34 research outputs found

    A Parametric Sound Object Model for Sound Texture Synthesis

    Get PDF
    This thesis deals with the analysis and synthesis of sound textures based on parametric sound objects. An overview is provided about the acoustic and perceptual principles of textural acoustic scenes, and technical challenges for analysis and synthesis are considered. Four essential processing steps for sound texture analysis are identifi ed, and existing sound texture systems are reviewed, using the four-step model as a guideline. A theoretical framework for analysis and synthesis is proposed. A parametric sound object synthesis (PSOS) model is introduced, which is able to describe individual recorded sounds through a fi xed set of parameters. The model, which applies to harmonic and noisy sounds, is an extension of spectral modeling and uses spline curves to approximate spectral envelopes, as well as the evolution of parameters over time. In contrast to standard spectral modeling techniques, this representation uses the concept of objects instead of concatenated frames, and it provides a direct mapping between sounds of diff erent length. Methods for automatic and manual conversion are shown. An evaluation is presented in which the ability of the model to encode a wide range of di fferent sounds has been examined. Although there are aspects of sounds that the model cannot accurately capture, such as polyphony and certain types of fast modulation, the results indicate that high quality synthesis can be achieved for many different acoustic phenomena, including instruments and animal vocalizations. In contrast to many other forms of sound encoding, the parametric model facilitates various techniques of machine learning and intelligent processing, including sound clustering and principal component analysis. Strengths and weaknesses of the proposed method are reviewed, and possibilities for future development are discussed

    Automatic characterization and generation of music loops and instrument samples for electronic music production

    Get PDF
    Repurposing audio material to create new music - also known as sampling - was a foundation of electronic music and is a fundamental component of this practice. Currently, large-scale databases of audio offer vast collections of audio material for users to work with. The navigation on these databases is heavily focused on hierarchical tree directories. Consequently, sound retrieval is tiresome and often identified as an undesired interruption in the creative process. We address two fundamental methods for navigating sounds: characterization and generation. Characterizing loops and one-shots in terms of instruments or instrumentation allows for organizing unstructured collections and a faster retrieval for music-making. The generation of loops and one-shot sounds enables the creation of new sounds not present in an audio collection through interpolation or modification of the existing material. To achieve this, we employ deep-learning-based data-driven methodologies for classification and generation.Repurposing audio material to create new music - also known as sampling - was a foundation of electronic music and is a fundamental component of this practice. Currently, large-scale databases of audio offer vast collections of audio material for users to work with. The navigation on these databases is heavily focused on hierarchical tree directories. Consequently, sound retrieval is tiresome and often identified as an undesired interruption in the creative process. We address two fundamental methods for navigating sounds: characterization and generation. Characterizing loops and one-shots in terms of instruments or instrumentation allows for organizing unstructured collections and a faster retrieval for music-making. The generation of loops and one-shot sounds enables the creation of new sounds not present in an audio collection through interpolation or modification of the existing material. To achieve this, we employ deep-learning-based data-driven methodologies for classification and generation

    Singing in Space(s): Singing performance in real and virtual acoustic environments - Singers' evaluation, performance analysis and listeners' perception

