Sound, as a crucial sensory channel, plays a vital role in improving the reality and immersiveness of a virtual environment, following only vision in importance. Sound can provide important clues such as sound directionality and spatial size. This paper gives a broad overview of research works on sound simulation in virtual reality, games, multimedia, computer-aided design. We first survey various sound synthesis methods, including harmonic synthesis, texture synthesis, spectral analysis, and physics-based synthesis. Then, we summarize popular sound propagation techniques, namely wave-based methods, geometric-based methods, and hybrid methods. Next, the sound rendering methods are reviewed. We further demonstrate the latest deep learning based sound simulation approaches. Finally, we point to some future directions of this field. To the best of our knowledge, this is the first attempt to provide a comprehensive summary of sound research in the field of computer graphics.
Given an input sound signal and a target virtual sound source, sound spatialisation algorithms manipulate the signal so that a listener perceives it as though it were emitted from the target source. There exist several established spatialisation approaches that deliver satisfactory results when loudspeakers are used to playback the manipulated signal. As headphones have a number of desirable characteristics over loudspeakers, such as portability, isolation from the surrounding environment, cost and ease of use, it is interesting to explore how a sense of acoustic space can be conveyed through …
In this paper, a recently proposed approach to multizone sound field synthesis, referred to as Joint Pressure and Velocity Matching (JPVM), is investigated analytically using a spherical harmonics representation of the sound field. The approach is motivated by the Kirchhoff-Helmholtz integral equation and aims at controlling the sound field inside the local listening zones by evoking the sound pressure and particle velocity on surrounding contours. Based on the findings of the modal analysis, an improved version of JPVM is proposed which provides both better performance and lower complexity. I…
Ritsumeikan University(立命馆大学);Doshisha University(同志社大学);The University of Tokyo(东京大学);Kansai University(关西大学)
Environmental sound synthesis is a technique for generating a natural environmental sound. Conventional work on environmental sound synthesis using sound event labels cannot finely control synthesized sounds, for example, the pitch and timbre. We consider that onomatopoeic words can be used for environmental sound synthesis. Onomatopoeic words are effective for explaining the feature of sounds. We believe that using onomatopoeic words will enable us to control the fine time-frequency structure of synthesized sounds. However, there is no dataset available for environmental sound synthesis using…
Ritsumeikan University(立命馆大学);LINE Corporation(LINE公司);The University of Tokyo(东京大学)
Synthesizing and converting environmental sounds have the potential for many applications such as supporting movie and game production, data augmentation for sound event detection and scene classification. Conventional works on synthesizing and converting environmental sounds are based on a physical modeling or concatenative approach. However, there are a limited number of works that have addressed environmental sound synthesis and conversion with statistical generative models; thus, this research area is not yet well organized. In this paper, we review problem definitions, applications, and e…
Peking University(北京大学);University of Maryland at College Park(马里兰大学帕克分校)
We present a novel learning-based modal sound synthesis approach that includes a mixed vibration solver for modal analysis and an end-to-end sound radiation network for acoustic transfer. Our mixed vibration solver consists of a 3D sparse convolution network and a Locally Optimal Block Preconditioned Conjugate Gradient module (LOBPCG) for iterative optimization. Moreover, we highlight the correlation between a standard modal vibration solver and our network architecture. Our radiation network predicts the Far-Field Acoustic Transfer maps (FFAT Maps) from the surface vibration of the object. Th…
Lecture notes of a tutorial on topology in sound synthesis and digital signal processing held at international conference for digital audio effects (DAFx-22) in Vienna, Austria.
Ritsumeikan University(立命馆大学);Doshisha University(同志社大学);The University of Tokyo(东京大学);Kansai University(关西大学)
In this paper, we propose a framework for environmental sound synthesis from onomatopoeic words. As one way of expressing an environmental sound, we can use an onomatopoeic word, which is a character sequence for phonetically imitating a sound. An onomatopoeic word is effective for describing diverse sound features. Therefore, using onomatopoeic words for environmental sound synthesis will enable us to generate diverse environmental sounds. To generate diverse sounds, we propose a method based on a sequence-to-sequence framework for synthesizing environmental sounds from onomatopoeic words. We…
We present an interface involving four degrees-of-freedom (DOF) mechanical control of a two dimensional, mid-sagittal tongue through a biomechanical toolkit called ArtiSynth and a sound synthesis engine called JASS towards articulatory sound synthesis. As a demonstration of the project, the user will learn to produce a range of JASS vocal sounds, by varying the shape and position of the ArtiSynth tongue in 2D space through a set of four force-based sensors. In other words, the user will be able to physically play around with these four sensors, thereby virtually controlling the magnitude of fo…
Footsteps are among the most ubiquitous sound effects in multimedia applications. There is substantial research into understanding the acoustic features and developing synthesis models for footstep sound effects. In this paper, we present a first attempt at adopting neural synthesis for this task. We implemented two GAN-based architectures and compared the results with real recordings as well as six traditional sound synthesis methods. Our architectures reached realism scores as high as recorded samples, showing encouraging results for the task at hand.
