We present a sound synthesizer dedicated to particle-based environmental effects, for use in interactive virtual environments. The synthesis engine is based on five physically-inspired basic elements (that we call sound atoms) that can be parameterized and stochastically distributed in time and space. Based on this set of atomic elements, models are presented for reproducing several environmental sound sources. Compared to pre-recorded sound samples, procedural synthesis provides extra flexibility to manipulate and control the sound source properties with physically-inspired parameters. In this paper the controls are used simultaneously to modify particle-based graphical models, resulting in synchronous audio/graphics environmental effects. The approach is illustrated with three models that are commonly used in video games: fire, wind, and rain. The physically-inspired controls simultaneously drive graphical parameters (e.g., distribution of particles, average particles velocity) and sound parameters (e.g., distribution of sound atoms, spectral modifications). The joint audio/graphics control results in a tightly-coupled interaction between the two modalities that enhances the naturalness of the scene.
Authors:
Verron, Charles; Drettakis, George
Affiliation:
REVES-INRIA, Sophia-Antipolis, France
AES Convention:
133 (October 2012)
Paper Number:
8764
Publication Date:
October 25, 2012
Subject:
Sound Analysis and Synthesis
Click to purchase paper as a non-member or you can login as an AES member to see more options.
No AES members have commented on this paper yet.
To be notified of new comments on this paper you can subscribe to this RSS feed. Forum users should login to see additional options.
If you are not yet an AES member and have something important to say about this paper then we urge you to join the AES today and make your voice heard. You can join online today by clicking here.