    Get PDF
    The Virtual Singing Studio (VSS), a loudspeaker-based room acoustic simulation, was developed in order to facilitate investigations into the correlations and interactions between room acoustic characteristics and vocal performance parameters. To this end, the VSS provides a virtual performance space with interactivity in real-time for an active sound source - meaning that singers can hear themselves sing as if in a real performance space. An objective evaluation of the simulation was carried out through measurement and comparison of room acoustic parameters of the simulation and the real performance space. Furthermore a subjective evaluation involved a number of professional singers who sang in the virtual and real performance spaces and reported their impressions of the experience. Singing performances recorded in the real and virtual spaces were compared via the analysis of tempo, vibrato rate, vibrato extent and measures of intonation accuracy and precision. A stimuli sorting task evaluated listeners' perception of the similarity between singing performances recorded in the real and simulated spaces. A multi-dimensional scaling analysis was undertaken on the data obtained and dimensions of the common perceptual space were identified using property fitting techniques in order to assess the relationship between performance attributes and the perceived similarities. In general significant proportions of the perceived similarity between recordings could be explained by differences in global tempo, vibrato extent and intonation precision. Although there were few statistically significant effects of room acoustic condition all singers self-reported changes to their singing according to the different room acoustic configurations, and listeners perceived these differences, especially in vibrato extent and global tempo. The present VSS has been shown to be not fully ``realistic'' enough to elicit variations in singing performance according to room acoustic conditions. Therefore, further improvements are suggested including the incorporation of visual aspect to the simulation. Nonetheless, the VSS is already able to provide a ``plausible'' interactive room acoustic simulation for singers to hear themselves in real-time as if in a real performance venue

    Proceedings of the 19th Sound and Music Computing Conference

    Get PDF
    Proceedings of the 19th Sound and Music Computing Conference - June 5-12, 2022 - Saint-Étienne (France). https://smc22.grame.f

