Download Hard real-time onset detection of percussive instruments
To date, the most successful onset detectors are those based on frequency representation of the signal. However, for such methods the time between the physical onset and the reported one is unpredictable and may largely vary according to the type of sound being analyzed. Such variability and unpredictability of spectrum-based onset detectors may not be convenient in some real-time applications. This paper proposes a real-time method to improve the temporal accuracy of state-of-the-art onset detectors. The method is grounded on the theory of hard real-time operating systems where the result of a task must be reported at a certain deadline. It consists of the combination of a time-base technique (which has a high degree of accuracy in detecting the physical onset time but is more prone to false positives and false negatives) with a spectrum-based technique (which has a high detection accuracy but a low temporal accuracy). The developed hard real-time onset detector was tested on a dataset of single non-pitched percussive sounds using the high frequency content detector as spectral technique. Experimental validation showed that the proposed approach was effective in better retrieving the physical onset time of about 50% of the hits detected by the spectral technique, with an average improvement of about 3 ms and maximum one of about 12 ms. The results also revealed that the use of a longer deadline may capture better the variability of the spectral technique, but at the cost of a bigger latency.
Download FFT analysis as a creative tool in live performance
This paper describes the use of real time spectral analysis to enhance the creative opportunities in improvised live electronics/instrumental performance. FFT analysis allows musicians to observe in performance a visual representation of the spectrum, displaying the spectral characteristics of audio resulting from performance activity and/or computer processing. These characteristics can then be explored during performance, assigning areas of special interest within the spectrum to parameters which in turn control (or at least influence) electronic processing. This creates an effective, easily manipulated but potentially highly complex performance environment, encouraging further interaction between improvising performers, and allowing subtle and complex links to emerge between the timbral features of actual music (result) and the act of performance (cause). We hope to increase awareness of the performance-specific potential of familiar analytical tools, of which FFT is one example, and their unfulfilled creative potential.
Download Hybrid room impulse response synthesis in digital waveguide mesh based room acoustics simulation
The digital waveguide mesh (DWM) and related finite difference time domain techniques offer significant promise for room acoustics simulation problems. However high resolution 3-D DWMs of large spaces remain beyond the capabilities of current desktop based computers, due to prohibitively long run-times and large memory requirements. This paper examines how hybrid room impulse response synthesis might be used to better enable virtual environment simulation through the use of otherwise computationally expensive DWM models. This is facilitated through the introduction of the RenderAIR virtual environment simulation system and comparison with both real-world measurements and more established modelling techniques. Results demonstrate good performance against acoustic benchmarks and significant computational savings when a 2-D DWM is used as part of an appropriate hybridization strategy.
Download A Common-Slopes Late Reverberation Model Based on Acoustic Radiance Transfer
In rooms with complex geometry and uneven distribution of energy losses, late reverberation depends on the positions of sound sources and listeners. More precisely, the decay of energy is characterised by a sum of exponential curves with position-dependent amplitudes and position-independent decay rates (hence the name common slopes). The amplitude of different energy decay components is a particularly important perceptual aspect that requires efficient modeling in applications such as virtual reality and video games. Acoustic Radiance Transfer (ART) is a room acoustics model focused on late reverberation, which uses a pre-computed acoustic transfer matrix based on the room geometry and materials, and allows interactive changes to source and listener positions. In this work, we present an efficient common-slopes approximation of the ART model. Our technique extracts common slopes from ART using modal decomposition, retaining only the non-oscillating energy modes. Leveraging the structure of ART, changes to the positions of sound sources and listeners only require minimal processing. Experimental results show that even very few slopes are sufficient to capture the positional dependency of late reverberation, reducing model complexity substantially.
