Download Spatial audio quality and user preference of listening systems in video games
Spatial audio playback solutions provide video game players with ways to experience more immersive and engaging video game content. This paper aims to find whether listening systems that are able to more accurately convey spatial information are preferred by video game players, and to what extent this is true for different loudspeaker configurations whilst engaged in video game play. Results do suggest that a listening system with high perceived spatial quality is more preferred.
Download Analysis/Synthesis of the Andean Quena via Harmonic Band Wavelet Transform
It is well known that one of the challenges in musical instruments analysis is to obtain relevant signal characteristics and information for sound description and classification. In this paper we study the Peruvian quena flute by means of the Harmonic Band Wavelet Transform (HBWT), a convenient representation for the sound content based on its 1/f fractal characteristics. In order to identify a relationship between fractal characteristics of musical sounds, we developed two sound transformations and establish a comparison between quena, a recorder and melodica wind instruments. The sound transformations implemented were noise filtering and pitch-shifting while the sound classification was focused on the γp fractal attribute. Our work led us to the conclusion that the HBWT quena representation favored the implementation of sound transformations and that the γp fractal feature had great potential in musical instruments recognition and classification applications. Keywords: sound fractal analysis; quena; 1/f noise; noise filtering; pitch-shifting.
Download Granular analysis/synthesis of percussive drilling sounds
This paper deals with the automatic and robust analysis, and the realistic and low-cost synthesis of percussive drilling like sounds. The two contributions are: a non-supervised removal of quasistationary background noise based on the Non-negative Matrix Factorization, and a granular method for analysis/synthesis of this drilling sounds. These two points are appropriate to the acoustical properties of percussive drilling sounds, and can be extended to other sounds with similar characteristics. The context of this work is the training of operators of working machines using simulators. Additionally, an implementation is explained.
Download Morphing of granular sounds
Granular sounds are commonly used in video games but the conventional approach of using recorded samples does not allow sound designers to modify these sounds. In this paper we present a technique to synthesize granular sound whose tone color lies at an arbitrary point between two given granular sound samples. We first extract grains and noise profiles from the recordings, morph between them and finally synthesize sound using the morphed data. During sound synthesis a number of parameters, such as the number of grains per second or the loudness distribution of the grains, can be altered to vary the sound. The proposed method does not only allow to create new sounds in real-time, it also drastically reduces the memory footprint of granular sounds by reducing a long recording to a few hundred grains of a few milliseconds length each.
Download Block-oriented modeling of distortion audio effects using iterative minimization
Virtual analog modeling is the process of digitally recreating an analog device. This study focuses on analog distortion pedals for guitarists, which are categorized as stompboxes, because the musician turns them on and off by stepping on the switch. While some of the current digital models of distortion effects are circuit-based, this study uses a signal-based approach to identify the device under test (DUT). An algorithm to identify any distortion effect pedal in any given setting by input-output (I/O) measurements is proposed. A parametric block-oriented Wiener-Hammerstein model for distortion effects and the corresponding iterative error minimization procedure are introduced. The algorithm is implemented in Matlab and uses the Levenberg-Marquardt minimization procedure with boundaries for the parameters.
Download Feature design for the classification of audio effect units by input/output measurements
Virtual analog modeling is an important field of digital audio signal processing. It allows to recreate the tonal characteristics of real-world sound sources or to impress the specific sound of a certain analog device upon a digital signal on a software basis. Automatic virtual analog modeling using black-box system identification based on input/output (I/O) measurements is an emerging approach, which can be greatly enhanced by specific pre-processing methods suggesting the best-fitting model to be optimized in the actual identification process. In this work, several features based on specific test signals are presented allowing to categorize instrument effect units into classes of effects, like distortion, compression, modulations and similar categories. The categorization of analog effect units is especially challenging due to the wide variety of these effects. For each device, I/O measurements are performed and a set of features is calculated to allow the classification. The features are computed for several effect units to evaluate their applicability using a basic classifier based on pattern matching.