    MANIFOLD REPRESENTATIONS OF MUSICAL SIGNALS AND GENERATIVE SPACES

    Get PDF
    Tra i diversi campi di ricerca nell\u2019ambito dell\u2019informatica musicale, la sintesi e la generazione di segnali audio incarna la pluridisciplinalita\u300 di questo settore, nutrendo insieme le pratiche scientifiche e musicale dalla sua creazione. Inerente all\u2019informatica dalla sua creazione, la generazione audio ha ispirato numerosi approcci, evolvendo colle pratiche musicale e gli progressi tecnologici e scientifici. Inoltre, alcuni processi di sintesi permettono anche il processo inverso, denominato analisi, in modo che i parametri di sintesi possono anche essere parzialmente o totalmente estratti dai suoni, dando una rappresentazione alternativa ai segnali analizzati. Per di piu\u300, la recente ascesa dei algoritmi di l\u2019apprendimento automatico ha vivamente interrogato il settore della ricerca scientifica, fornendo potenti data-centered metodi che sollevavano diversi epistemologici interrogativi, nonostante i sui efficacia. Particolarmente, un tipo di metodi di apprendimento automatico, denominati modelli generativi, si concentrano sulla generazione di contenuto originale usando le caratteristiche che hanno estratti dei dati analizzati. In tal caso, questi modelli non hanno soltanto interrogato i precedenti metodi di generazione, ma anche sul modo di integrare questi algoritmi nelle pratiche artistiche. Mentre questi metodi sono progressivamente introdotti nel settore del trattamento delle immagini, la loro applicazione per la sintesi di segnali audio e ancora molto marginale. In questo lavoro, il nostro obiettivo e di proporre un nuovo metodo di audio sintesi basato su questi nuovi tipi di generativi modelli, rafforazti dalle nuove avanzati dell\u2019apprendimento automatico. Al primo posto, facciamo una revisione dei approcci esistenti nei settori dei sistemi generativi e di sintesi sonore, focalizzando sul posto di nostro lavoro rispetto a questi disciplini e che cosa possiamo aspettare di questa collazione. In seguito, studiamo in maniera piu\u300 precisa i modelli generativi, e come possiamo utilizzare questi recenti avanzati per l\u2019apprendimento di complesse distribuzione di suoni, in un modo che sia flessibile e nel flusso creativo del utente. Quindi proponiamo un processo di inferenza / generazione, il quale rifletta i processi di analisi/sintesi che sono molto usati nel settore del trattamento del segnale audio, usando modelli latenti, che sono basati sull\u2019utilizzazione di un spazio continuato di alto livello, che usiamo per controllare la generazione. Studiamo dapprima i risultati preliminari ottenuti con informazione spettrale estratte da diversi tipi di dati, che valutiamo qualitativamente e quantitativamente. Successiva- mente, studiamo come fare per rendere questi metodi piu\u300 adattati ai segnali audio, fronteggiando tre diversi aspetti. Primo, proponiamo due diversi metodi di regolarizzazione di questo generativo spazio che sono specificamente sviluppati per l\u2019audio : una strategia basata sulla traduzione segnali / simboli, e una basata su vincoli percettivi. Poi, proponiamo diversi metodi per fronteggiare il aspetto temporale dei segnali audio, basati sull\u2019estrazione di rappresentazioni multiscala e sulla predizione, che permettono ai generativi spazi ottenuti di anche modellare l\u2019aspetto dinamico di questi segnali. Per finire, cambiamo il nostro approccio scientifico per un punto di visto piu\u301 ispirato dall\u2019idea di ricerca e creazione. Primo, descriviamo l\u2019architettura e il design della nostra libreria open-source, vsacids, sviluppata per permettere a esperti o non-esperti musicisti di provare questi nuovi metodi di sintesi. Poi, proponiamo una prima utilizzazione del nostro modello con la creazione di una performance in real- time, chiamata \ue6go, basata insieme sulla nostra libreria vsacids e sull\u2019uso di une agente di esplorazione, imparando con rinforzo nel corso della composizione. Finalmente, tramo dal lavoro presentato alcuni conclusioni sui diversi modi di migliorare e rinforzare il metodo di sintesi proposto, nonche\u301 eventuale applicazione artistiche.Among the diverse research fields within computer music, synthesis and generation of audio signals epitomize the cross-disciplinarity of this domain, jointly nourishing both scientific and artistic practices since its creation. Inherent in computer music since its genesis, audio generation has inspired numerous approaches, evolving both with musical practices and scientific/technical advances. Moreover, some syn- thesis processes also naturally handle the reverse process, named analysis, such that synthesis parameters can also be partially or totally extracted from actual sounds, and providing an alternative representation of the analyzed audio signals. On top of that, the recent rise of machine learning algorithms earnestly questioned the field of scientific research, bringing powerful data-centred methods that raised several epistemological questions amongst researchers, in spite of their efficiency. Especially, a family of machine learning methods, called generative models, are focused on the generation of original content using features extracted from an existing dataset. In that case, such methods not only questioned previous approaches in generation, but also the way of integrating this methods into existing creative processes. While these new generative frameworks are progressively introduced in the domain of image generation, the application of such generative techniques in audio synthesis is still marginal. In this work, we aim to propose a new audio analysis-synthesis framework based on these modern generative models, enhanced by recent advances in machine learning. We first review existing approaches, both in sound synthesis and in generative machine learning, and focus on how our work inserts itself in both practices and what can be expected from their collation. Subsequently, we focus a little more on generative models, and how modern advances in the domain can be exploited to allow us learning complex sound distributions, while being sufficiently flexible to be integrated in the creative flow of the user. We then propose an inference / generation process, mirroring analysis/synthesis paradigms that are natural in the audio processing domain, using latent models that are based on a continuous higher-level space, that we use to control the generation. We first provide preliminary results of our method applied on spectral information, extracted from several datasets, and evaluate both qualitatively and