Download Object Coding of Harmonic Sounds Using Sparse and Structured Representations
Object coding allows audio compression at extremely low bit-rates, provided that the objects are correctly modelled and identified. In this study, a codec has been implemented on the basis of a sparse decomposition of the signal with a dictionary of InstrumentSpecific Harmonic atoms. The decomposition algorithm extracts “molecules” i.e. linear combinations of such atoms, considered as note-like objects. Thus, they can be coded efficiently using notespecific strategies. For signals containing only harmonic sounds, the obtained bitrates are very low, typically around 2 kbs, and informal listening tests against a standard sinusoidal coder show promising performances.
Download Inverting dynamics compression with minimal side information
Dynamics processing is a widespread technique, both at music production and diffusion stages. In particular, dynamic compression is often used in such a way that the “average” listener can best enjoy the music. However, this may lead to an excessive use of compression, especially with respect to listeners in quiet listening conditions. This paper presents estimates on the amount of extra data that is needed to invert the effects of such non-linear processing, using simple blind identification techniques. We present two simple test cases, first in the case when perfect reconstruction is needed, and second when the ancillary data rate is constrained, leading to an approximate reconstruction.
Download Audio-Based Gesture Extraction on the ESITAR Controller
Using sensors to extract gestural information for control parameters of digital audio effects is common practice. There has also been research using machine learning techniques to classify specific gestures based on audio feature analysis. In this paper, we will describe our experiments in training a computer to map the appropriate audio-based features to look like sensor data, in order to potentially eliminate the need for sensors. Specifically, we will show our experiments using the ESitar, a digitally enhanced sensor based controller modeled after the traditional North Indian sitar. We utilize multivariate linear regression to map continuous audio features to continuous gestural data.
Download A Method of Generic Programming for High Performance DSP
This paper presents some key concepts for a new just in time programming language designed for high performance DSP. The language is primarily intended to implement an updated version of PWGLSynth, the synthesis extension to the visual musical programming environment PWGL. However, the system is suitable for use as a backend for any DSP platform. A flow control mechanism based on generic programming, polymorphism and functional programming practices is presented, which we believe is much better suited for visual programming than traditional loop constructs found in textual languages.
Download A Fast Mellin Transform with Applications in DAFx
Many digital audio effects rely on transformations performed in the Fourier-transformed (frequency) domain. However, other transforms and domains exist and could be exploited. We propose to use the Mellin transform for a class of sound transformations. We present a fast implementation of the Mellin transform (more precisely a Fast Scale Transform), and we provide some examples on how it could be used in digital audio effects.
Download A General Use Circuit for Audio Signal Distortion Exploiting Any Non-Linear Electron Device
In this paper, we propose the use of the transimpedance amplifier configuration as a simple generic circuit for electron device-based audio distortion. The goal is to take advantage of the non-linearities in the transfer curves of any device, such as diode, JFET, MOSFET, and control the level and type of harmonic distortion only through bias voltages and signal amplitude. The case of a nMOSFET is taken as a case study, revealing a rich dependence of generated harmonics on the region of operation (linear to saturation), and from weak to strong inversion. A continuous and analytical Lambert-W based model was used for simulations of harmonic distortion, which were verified through measurements.
Download Audio Analysis, Visualization, and Transformation with the Matching Pursuit Algorithm
The matching pursuit (or MP) algorithm decomposes audio data into a collection of thousands of constituent sound particles or gaborets. These particles correspond to the “quantum” or granular model of sound posited by Dennis Gabor. This robust and highresolution analysis technique creates new possibilities for sound visualization and transformation. This paper presents an account of a first round of experiments with MP-based visualization and transformation techniques.
Download Audio FFT Filter Banks
FFT-based nonuniform filter banks are proposed based on channelsized inverse FFTs applied to nonuniform frequency-partitions (or overlap-add decompositions) of the Short Time Fourier Transform (STFT). Audio filter banks (particularly octave filter banks) are considered as application examples. Trade-offs discussed include perfect reconstruction, aliasing cancellation, flexibility of filterchannel band edges, use of the FFT for speed, multirate timedomain channel signals, time-varying filtering, and associated issues.
Download Large stencil operations for GPU-based 3-D acoustics simulations
Stencil operations are often a key component when performing acoustics simulations, for which the specific choice of implementation can have a significant effect on both accuracy and computational performance. This paper presents a detailed investigation of computational performance for GPU-based stencil operations in two-step finite difference schemes, using stencils of varying shape and size (ranging from seven to more than 450 points in size). Using an Nvidia K20 GPU, it is found that as the stencil size increases, compute times increase less than that naively expected by considering only the number of computational operations involved, because performance is instead determined by data transfer times throughout the GPU memory architecture. With regards to the effects of stencil shape, performance obtained with stencils that are compact in space is mainly due to efficient use of the read-only data (texture) cache on the K20, and performance obtained with standard high-order stencils is due to increased memory bandwidth usage, compensating for lower cache hit rates. Also in this study, a brief comparison is made with performance results from a related, recent study that used a shared memory approach on a GTX 670 GPU device. It is found that by making efficient use of a GTX 660Ti GPU—whose computational performance is generally lower than that of a GTX 670—similar or better performance to those results can be achieved without the use of shared memory.
Download The Feathered Clarinet Reed
In this research, a method previously In this research, a method previouslyapplied appliedtotoimprove improve a digital simulation of the avian syrinx is adapted to the geometry of the clarinet reed. The clarinet model is studied with particular attention to the case when the reed beats again the lay of the mouthpiece, closing off air flow to the bore once each period. In place of the standard reed table which gives steady-state volume flow as a function of constant pressure difference across the reed, a more realistic dynamic volume flow model is proposed. The differential equation governing volume flow dynamics is seen to have a singularity at the point of reed closure, where both the volume flow and reed channel area become zero. The feathered clarinet reed refers to the method, first used in the syrinx, to smooth or feather the volume flow cutoff in a closing valve. The feathered valve eliminates the singularity and reduces artifacts in the simulated clarinet output.