Download Adaptive Modeling of Synthetic Nonstationary Sinusoids
Nonstationary oscillations are ubiquitous in music and speech, ranging from the fast transients in the attack of musical instruments and consonants to amplitude and frequency modulations in expressive variations present in vibrato and prosodic contours. Modeling nonstationary oscillations with sinusoids remains one of the most challenging problems in signal processing because the fit also depends on the nature of the underlying sinusoidal model. For example, frequency modulated sinusoids are more appropriate to model vibrato than fast transitions. In this paper, we propose to model nonstationary oscillations with adaptive sinusoids from the extended adaptive quasi-harmonic model (eaQHM). We generated synthetic nonstationary sinusoids with different amplitude and frequency modulations and compared the modeling performance of adaptive sinusoids estimated with eaQHM, exponentially damped sinusoids estimated with ESPRIT, and log-linear-amplitude quadratic-phase sinusoids estimated with frequency reassignment. The adaptive sinusoids from eaQHM outperformed frequency reassignment for all nonstationary sinusoids tested and presented performance comparable to exponentially damped sinusoids.
Download A toolkit for experimentation with signal interaction
This paper will describe a toolkit for experimentation with signal interaction techniques, also commonly referred to as cross adaptive processing. The technique allows analyzed features of one audio signal to inform the processing of another. Earlier used mainly for mixing and post production purposes, we now want to use it creatively as an intervention in the musical communication between two performers. The idea stems from Stockhausen’s use of intermodulation in the 1960’s, and as such we might also call the updated technique interprocessing. Our interest in the technique comes as a natural extension to previous research on live processing as an instrumental and performative activity. The automatic control of signal processing routines is related to previous work on adaptive audio effects and automatic mixing. The focus for our investigation and experimentation with the current toolkit will be how this affects the musical communication between performers, and how it changes what they can and will play. The program code for the toolkit is available as a github repository1 under an open source license.
Download On studying auditory distance perception in concert halls with multichannel auralizations
Virtual acoustics and auralizations have been previously used to study the perceptual properties of concert hall acoustics in a descriptive profiling framework. The results have indicated that the apparent auditory distance to the orchestra might play a crucial role in enhancing the listening experience and the appraisal of hall acoustics. However, it is unknown how the acoustics of the hall influence auditory distance perception in such large spaces. Here, we present one step towards studying auditory distance perception in concert halls with virtual acoustics. The aims of this investigation were to evaluate the feasibility of the auralizations and the system to study perceived distances as well as to obtain first evidence on the effects of hall acoustics and the source materials to distance perception. Auralizations were made from measured spatial impulse responses in two concert halls at 14 and 22 meter distances from the center of a calibrated loudspeaker orchestra on stage. Anechoic source materials included symphonic music and pink noise as well as signals produced by concatenating random segments of anechoic instrument recordings. Forty naive test subjects were blindfolded before entering the listening room, where they verbally reported distances to sound sources in the auralizations. Despite the large variance in distance judgments between the individuals, the reported distances were on average in the same range as the actual distances. The results show significant main effects of halls, distances and signals, but also some unexpected effects associated with the presentation order of the stimuli.
Download An Evaluation of Audio Feature Extraction Toolboxes
Audio feature extraction underpins a massive proportion of audio processing, music information retrieval, audio effect design and audio synthesis. Design, analysis, synthesis and evaluation often rely on audio features, but there are a large and diverse range of feature extraction tools presented to the community. An evaluation of existing audio feature extraction libraries was undertaken. Ten libraries and toolboxes were evaluated with the Cranfield Model for evaluation of information retrieval systems, reviewing the coverage, effort, presentation and time lag of a system. Comparisons are undertaken of these tools and example use cases are presented as to when toolboxes are most suitable. This paper allows a software engineer or researcher to quickly and easily select a suitable audio feature extraction toolbox.