords: ultra-low latency, zero-jitter, coarse-grained reconfigurable computing, declarative programming, automated manycore compilation, Faust-compatible, massively-parallel
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 Approximating non-linear inductors using time-variant linear filters In this paper we present an approach to modeling the non-linearities of analog electronic components using time-variant digital linear filters. The filter coefficients are computed at every sample depending on the current state of the system. With this technique we are able to accurately model an analog filter including a nonlinear inductor with a saturating core. The value of the magnetic permeability of a magnetic core changes according to its magnetic flux and this, in turn, affects the inductance value. The cutoff frequency of the filter can thus be seen as if it is being modulated by the magnetic flux of the core. In comparison to a reference nonlinear model, the proposed approach has a lower computational cost while providing a reasonably small error.
Download Implementing a Low Latency Parallel Graphic Equalizer with Heterogeneous Computing This paper describes the implementation of a recently introduced parallel graphic equalizer (PGE) in a heterogeneous way. The control and audio signal processing parts of the PGE are distributed to a PC and to a signal processor, of WaveCore architecture, respectively. This arrangement is particularly suited to the algorithm in question, benefiting from the low-latency characteristics of the audio signal processor as well as general purpose computing power for the more demanding filter coefficient computation. The design is achieved cleanly in a high-level language called Kronos, which we have adapted for the purposes of heterogeneous code generation from a uniform program source.
Download Impedance Synthesis for Hybrid Analog-Digital Audio Effects Most real systems, from acoustics to analog electronics, are
characterised by bidirectional coupling amongst elements rather
than neat, unidirectional signal flows between self-contained modules. Integrating digital processing into physical domains becomes
a significant engineering challenge when the application requires
bidirectional coupling across the physical-digital boundary rather
than separate, well-defined inputs and outputs. We introduce an
approach to hybrid analog-digital audio processing using synthetic
impedance: digitally simulated circuit elements integrated into an
otherwise analog circuit. This approach combines the physicality and classic character of analog audio circuits alongside the
precision and flexibility of digital signal processing (DSP). Our
impedance synthesis system consists of a voltage-controlled current source and a microcontroller-based DSP system. We demonstrate our technique through modifying an iconic guitar distortion pedal, the Boss DS-1, showing the ability of the synthetic
impedance to both replicate and extend the behaviour of the pedal’s
diode clipping stage. We discuss the behaviour of the synthetic
impedance in isolated laboratory conditions and in the DS-1 pedal,
highlighting the technical and creative potential of the technique as
well as its practical limitations and future extensions.
Download Auditory Perception of Spatial Extent in the Horizontal and Vertical Plane This article investigates the accuracy with which listeners can identify the spatial extent of distributed sound sources. Either the complementary frequency bands comprising a source signal or the individual grains of a granular synthesis-based stimulus were distributed directly on discrete loudspeakers. Loudspeakers were arranged either on the horizontal or the vertical axis. The algorithms were applied on white noise, an impulse train, and a rain drops stimulus. Absolute judgments of spatial extent were obtained separately for each orientation, algorithm, and stimulus using three different magnitudes of horizontal or vertical extent. Horizontal spatial extent judgments varied systematically with physical extent for all conditions in the experiment. The correspondence between perceived and actual vertical extent was poor. The time-based synthesis algorithm resulted in significantly larger judgments of spatial extent irrespective of orientation and stimulus compared to the frequency-based algorithm.
Download A Preliminary Study on Sound Delivery Methods for Footstep Sounds In this paper, we describe a sound delivery method for footstep sounds, investigating whether subjects prefer static rendering versus dynamic. In this case, dynamic means that the sound delivery method simulates footsteps following the subject. An experiment was run in order to assess subjects’ preferences regarding the sound delivery methods. Results show that static rendering is not significantly preferred to dynamic rendering, but subjects disliked rendering where footstep sounds followed a trajectory different from the one they were walking along.
Download Generalizing the Reflection Model by the Use of a Particle Tracing Method Splitting the reflection phenomenon in a specular and a dioeuse one, current acoustic quality prediction methods can't deal with real materials. In this paper, we describe the implementation of a particle tracing method that can deal with a general model of reflection, the bidirectional reflectance distribution function. Furthermore, being based on the Monte-Carlo methods, this method is not sensitive to combinatorial explosion. The flexibility of the particle tracing method make it a good test bed for comparisons and evaluations of source or reflection models.