This paper introduces an algorithm to morph between two or more sounds, which can be used to synthesize new sounds in real-time whose features lie between the tone color, amplitude envelope, pitch, and length of the source sounds. It is used to increase variation of commonly used impact sounds in video games, but the algorithm can also be applied to other sound types like instrument sounds. Morphing of the tone color is achieved by shifting formants in the frequency spectrum of one sound toward the frequencies of the corresponding formants in the other sounds. Corresponding formants are found automatically by pairing frequency regions of equal normalized cumulative energy. Morphing of the temporal structure is achieved by aligning those frames of all sounds that have equal normalized cumulative amplitude. A link to samples is provided.
Author:
Siddiq, Sadjad
Affiliation:
Square Enix Co., Ltd., Tokyo, Japan
AES Convention:
139 (October 2015)
Paper Number:
9407
Publication Date:
October 23, 2015
Subject:
Game Audio
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.