Interactive audio spatialization technology previously developed for video game authoring and rendering has evolved into an essential component of platforms enabling shared immersive virtual experiences for future co-presence, remote collaboration and entertainment applications. New wearable virtual and augmented reality displays employ real-time binaural audio computing engines rendering multiple digital objects and supporting the free navigation of networked participants or their avatars through a juxtaposition of environments, real and virtual, often referred to as the Metaverse. These appl…
Gaudio Lab, Inc.(高迪奥实验室公司);New York University(纽约大学)
"Foley" refers to sound effects that are added to multimedia during post-production to enhance its perceived acoustic properties, e.g., by simulating the sounds of footsteps, ambient environmental sounds, or visible objects on the screen. While foley is traditionally produced by foley artists, there is increasing interest in automatic or machine-assisted techniques building upon recent advances in sound synthesis and generative models. To foster more participation in this growing research area, we propose a challenge for automatic foley synthesis. Through case studies on successful previous ch…
National Institute of Technology, Tokuyama College(德山国立技术学院);The University of Tokyo(东京大学);Doshisha University(同志社大学);Ritsumeikan University(立命馆大学)
We propose a method for synthesizing environmental sounds from visually represented onomatopoeias and sound sources. An onomatopoeia is a word that imitates a sound structure, i.e., the text representation of sound. From this perspective, onoma-to-wave has been proposed to synthesize environmental sounds from the desired onomatopoeia texts. Onomatopoeias have another representation: visual-text representations of sounds in comics, advertisements, and virtual reality. A visual onomatopoeia (visual text of onomatopoeia) contains rich information that is not present in the text, such as a long-sh…
CNRS(法国国家科学研究中心);Ecole Centrale Nantes(南特中央理工学院);Nantes Université(南特大学);Gaudio Lab, Inc.(Gaudio实验室公司);KAIST(韩国科学技术院);Carnegie Mellon University(卡内基梅隆大学);New York University(纽约大学);Doshisha University(同志社大学);The University of Tokyo(东京大学)
The following article introduces a new parametric synthesis algorithm for sound textures inspired by existing methods used for visual textures. Using a 2D Convolutional Neural Network (CNN), a sound signal is modified until the temporal cross-correlations of the feature maps of its log-spectrogram resemble those of a target texture. We show that the resulting synthesized sound signal is both different from the original and of high quality, while being able to reproduce singular events appearing in the original. This process is performed in the time domain, discarding the harmful phase recovery…
This article introduces a new parametric synthesis method for sound textures based on existing works in visual and sound texture synthesis. Starting from a base sound signal, an optimization process is performed until the cross-correlations between the feature-maps of several untrained 2D Convolutional Neural Networks (CNN) resemble those of an original sound texture. We use compressed RI spectrograms as input to the CNN: this time-frequency representation is the stacking of the real and imaginary part of the Short Time Fourier Transform (STFT) and thus implicitly contains both the magnitude a…
This paper describes a preliminary approach to algorithmically reproduce the archetypical structure adopted by humans to classify sounds. In particular, we propose an approach to predict the human perceived chaos/order level in a sound and synthesize new timbres that present the desired amount of this feature. We adopted a Neural Network based method, in order to exploit its inner predisposition to model perceptive and abstract features. We finally discuss the obtained accuracy and possible implications in creative contexts.
