Procedural audio modeling for particle-based environmental effects

Charles Verron 1 George Drettakis 2
1 Sons
LMA - Laboratoire de Mécanique et d'Acoustique [Marseille] : UPR7051
2 REVES - Rendering and virtual environments with sound
CRISAM - Inria Sophia Antipolis - Méditerranée
Abstract : 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 which 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 to simultaneously 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.
Type de document :
Communication dans un congrès
133rd AES Convention, Oct 2012, San Francisco, United States. 2012
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Soumis le : mercredi 29 mai 2013 - 11:27:25
Dernière modification le : mardi 17 avril 2018 - 16:32:25
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  • HAL Id : hal-00759818, version 2


Charles Verron, George Drettakis. Procedural audio modeling for particle-based environmental effects. 133rd AES Convention, Oct 2012, San Francisco, United States. 2012. 〈hal-00759818v2〉



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