Download Keytar: Melodic control of multisensory feedback from virtual strings
A multisensory virtual environment has been designed, aiming at recreating a realistic interaction with a set of vibrating strings. Haptic, auditory and visual cues progressively istantiate the environment: force and tactile feedback are provided by a robotic arm reporting for string reaction, string surface properties, and furthermore defining the physical touchpoint in form of a virtual plectrum embodied by the arm stylus. Auditory feedback is instantaneously synthesized as a result of the contacts of this plectrum against the strings, reproducing guitar sounds. A simple visual scenario contextualizes the plectrum in action along with the vibrating strings. Notes and chords are selected using a keyboard controller, in ways that one hand is engaged in the creation of a melody while the other hand plucks virtual strings. Such components have been integrated within the Unity3D simulation environment for game development, and run altogether on a PC. As also declared by a group of users testing a monophonic Keytar prototype with no keyboard control, the most significant contribution to the realism of the strings is given by the haptic feedback, in particular by the textural nuances that the robotic arm synthesizes while reproducing physical attributes of a metal surface. Their opinion, hence, argues in favor of the importance of factors others than auditory feedback for the design of new musical interfaces.
Download A Stochastic State-Space Phase Vocoder for Synthesis of Roughness
This paper presents an implementation of the phase vocoder within a Gaussian state-space framework. Rather than formulate the problem as a deterministic evolution of frequencies centered around a given bin, this evolution is treated stochastically by introducing noise into the dynamics matrix of the recursive state equation. This produces effects on the roughness of the input sound, which vary depending on the position within the matrix where the noise is added, how it is propagated throughout the matrix and further by the variance of the noise input.
Download RoomWeaver: A Digital Waveguide Mesh Based Room Acoustics Research Tool
RoomWeaver is a Digital Waveguide Mesh (DWM) based Integrated Development Environment (IDE) style research tool, similar in appearance and functionality to other current acoustics software. The premise of RoomWeaver is to ease the development and application of DWM models for virtual acoustic spaces. This paper demonstrates the basic functionality of RoomWeaver’s 3D modelling and Room Impulse Response (RIR) generation capabilities. A case study is presented to show how new DWM types can be quickly developed and easily tested using RoomWeaver’s built in plug-in architecture through the implementation of a hybrid-type mesh. This hybrid mesh is comprised of efficient, yet geometrically inflexible, finite difference DWM elements and the geometrically versatile, but slow, wave-based DWM elements. The two types of DWM are interfaced using a KW-pipe and this hybrid model exhibits a significant increase in execution speed and a smaller memory footprint than standard wave-based DWM models and allows nontrivial geometries to be successfully modelled.
Download Digital Waveguide Mesh Modeling of Room Acoustics: Improved Anechoic Boundaries
Digital waveguide mesh structures have proved useful in a wide variety of modelling applications. When modelling the acoustics of an enclosed space the accurate simulation of specific boundary conditions is paramount but waveguide mesh related techniques have as yet to provide an appropriate and reliable solution. This paper gives an overview of boundary types that have been implemented by researchers to date and describes the application of a higher order approximation for the particular case of an anechoic boundary, that may prove useful as part of a more general solution.
Download Modeling And Sonifying Pen Strokes On Surfaces
This paper will describe the approach of modeling and sonifying the interaction with a pen on surfaces. The main acoustic parts and the dynamic behavior of the interaction are identified and a synthesis model is proposed to imitate the sound emanation during typical interactions on surfaces. Although a surface is twodimensional, modeling acoustical qualities of surfaces has to employ volumes to form resonances. Specific qualities of surfaces like the roughness and the texture are imitated by a noise generator which is controlled by the pen movement in real-time to achieve a maximum of acceptance of the sound effect. The effect will be used one hand to produce natural and coherent interaction on nearly silent electronic white boards or pen-tablets, i.e., reinventing of lost sound qualities. On the other hand modeling and sonifying pen strokes on surfaces allow to convey information about the properties of different areas or the current state of a windows of a computer display by using this sound feedback. Keywords : sound model, human-computer interaction, real-time, disappearing computer, audio feedback, sonification, mixed reality, multi-modal
Download Examining Design Goals of Digital Musical Instruments
This paper describes the adaptation of an existing model of human information processing for the categorization of digital musical instruments in terms of performance context and behavior. It further presents a visualization intended to aid the analysis of existing DMIs and the design of new devices. Three new interfaces constructed by the authors are examined within this framework to illustrate its utility.