19 research outputs found

    Re-Sonification of Objects, Events, and Environments

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    abstract: Digital sound synthesis allows the creation of a great variety of sounds. Focusing on interesting or ecologically valid sounds for music, simulation, aesthetics, or other purposes limits the otherwise vast digital audio palette. Tools for creating such sounds vary from arbitrary methods of altering recordings to precise simulations of vibrating objects. In this work, methods of sound synthesis by re-sonification are considered. Re-sonification, herein, refers to the general process of analyzing, possibly transforming, and resynthesizing or reusing recorded sounds in meaningful ways, to convey information. Applied to soundscapes, re-sonification is presented as a means of conveying activity within an environment. Applied to the sounds of objects, this work examines modeling the perception of objects as well as their physical properties and the ability to simulate interactive events with such objects. To create soundscapes to re-sonify geographic environments, a method of automated soundscape design is presented. Using recorded sounds that are classified based on acoustic, social, semantic, and geographic information, this method produces stochastically generated soundscapes to re-sonify selected geographic areas. Drawing on prior knowledge, local sounds and those deemed similar comprise a locale's soundscape. In the context of re-sonifying events, this work examines processes for modeling and estimating the excitations of sounding objects. These include plucking, striking, rubbing, and any interaction that imparts energy into a system, affecting the resultant sound. A method of estimating a linear system's input, constrained to a signal-subspace, is presented and applied toward improving the estimation of percussive excitations for re-sonification. To work toward robust recording-based modeling and re-sonification of objects, new implementations of banded waveguide (BWG) models are proposed for object modeling and sound synthesis. Previous implementations of BWGs use arbitrary model parameters and may produce a range of simulations that do not match digital waveguide or modal models of the same design. Subject to linear excitations, some models proposed here behave identically to other equivalently designed physical models. Under nonlinear interactions, such as bowing, many of the proposed implementations exhibit improvements in the attack characteristics of synthesized sounds.Dissertation/ThesisPh.D. Electrical Engineering 201

    Computational Modeling of Stiff Piano Strings Using Digital Waveguides an d Finite Differences

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    As is well-known, digital waveguides offer a computationally efficient, and physically motivated means of simulating wave propagation in strings. The method is based on sampling the traveling wave solution to the ideal wave equation and linearly filtering this solution to simulate dispersive effects due to stiffness and frequency-dependent loss; such digital filters may terminate the waveguide or be embedded along its length. For strings of high stiffness, however, dispersion filters can be difficult to design and expensive to implement. In this article, we show how high-quality time-domain terminating filters may be derived from given frequency-domain specifications which depend on the model parameters. Particular attention is paid to the problem of phase approximation, which, in the case of high stiffness, is strongly nonlinear. Finally, in the interest of determining the limits of applicability of digital waveguide techniques, we make a comparison with more conventional finite difference schemes, in terms of computational cost and numerical dispersion, for a set of string stiffness parameters

    Real-time emulation of the Clavinet

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    none3siopenLeonardo Gabrielli, Vesa Välimäki, Stefan BilbaoGabrielli, Leonardo; Välimäki, Vesa; Bilbao, Stefa

    Analysis and parametric synthesis of the piano sound

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    Tässä työssä tutkitaan pianon äänentuottomekanismia sekä akustisia ominaisuuksia. Tarkoituksena on luoda lähtökohdat pianon äänen parametriselle mallintamiselle. Lisäksi tutkitaan pianon äänen tärkeimpiä ominaisuuksia, kuten epäharmonisuutta, osaäänesten monimutkaista vaimenemisprosessia, kaikupohjan ja pedaalin ominaisuuksia sekä näiden tekijöiden vaikutuksia ääneen. Flyygelin ja pystypianon eroja tarkastellaan lyhyesti. Koska digitaalinen aaltojohtomallinnus tarjoaa parhaat lähtökohdat fysikaaliseen soitinmallinnukseen, tämä työ pohjautuu tähän tekniikkaan. Digitaalisen aaltojohtomallinnuksen pääpiirteet esitellään, kuten myös pianon kannalta olennaisimmat mallinnukseen liittyvät asiat. Lisäksi esitellään uusi tekniikka häviösuotimen suunnittelua varten, sekä annetaan muutama esimerkki käytännön suodinsuunnittelusta tällä tekniikalla. Tämän lisäksi tarkastellaan kaikupedaalin mallintamista sekä suoritetaan signaalianalyysi tehokkaan mallinnusalgoritmin löytämiseksi. Analysoitavat signaalit on äänitetty kahdessa äänityssessiossa vuoden 2005 aikana.In this thesis, an overview of the sound production mechanism of the piano is given. The acoustical properties of the instrument are studied in order to make a baseline for a physical and parametric model for the piano. In addition, the most important features of the piano sound, such as inharmonicity, the complicated decay process of the tones and the properties of the soundboard and the pedals, are investigated. The differences between the grand piano and the upright piano are considered in brief. As the digital waveguide technique is the most feasible physics-based sound synthesis technique at the moment, the synthesis procedure that is followed in this thesis is based on this technique. An overview of the main aspects of this synthesis scheme is given, and the most important modeling issues are taken into account from the piano sound synthesis point of view. A novel filter design technique for modeling the losses occurring in the piano sound is presented with some practical design examples. In addition, the modeling of the sustain pedal is discussed and signal analysis is performed in order to gather information for the synthetic sustain pedal algorithm. The analyzed signals are obtained from two recording sessions which were carried out in two parts during the year 2005