quantitatively the obtained results. Subsequently, we study how to make these methods more suitable for learning audio data, tackling successively three different aspects. First, we propose two different latent regularization strategies specifically designed for audio, based on and signal / symbol translation and perceptual constraints. Then, we propose different methods to address the inner temporality of musical signals, based on the extraction of multi-scale representations and on prediction, that allow the obtained generative spaces that also model the dynamics of the signal. As a last chapter, we swap our scientific approach to a more research & creation-oriented point of view: first, we describe the architecture and the design of our open-source library, vsacids, aiming to be used by expert and non-expert music makers as an integrated creation tool. Then, we propose an first musical use of our system by the creation of a real-time performance, called aego, based jointly on our framework vsacids and an explorative agent using reinforcement learning to be trained during the performance. Finally, we draw some conclusions on the different manners to improve and reinforce the proposed generation method, as well as possible further creative applications.A\u300 travers les diffe\u301rents domaines de recherche de la musique computationnelle, l\u2019analysie et la ge\u301ne\u301ration de signaux audio sont l\u2019exemple parfait de la trans-disciplinarite\u301 de ce domaine, nourrissant simultane\u301ment les pratiques scientifiques et artistiques depuis leur cre\u301ation. Inte\u301gre\u301e a\u300 la musique computationnelle depuis sa cre\u301ation, la synthe\u300se sonore a inspire\u301 de nombreuses approches musicales et scientifiques, e\u301voluant de pair avec les pratiques musicales et les avance\u301es technologiques et scientifiques de son temps. De plus, certaines me\u301thodes de synthe\u300se sonore permettent aussi le processus inverse, appele\u301 analyse, de sorte que les parame\u300tres de synthe\u300se d\u2019un certain ge\u301ne\u301rateur peuvent e\u302tre en partie ou entie\u300rement obtenus a\u300 partir de sons donne\u301s, pouvant ainsi e\u302tre conside\u301re\u301s comme une repre\u301sentation alternative des signaux analyse\u301s. Paralle\u300lement, l\u2019inte\u301re\u302t croissant souleve\u301 par les algorithmes d\u2019apprentissage automatique a vivement questionne\u301 le monde scientifique, apportant de puissantes me\u301thodes d\u2019analyse de donne\u301es suscitant de nombreux questionnements e\u301piste\u301mologiques chez les chercheurs, en de\u301pit de leur effectivite\u301 pratique. En particulier, une famille de me\u301thodes d\u2019apprentissage automatique, nomme\u301e mode\u300les ge\u301ne\u301ratifs, s\u2019inte\u301ressent a\u300 la ge\u301ne\u301ration de contenus originaux a\u300 partir de caracte\u301ristiques extraites directement des donne\u301es analyse\u301es. Ces me\u301thodes n\u2019interrogent pas seulement les approches pre\u301ce\u301dentes, mais aussi sur l\u2019inte\u301gration de ces nouvelles me\u301thodes dans les processus cre\u301atifs existants. Pourtant, alors que ces nouveaux processus ge\u301ne\u301ratifs sont progressivement inte\u301gre\u301s dans le domaine la ge\u301ne\u301ration d\u2019image, l\u2019application de ces techniques en synthe\u300se audio reste marginale. Dans cette the\u300se, nous proposons une nouvelle me\u301thode d\u2019analyse-synthe\u300se base\u301s sur ces derniers mode\u300les ge\u301ne\u301ratifs, depuis renforce\u301s par les avance\u301es modernes dans le domaine de l\u2019apprentissage automatique. Dans un premier temps, nous examinerons les approches existantes dans le domaine des syste\u300mes ge\u301ne\u301ratifs, sur comment notre travail peut s\u2019inse\u301rer dans les pratiques de synthe\u300se sonore existantes, et que peut-on espe\u301rer de l\u2019hybridation de ces deux approches. Ensuite, nous nous focaliserons plus pre\u301cise\u301ment sur comment les re\u301centes avance\u301es accomplies dans ce domaine dans ce domaine peuvent e\u302tre exploite\u301es pour l\u2019apprentissage de distributions sonores complexes, tout en e\u301tant suffisamment flexibles pour e\u302tre inte\u301gre\u301es dans le processus cre\u301atif de l\u2019utilisateur. Nous proposons donc un processus d\u2019infe\u301rence / g\ue9n\ue9ration, refle\u301tant les paradigmes d\u2019analyse-synthe\u300se existant dans le domaine de ge\u301ne\u301ration audio, base\u301 sur l\u2019usage de mode\u300les latents continus que l\u2019on peut utiliser pour contro\u302ler la ge\u301ne\u301ration. Pour ce faire, nous e\u301tudierons de\u301ja\u300 les re\u301sultats pre\u301liminaires obtenus par cette me\u301thode sur l\u2019apprentissage de distributions spectrales, prises d\u2019ensembles de donne\u301es diversifie\u301s, en adoptant une approche a\u300 la fois quantitative et qualitative. Ensuite, nous proposerons d\u2019ame\u301liorer ces me\u301thodes de manie\u300re spe\u301cifique a\u300 l\u2019audio sur trois aspects distincts. D\u2019abord, nous proposons deux strate\u301gies de re\u301gularisation diffe\u301rentes pour l\u2019analyse de signaux audio : une base\u301e sur la traduction signal/ symbole, ainsi qu\u2019une autre base\u301e sur des contraintes perceptives. Nous passerons par la suite a\u300 la dimension temporelle de ces signaux audio, proposant de nouvelles me\u301thodes base\u301es sur l\u2019extraction de repre\u301sentations temporelles multi-e\u301chelle et sur une ta\u302che supple\u301mentaire de pre\u301diction, permettant la mode\u301lisation de caracte\u301ristiques dynamiques par les espaces ge\u301ne\u301ratifs obtenus. En dernier lieu, nous passerons d\u2019une approche scientifique a\u300 une approche plus oriente\u301e vers un point de vue recherche & cre\u301ation. Premie\u300rement, nous pre\u301senterons notre librairie open-source, vsacids, visant a\u300 e\u302tre employe\u301e par des cre\u301ateurs experts et non-experts comme un outil inte\u301gre\u301. Ensuite, nous proposons une premie\u300re utilisation musicale de notre syste\u300me par la cre\u301ation d\u2019une performance temps re\u301el, nomme\u301e \ue6go, base\u301e a\u300 la fois sur notre librarie et sur un agent d\u2019exploration appris dynamiquement par renforcement au cours de la performance. Enfin, nous tirons les conclusions du travail accompli jusqu\u2019a\u300 maintenant, concernant les possibles ame\u301liorations et de\u301veloppements de la me\u301thode de synthe\u300se propose\u301e, ainsi que sur de possibles applications cre\u301atives

