Download Guitar Preamp Simulation Using Connection Currents
This paper deals with a method of decomposition of a nonlinear audio circuit based on so called connection currents. These currents are used to connect inner blocks of the audio circuit with regards to preserve mutual interaction between adjoined blocks. Although this approach requires usage of numerical algorithm to solve the nonlinear equations, it reduces number of nonlinear equations to be solved if the solution of inner blocks is approximated while the accuracy of simulation is comparable to numerical solution of the whole nonlinear audio circuit.
Download On the Impact of Ground Sound
Rigid-body impact sound synthesis methods often omit the ground sound. In this paper we analyze an idealized ground-sound model based on an elastodynamic halfspace, and use it to identify scenarios wherein ground sound is perceptually relevant versus when it is masked by the impacting object’s modal sound or transient acceleration noise. Our analytical model gives a smooth, closed-form expression for ground surface acceleration, which we can then use in the Rayleigh integral or in an “acoustic shader” for a finite-difference time-domain wave simulation. We find that when modal sound is inaudible, ground sound is audible in scenarios where a dense object impacts a soft ground and scenarios where the impact point has a low elevation angle to the listening point.
Download Detecting arrivals within room impulse responses using matching pursuit
This paper proposes to use Matching Pursuit, in order to investigate some statistical foundations of Room Acoustics, such as the temporal distribution of arrivals, and the estimation of mixing time. As this has never been experimentally explored, this study is a first step towards a validation of the ergodic theory of reverberation. The use of Matching Pursuit is implicit, since correlation between the impulse response and the direct sound is assumed. The compensation for the energy decay is necessary to obtain stationnary signals. Methods for determining the best the temporal boundaries of the direct sound, for choosing an appropriate stopping criteria based on the similarity between acoustical indices of the original RIR and those of the synthesized signal, and for experimentally defining the mixing time constitute the scope of this study.
Download Differentiable Scattering Delay Networks for Artificial Reverberation
Scattering delay networks (SDNs) provide a flexible and efficient framework for artificial reverberation and room acoustic modeling. In this work, we introduce a differentiable SDN, enabling gradient-based optimization of its parameters to better approximate the acoustics of real-world environments. By formulating key parameters such as scattering matrices and absorption filters as differentiable functions, we employ gradient descent to optimize an SDN based on a target room impulse response. Our approach minimizes discrepancies in perceptually relevant acoustic features, such as energy decay and frequency-dependent reverberation times. Experimental results demonstrate that the learned SDN configurations significantly improve the accuracy of synthetic reverberation, highlighting the potential of data-driven room acoustic modeling.
Download A Unified Framework for Real-Time Concatenation-Driven Convolution
This work introduces a novel framework for Concatenation-Driven Convolution (CDC), unifying concatenative synthesis and real-time convolution into a single integrated audio processing paradigm. While concatenative synthesis has traditionally been used for corpus-based sound generation and convolution has served as a largely static filtering technique, the proposed approach reconceptualizes impulse responses (IRs) as dynamic, navigable sonic material. In the CDC framework, a corpus of audio segments is analyzed using perceptual features and organized via a self-organizing map (SOM), enabling intuitive, gesture-based traversal of a structured timbral space; the resulting concatenative output is treated as a continuously evolving impulse response and injected directly into a partitioned convolution engine. Its central technical contribution is single-engine frequency-domain kernel interpolation: rather than crossfading the outputs of two convolution engines, the FFT-domain kernels of the current and target IRs are interpolated within a single engine, preserving the internal convolution state across IR transitions and avoiding the warm-up energy loss inherent to dual-engine crossfading.
Download Recognition of Distance Cues from a Virtual Spatialization Model
Emerging issues in the auditory display aim at increasing the usability of interfaces. In this paper we present a virtual resonating environment, which synthesizes distance cues by means of reverberation. We realize a model that recreates the acoustics inside a tube, applying a numerical scheme called Waveguide Mesh, and we present the psychophysical experiments we have conducted for validating the information about distance conveyed by the virtual environment.
Download Exploring the Sound of Chaotic Oscillators via Parameter Spaces
Chaotic oscillators are exciting sources for sound production due to their simplicity in implementation combined with their rich sonic output. However, the richness comes with difficulty of control, which is paramount to both their detailed understanding and in live musical performance. In this paper, we propose perceptually motivated parameter planes as a framework for studying the behavior of chaotic oscillators for musical use. Motivated by analysis via winding numbers, we extend traditional study of chaotic oscillators by using local features that are perceptually inspired. We illustrate the framework on the example of variations of the circle map. However, the framework is applicable for a wide range of sound synthesis algorithms with nontrivial parametric mappings.
Download Efficient Description and Rendering of Complex Interactive Acoustic Scenes
Interactive environmental audio spatialization technology has become commonplace in personal computers and is migrating into portable entertainment platforms (including cell phones) and multiplayer game servers (virtual online worlds). While the primary current application of this technology is 3D game sound track rendering, it is ultimately necessary in the implementation of any personal or shared immersive virtual world (“virtual reality”). The successful development and deployment of such applications in new mobile or online platforms involves maximizing the plausibility of the synthetic 3D audio scene while minimizing the computational and memory footprint of the audio rendering engine. It also requires a flexible, standardized scene description model to facilate the development of applications targeting multiple platforms. This paper reviews a computationally efficient 3-D positional audio and spatial reverberation processing architecture for real-time virtual acoustics over headphones or loudspeakers, compatible with current interactive audio standards (including MPEG-4, OpenAL, JSR 234 and OpenSL ES).
Download FX8010 - A DSP Chip Architecture for Audio Effects
FX8010 is a DSP chip architecture specifically designed for time-domain 3D audio and effects processing. It is a 32-channel, 32-bit integer design that can deliver 100MIPS at a 50KHZ audio sample rate. It features powerful delay memory and I/O engines that execute in parallel with and are decoupled from microprogram execution. Its highly regular architecture supports the simultaneous execution of large numbers of separately compiled and downloaded programs with zero-overhead signal patching. A compiler for FX8010 programs generates code from C-style expressions and control-flow constructs. FX8010 has been implemented in two different ASICs for PC multimedia and professional audio applications.
Download Performance Portability for Room Acoustics Simulations
Numerical modelling of the 3-D wave equation can result in very accurate virtual auralisation, at the expense of computational cost. Implementations targeting modern highly-parallel processors such as NVIDIA GPUs (Graphics Processing Units) are known to be very effective, but are tied to the specific hardware for which they are developed. In this paper, we investigate extending the portability of these models to a wider range of architectures without the loss of performance. We show that, through development of portable frameworks, we can achieve acoustic simulation software that can target other devices in addition to NVIDIA GPUs, such as AMD GPUs, Intel Xeon Phi many-core CPUs and traditional Intel multi-core CPUs. The memory bandwidth offered by each architecture is key to achievable performance, and as such we observe high performance on AMD as well as NVIDIA GPUs (where high performance is achievable even on consumer-class variants despite their lower floating point capability), whilst retaining portability to the other less-performant architectures.