The University of Tokyo(东京大学);National Institute of Technology, Kagawa College(国立高等专门学校机构 香川高等专门学校);Yamaha Corporation(雅马哈公司)
A differentiable digital signal processing (DDSP) autoencoder is a musical sound synthesizer that combines a deep neural network (DNN) and spectral modeling synthesis. It allows us to flexibly edit sounds by changing the fundamental frequency, timbre feature, and loudness (synthesis parameters) extracted from an input sound. However, it is designed for a monophonic harmonic sound and cannot handle mixtures of harmonic sounds. In this paper, we propose a model (DDSP mixture model) that represents a mixture as the sum of the outputs of multiple pretrained DDSP autoencoders. By fitting the output…
A method of optimizing secondary source placement in sound field synthesis is proposed. Such an optimization method will be useful when the allowable placement region and available number of loudspeakers are limited. We formulate a mean-square-error-based cost function, incorporating the statistical properties of possible desired sound fields, for general linear-least-squares-based sound field synthesis methods, including pressure matching and (weighted) mode matching, whereas most of the current methods are applicable only to the pressure-matching method. An efficient greedy algorithm for min…
The rise of deep learning algorithms has led many researchers to withdraw from using classic signal processing methods for sound generation. Deep learning models have achieved expressive voice synthesis, realistic sound textures, and musical notes from virtual instruments. However, the most suitable deep learning architecture is still under investigation. The choice of architecture is tightly coupled to the audio representations. A sound's original waveform can be too dense and rich for deep learning models to deal with efficiently - and complexity increases training time and computational cos…
Sony Computer Science Laboratories(索尼计算机科学实验室);National Institute of Applied Sciences, Lyon(里昂国立应用科学学院)
In contemporary popular music production, drum sound design is commonly performed by cumbersome browsing and processing of pre-recorded samples in sound libraries. One can also use specialized synthesis hardware, typically controlled through low-level, musically meaningless parameters. Today, the field of Deep Learning offers methods to control the synthesis process via learned high-level features and allows generating a wide variety of sounds. In this paper, we present DrumGAN VST, a plugin for synthesizing drum sounds using a Generative Adversarial Network. DrumGAN VST operates on 44.1 kHz s…
Foley-Omni: A Unified Multimodal Generation Model from Task-Level Audio Synthesis to Complete Video Soundtrack Generation
School of Intelligence Science and Technology, Nanjing University(南京大学智能科学与技术学院);Video Rebirth;Shanghai Jiao Tong University(上海交通大学);Beijing Jiaotong University(北京交通大学);Shanghai AI Laboratory(上海人工智能实验室)
Queen Mary University of London(伦敦玛丽女王大学);Native Instruments GmbH(Native Instruments 有限公司);Nemisindo Ltd(Nemisindo 有限公司)
A recent comparative study evaluated all known thunder synthesis techniques in terms of their perceptual realness. The findings concluded that none of the synthesised audio extracts seemed as realistic as the genuine phenomenon. The work presented herein is motivated by those findings, and attempts to create a synthesised sound effect of thunder indistinguishable from a real recording. The technique supplements an existing implementation with physics-inspired, signal-based design elements intended to simulate environmental occurrences. In a listening test conducted with over 50 participants, t…
Gaudio Lab, Inc.(Gaudio实验室公司);KAIST(韩国科学技术院);Carnegie Mellon University(卡内基梅隆大学);New York University(纽约大学);Doshisha University(同志社大学);Ritsumeikan University(立命馆大学);CNRS(法国国家科学研究中心);Ecole Centrale Nantes(南特中央理工学院);The University of Tokyo(东京大学)
We propose GANStrument, a generative adversarial model for instrument sound synthesis. Given a one-shot sound as input, it is able to generate pitched instrument sounds that reflect the timbre of the input within an interactive time. By exploiting instance conditioning, GANStrument achieves better fidelity and diversity of synthesized sounds and generalization ability to various inputs. In addition, we introduce an adversarial training scheme for a pitch-invariant feature extractor that significantly improves the pitch accuracy and timbre consistency. Experimental results show that GANStrument…
Sony CSL(索尼计算机科学实验室);LTCI, Télécom Paris(巴黎电信学院LTCI);Institut Polytechnique de Paris(巴黎理工学院)
Synthetic creation of drum sounds (e.g., in drum machines) is commonly performed using analog or digital synthesis, allowing a musician to sculpt the desired timbre modifying various parameters. Typically, such parameters control low-level features of the sound and often have no musical meaning or perceptual correspondence. With the rise of Deep Learning, data-driven processing of audio emerges as an alternative to traditional signal processing. This new paradigm allows controlling the synthesis process through learned high-level features or by conditioning a model on musically relevant inform…
