290 research outputs found

    Fractionally-addressed delay lines

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    While traditional implementations of variable-length digital delay lines are based on a circular buffer accessed by two pointers, we propose an implementation where a single fractional pointer is used both for read and write operations. On modern general-purpose architectures, the proposed method is nearly as efficient as the popularinterpolated circular buffer, and it behaves well for delay-length modulations commonly found in digital audio effects. The physical interpretation of the new implementation shows that it is suitable for simulating tension or density modulations in wave-propagating media.Comment: 11 pages, 19 figures, to be published in IEEE Transactions on Speech and Audio Processing Corrected ACM-clas

    Generalization of a 3-D resonator model for the simulation of spherical enclosures

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    A rectangular enclosure has such an even distribution of resonances that it can be accurately and efficiently modelled using a feedback delay network. Conversely, a non rectangular shape such as a sphere has a distribution of resonances that challenges the construction of an efficient model. This work proposes an extension of the already known feedback delay network structure to model the resonant properties of a sphere. A specific frequency distribution of resonances can be approximated, up to a certain frequency, by inserting an allpass filter of moderate order after each delay line of a feedback delay network. The structure used for rectangular boxes is therefore augmented with a set of allpass filters allowing parametric control over the enclosure size and the boundary properties. This work was motivated by informal listening tests which have shown that it is possible to identify a basic shape just from the distribution of its audible resonances.Comment: 39 pages, 16 figures, 6 tables. Accepted for publication in Applied Signal Processin

    Signal-Theoretic Characterization of Waveguide Mesh Geometries for Models of Two--Dimensional Wave Propagation in Elastic Media

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    Waveguide Meshes are efficient and versatile models of wave propagation along a multidimensional ideal medium. The choice of the mesh geometry affects both the computational cost and the accuracy of simulations. In this paper, we focus on 2D geometries and use multidimensional sampling theory to compare the square, triangular, and hexagonal meshes in terms of sampling efficiency and dispersion error under conditions of critical sampling. The analysis shows that the triangular geometry exhibits the most desirable tradeoff between accuracy and computational cost.Comment: 9 pages, 6 figures, 1 table, to appear on IEEE Transactions on Speech and Audio Processing, vol. 9, no. 2, february 200

    Online Correction of Dispersion Error in 2D Waveguide Meshes

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    An elastic ideal 2D propagation medium, i.e., a membrane, can be simulated by models discretizing the wave equation on the time-space grid (finite difference methods), or locally discretizing the solution of the wave equation (waveguide meshes). The two approaches provide equivalent computational structures, and introduce numerical dispersion that induces a misalignment of the modes from their theoretical positions. Prior literature shows that dispersion can be arbitrarily reduced by oversizing and oversampling the mesh, or by adpting offline warping techniques. In this paper we propose to reduce numerical dispersion by embedding warping elements, i.e., properly tuned allpass filters, in the structure. The resulting model exhibits a significant reduction in dispersion, and requires less computational resources than a regular mesh structure having comparable accuracy.Comment: 4 pages, 5 figures, to appear in the Proceedings of the International Computer Music Conference, 2000. Corrected first referenc

    miMic: The microphone as a pencil

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    miMic, a sonic analogue of paper and pencil is proposed: An augmented microphone for vocal and gestural sonic sketching. Vocalizations are classified and interpreted as instances of sound models, which the user can play with by vocal and gestural control. The physical device is based on a modified microphone, with embedded inertial sensors and buttons. Sound models can be selected by vocal imitations that are automatically classified, and each model is mapped to vocal and gestural features for real-time control. With miMic, the sound designer can explore a vast sonic space and quickly produce expressive sonic sketches, which may be turned into sound prototypes by further adjustment of model parameters

    Self-organizing the space of vocal imitations

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    The human voice is a powerful instrument for producing sound sketches. The sonic space that can be spanned with the voice is vast and complex and, therefore, it is difficult to organize and explore. In this contribution, we report on our attempts at extracting the principal components from a database of 152 short excerpts of vocal imitations. We describe each excerpt by a set of statistical audio features and by a measure of similarity of the envelope to a small number of prototype envelopes. We apply k-means clustering on a space whose dimensionality has been reduced by singular value decomposition, and discuss how meaningful the resulting clusters are. Eventually, a representative of each cluster, chosen to be close to its centroid, may serve as a landmark for exploring the sound space

    Embryo of a Quantum Vocal Theory of Sound

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    Concepts and formalism from acoustics are often used to exemplify quantum mechanics. Conversely, quantum mechanics could be used to achieve a new perspective on acoustics, as shown by Gabor studies. Here, we focus in particular on the study of human voice, considered as a probe to investigate the world of sounds. We present a theoretical framework that is based on observables of vocal production, and on some measurement apparati that can be used both for analysis and synthesis. In analogy to the description of spin states of a particle, the quantum-mechanical formalism is used to describe the relations between the fundamental states associated with phonetic labels such as phonation, turbulence, and slow myoelastic vibrations. The intermingling of these states, and their temporal evolution, can still be interpreted in the Fourier/Gabor plane, and effective extractors can be implemented. This would constitute the basis for a Quantum Vocal Theory of sound, with implications in sound analysis and design

    Sketching sonic interactions by imitation-driven sound synthesis

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    Sketching is at the core of every design activity. In visual design, pencil and paper are the preferred tools to produce sketches for their simplicity and immediacy. Analogue tools for sonic sketching do not exist yet, although voice and gesture are embodied abilities commonly exploited to communicate sound concepts. The EU project SkAT-VG aims to support vocal sketching with computeraided technologies that can be easily accessed, understood and controlled through vocal and gestural imitations. This imitation-driven sound synthesis approach is meant to overcome the ephemerality and timbral limitations of human voice and gesture, allowing to produce more refined sonic sketches and to think about sound in a more designerly way. This paper presents two main outcomes of the project: The Sound Design Toolkit, a palette of basic sound synthesis models grounded on ecological perception and physical description of sound-producing phenomena, and SkAT-Studio, a visual framework based on sound design workflows organized in stages of input, analysis, mapping, synthesis, and output. The integration of these two software packages provides an environment in which sound designers can go from concepts, through exploration and mocking-up, to prototyping in sonic interaction design, taking advantage of all the possibilities of- fered by vocal and gestural imitations in every step of the process

    Sonic in(tro)spection by vocal sketching

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    How can the art practice of self-representation be ported to sonic arts? In S’i’ fosse suono, brief sonic self-portraits are arranged in the form of an audiovisual checkerboard. The recorded non-verbal vocal sounds were used as sketches for synthetic renderings, using two seemingly distant sound modeling techniques. Through this piece, the authors elaborate on the ideas of self-portrait, vocal sketching, and sketching in sound design. The artistic exploration gives insights on how vocal utterances may be automatically converted to synthetic sounds, and ultimately how designers may effectively sketch in the domain of sound
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