    A digital waveguide-based approach for Clavinet modeling and synthesis

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    The Clavinet is an electromechanical musical instrument produced in the mid-twentieth century. As is the case for other vintage instruments, it is subject to aging and requires great effort to be maintained or restored. This paper reports analyses conducted on a Hohner Clavinet D6 and proposes a computational model to faithfully reproduce the Clavinet sound in real time, from tone generation to the emulation of the electronic components. The string excitation signal model is physically inspired and represents a cheap solution in terms of both computational resources and especially memory requirements (compared, e.g., to sample playback systems). Pickups and amplifier models have been implemented which enhance the natural character of the sound with respect to previous work. A model has been implemented on a real-time software platform, Pure Data, capable of a 10-voice polyphony with low latency on an embedded device. Finally, subjective listening tests conducted using the current model are compared to previous tests showing slightly improved results

    Model-based analysis of noisy musical recordings with application to audio restoration

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    This thesis proposes digital signal processing algorithms for noise reduction and enhancement of audio signals. Approximately half of the work concerns signal modeling techniques for suppression of localized disturbances in audio signals, such as impulsive noise and low-frequency pulses. In this regard, novel algorithms and modifications to previous propositions are introduced with the aim of achieving a better balance between computational complexity and qualitative performance, in comparison with other schemes presented in the literature. The main contributions related to this set of articles are: an efficient algorithm for suppression of low-frequency pulses in audio signals; a scheme for impulsive noise detection that uses frequency-warped linear prediction; and two methods for reconstruction of audio signals within long gaps of missing samples. The remaining part of the work discusses applications of sound source modeling (SSM) techniques to audio restoration. It comprises application examples, such as a method for bandwidth extension of guitar tones, and discusses the challenge of model calibration based on noisy recorded sources. Regarding this matter, a frequency-selective spectral analysis technique called frequency-zooming ARMA (FZ-ARMA) modeling is proposed as an effective way to estimate the frequency and decay time of resonance modes associated with the partials of a given tone, despite the presence of corrupting noise in the observable signal.reviewe

    16th Sound and Music Computing Conference SMC 2019 (28–31 May 2019, Malaga, Spain)

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    The 16th Sound and Music Computing Conference (SMC 2019) took place in Malaga, Spain, 28-31 May 2019 and it was organized by the Application of Information and Communication Technologies Research group (ATIC) of the University of Malaga (UMA). The SMC 2019 associated Summer School took place 25-28 May 2019. The First International Day of Women in Inclusive Engineering, Sound and Music Computing Research (WiSMC 2019) took place on 28 May 2019. The SMC 2019 TOPICS OF INTEREST included a wide selection of topics related to acoustics, psychoacoustics, music, technology for music, audio analysis, musicology, sonification, music games, machine learning, serious games, immersive audio, sound synthesis, etc

    Physics-based models for the acoustic representation of space in virtual environments

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    In questo lavoro sono state affrontate alcune questioni inserite nel tema pi\uf9 generale della rappresentazione di scene e ambienti virtuali in contesti d\u2019interazione uomo-macchina, nei quali la modalit\ue0 acustica costituisca parte integrante o prevalente dell\u2019informazione complessiva trasmessa dalla macchina all\u2019utilizzatore attraverso un\u2019interfaccia personale multimodale oppure monomodale acustica. Pi\uf9 precisamente \ue8 stato preso in esame il problema di come presentare il messaggio audio, in modo tale che lo stesso messaggio fornisca all\u2019utilizzatore un\u2019informazione quanto pi\uf9 precisa e utilizzabile relativamente al contesto rappresentato. Il fine di tutto ci\uf2 \ue8 riuscire a integrare all\u2019interno di uno scenario virtuale almeno parte dell\u2019informazione acustica che lo stesso utilizzatore, in un contesto stavolta reale, normalmente utilizza per trarre esperienza dal mondo circostante nel suo complesso. Ci\uf2 \ue8 importante soprattutto quando il focus dell\u2019attenzione, che tipicamente impegna il canale visivo quasi completamente, \ue8 volto a un compito specifico.This work deals with the simulation of virtual acoustic spaces using physics-based models. The acoustic space is what we perceive about space using our auditory system. The physical nature of the models means that they will present spatial attributes (such as, for example, shape and size) as a salient feature of their structure, in a way that space will be directly represented and manipulated by means of them
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