Physical models of rigid bodies are used for sound synthesis in applications from virtual environments to music production. Traditional methods such as modal synthesis often rely on computationally expensive numerical solvers, while recent deep learning approaches are limited by post-processing of their results. In this work we present a novel end-to-end framework for training a deep neural network to generate modal resonators for a given 2D shape and material, using a bank of differentiable IIR filters. We demonstrate our method on a dataset of synthetic objects, but train our model using an …
Massachusetts Institute of Technology(麻省理工学院);University of Iowa(爱荷华大学)
Sustained contact interactions like scraping and rolling produce a wide variety of sounds. Previous studies have explored ways to synthesize these sounds efficiently and intuitively but could not fully mimic the rich structure of real instances of these sounds. We present a novel source-filter model for realistic synthesis of scraping and rolling sounds with physically and perceptually relevant controllable parameters constrained by principles of mechanics. Key features of our model include non-linearities to constrain the contact force, naturalistic normal force variation for different motion…
Martin-Luther-Universität Halle-Wittenberg(马丁路德-哈勒-维滕贝格大学);Institut für Informatik(计算机科学研究所)
We are looking for a mathematical model of monophonic sounds with independent time and phase dimensions. With such a model we can resynthesise a sound with arbitrarily modulated frequency and progress of the timbre. We propose such a model and show that it exactly fulfils some natural properties, like a kind of time-invariance, robustness against non-harmonic frequencies, envelope preservation, and inclusion of plain resampling as a special case. The resulting algorithm is efficient and allows to process data in a streaming manner with phase and shape modulation at sample rate, what we demonst…
College of Engineering, Trivandrum(特里凡得琅工程学院);Govt. Engineering College, Barton Hill, Thiruvananthapuram(巴顿山政府工程学院)
The research in Environmental Sound Classification (ESC) has been progressively growing with the emergence of deep learning algorithms. However, data scarcity poses a major hurdle for any huge advance in this domain. Data augmentation offers an excellent solution to this problem. While Generative Adversarial Networks (GANs) have been successful in generating synthetic speech and sounds of musical instruments, they have hardly been applied to the generation of environmental sounds. This paper presents EnvGAN, the first ever application of GANs for the adversarial generation of environmental sou…
Hierarchical Control of Emotion Rendering in Speech Synthesis
School of Data Science, The Chinese University of Hong Kong, Shenzhen (CUHK-Shenzhen), China(数据科学学院,香港中文大学(深圳));School of Intelligence Science and Technology, Nanjing University, Suzhou, China(智能科学与技术学院,南京大学);Shenzhen Research Institute of Big Data, Shenzhen, China(大数据研究 institute,深圳,中国);Tongyi Speech Lab, Alibaba Group, Singapore(通义语音实验室,阿里巴巴集团,新加坡);Department of ECE, National University of Singapore, Singapore(电子工程系,新加坡国立大学)
UMR STMS IRCAM - CNRS - UPMC(法国国家信息与自动化研究所-法国国家科学研究中心-巴黎第六大学联合单位STMS IRCAM)
We present an algorithm for sound analysis and resynthesis with local automatic adaptation of time-frequency resolution. There exists several algorithms allowing to adapt the analysis window depending on its time or frequency location; in what follows we propose a method which select the optimal resolution depending on both time and frequency. We consider an approach that we denote as analysis-weighting, from the point of view of Gabor frame theory. We analyze in particular the case of different adaptive time-varying resolutions within two complementary frequency bands; this is a typical case …
Long Short-Term Memory networks (LSTMs) can be trained to realize inverse control of physics-based sound synthesizers. Physics-based sound synthesizers simulate the laws of physics to produce output sound according to input gesture signals. When a user's gestures are measured in real time, she or he can use them to control physics-based sound synthesizers, thereby creating simulated virtual instruments. An intriguing question is how to program a computer to learn to play such physics-based models. This work demonstrates that LSTMs can be trained to accomplish this inverse control task with fou…
Sony CSL(索尼计算机科学实验室);CentraleSupélec(巴黎中央理工-高等电力学院)
In this paper, we propose a novel score-base generative model for unconditional raw audio synthesis. Our proposal builds upon the latest developments on diffusion process modeling with stochastic differential equations, which already demonstrated promising results on image generation. We motivate novel heuristics for the choice of the diffusion processes better suited for audio generation, and consider the use of a conditional U-Net to approximate the score function. While previous approaches on diffusion models on audio were mainly designed as speech vocoders in medium resolution, our method …
IRCAM(法国声学音乐协调及研究中心);CNRS(法国国家科学研究中心);The University of Tokyo(东京大学);RIKEN(日本理化学研究所)
Granular sound synthesis is a popular audio generation technique based on rearranging sequences of small waveform windows. In order to control the synthesis, all grains in a given corpus are analyzed through a set of acoustic descriptors. This provides a representation reflecting some form of local similarities across the grains. However, the quality of this grain space is bound by that of the descriptors. Its traversal is not continuously invertible to signal and does not render any structured temporality. We demonstrate that generative neural networks can implement granular synthesis while a…