2,048 research outputs found

    Analysis and Synthesis of Tonal Aircraft Noise Sources

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    Fixed and rotary wing aircraft operations can have a significant impact on communities in proximity to airports. Simulation of predicted aircraft flyover noise, paired with listening tests, is useful to noise reduction efforts since it allows direct annoyance evaluation of aircraft or operations currently in the design phase. This paper describes efforts to improve the realism of synthesized source noise by including short term fluctuations, specifically for inlet-radiated tones resulting from the fan stage of turbomachinery. It details analysis performed on an existing set of recorded turbofan data to isolate inlet-radiated tonal fan noise, then extract and model short term tonal fluctuations using the analytic signal. Methodologies for synthesizing time-variant tonal and broadband turbofan noise sources using measured fluctuations are also described. Finally, subjective listening test results are discussed which indicate that time-variant synthesized source noise is perceived to be very similar to recordings

    Virtual acoustics displays

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    The real time acoustic display capabilities are described which were developed for the Virtual Environment Workstation (VIEW) Project at NASA-Ames. The acoustic display is capable of generating localized acoustic cues in real time over headphones. An auditory symbology, a related collection of representational auditory 'objects' or 'icons', can be designed using ACE (Auditory Cue Editor), which links both discrete and continuously varying acoustic parameters with information or events in the display. During a given display scenario, the symbology can be dynamically coordinated in real time with 3-D visual objects, speech, and gestural displays. The types of displays feasible with the system range from simple warnings and alarms to the acoustic representation of multidimensional data or events

    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

    A neural analysis-synthesis approach to learning procedural audio models

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    The effective sound design of environmental sounds is crucial to demonstrating an immersive experience. Classical Procedural Audio (PA) models have been developed to give the sound designer a fast way to synthesize a specific class of environmental sounds in a physically accurate and computationally efficient manner. These models are controllable due to the choice of parameters from analyzing a class of sound. However, the resulting synthesis lacks the fidelity for the preferred immersive experience; thus, the sound designer would rather search through an extensive database for real recordings of a target sound class. This thesis proposes the Procedural audio Variational autoEncoder (ProVE), a general framework for developing a high-fidelity PA model through data-driven neural audio synthesis methods to address the lack of realism in classical PA models. The two-step procedure of training ProVE models is explained through examples of sound classes of footstep sounds and the sound of pouring water. Furthermore, the thesis demonstrates a web application where users can generate footstep sounds by defining control variables for a pretrained ProVE model to show its capacity for interactive use in sound design workflows. The increase in fidelity from ProVE models is explored through objective evaluations of audio and subjective evaluations against classical PA methods. These results show that these learned neural PA models are feasible for sound design projects. The thesis concludes with a discussion of applications and future research directions

    SMaTTS: standard malay text to speech system

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    This paper presents a rule-based text- to- speech (TTS) Synthesis System for Standard Malay, namely SMaTTS. The proposed system using sinusoidal method and some pre- recorded wave files in generating speech for the system. The use of phone database significantly decreases the amount of computer memory space used, thus making the system very light and embeddable. The overall system was comprised of two phases the Natural Language Processing (NLP) that consisted of the high-level processing of text analysis, phonetic analysis, text normalization and morphophonemic module. The module was designed specially for SM to overcome few problems in defining the rules for SM orthography system before it can be passed to the DSP module. The second phase is the Digital Signal Processing (DSP) which operated on the low-level process of the speech waveform generation. A developed an intelligible and adequately natural sounding formant-based speech synthesis system with a light and user-friendly Graphical User Interface (GUI) is introduced. A Standard Malay Language (SM) phoneme set and an inclusive set of phone database have been constructed carefully for this phone-based speech synthesizer. By applying the generative phonology, a comprehensive letter-to-sound (LTS) rules and a pronunciation lexicon have been invented for SMaTTS. As for the evaluation tests, a set of Diagnostic Rhyme Test (DRT) word list was compiled and several experiments have been performed to evaluate the quality of the synthesized speech by analyzing the Mean Opinion Score (MOS) obtained. The overall performance of the system as well as the room for improvements was thoroughly discussed
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