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Clean Audio for TV broadcast: An Object-Based Approach for Hearing-Impaired Viewers - April 2015
Audibility of a CD-Standard A/DA/A Loop Inserted into High-Resolution Audio Playback - September 2007
Sound Board: Food for Thought, Aesthetics in Orchestra Recording - April 2015
AES Conference Papers Forum
Design and Evaluation of Physically Inspired Models of Sound Effects in Computer Games
A simple audio only game was designed in order to test the possibilities of different interactive sound synthesis techniques simulating aerodynamic sword-like sounds. The Wii remote was used as the controller for generating the sound and this device was connected to the Max/MSP sound synthesis engine. In order to gain a user centered perspective on the potential of the diverse synthesis techniques, in terms of sound quality, interactivity and entertainment value, several techniques to synthesize real time interactive sword-like sounds were implemented. In this test a sample based model was compared to physically inspired modal synthesis, purely perceptually modeled subtractive synthesis and granular synthesis.
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