    Proceedings of the EAA Joint Symposium on Auralization and Ambisonics 2014

    Get PDF
    In consideration of the remarkable intensity of research in the field of Virtual Acoustics, including different areas such as sound field analysis and synthesis, spatial audio technologies, and room acoustical modeling and auralization, it seemed about time to organize a second international symposium following the model of the first EAA Auralization Symposium initiated in 2009 by the acoustics group of the former Helsinki University of Technology (now Aalto University). Additionally, research communities which are focused on different approaches to sound field synthesis such as Ambisonics or Wave Field Synthesis have, in the meantime, moved closer together by using increasingly consistent theoretical frameworks. Finally, the quality of virtual acoustic environments is often considered as a result of all processing stages mentioned above, increasing the need for discussions on consistent strategies for evaluation. Thus, it seemed appropriate to integrate two of the most relevant communities, i.e. to combine the 2nd International Auralization Symposium with the 5th International Symposium on Ambisonics and Spherical Acoustics. The Symposia on Ambisonics, initiated in 2009 by the Institute of Electronic Music and Acoustics of the University of Music and Performing Arts in Graz, were traditionally dedicated to problems of spherical sound field analysis and re-synthesis, strategies for the exchange of ambisonics-encoded audio material, and – more than other conferences in this area – the artistic application of spatial audio systems. This publication contains the official conference proceedings. It includes 29 manuscripts which have passed a 3-stage peer-review with a board of about 70 international reviewers involved in the process. Each contribution has already been published individually with a unique DOI on the DepositOnce digital repository of TU Berlin. Some conference contributions have been recommended for resubmission to Acta Acustica united with Acustica, to possibly appear in a Special Issue on Virtual Acoustics in late 2014. These are not published in this collection.European Acoustics Associatio

    Proceedings of the 7th Sound and Music Computing Conference

    Get PDF
    Proceedings of the SMC2010 - 7th Sound and Music Computing Conference, July 21st - July 24th 2010

    An integrative computational modelling of music structure apprehension

    Get PDF
    corecore