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Audio Sound Audio synthesis Audio Perception Sound: Pressure waves in frequencies between 50Herz - 22,000Herz Lower frequencies more felt by the whole body than heard Sounds can be perceived as coming from a location Not terribly accurate Cone of confusion 3D Audio Perception
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Audio Sound Audio synthesis IAT 410
Audio Perception • Sound: Pressure waves in frequencies between 50Herz - 22,000Herz • Lower frequencies more felt by the whole body than heard • Sounds can be perceived as coming from a location • Not terribly accurate • Cone of confusion IAT 410
3D Audio Perception • Cone of confusion • Cone-shaped zones in front of and behind head • 3D Audio cues: • Interaural Time Difference • Interaural Intensity Difference • Pinnae filtering • Body filtering IAT 410
3D Audio Perception • Goal for 3D sound is “Spatialization” • The sense that the • Sound originates outside your head • Sound has a direction • Interaural Time Difference • The more extremely left or right, the greater the difference • Time difference < 5ms IAT 410
3D Audio Perception • Interaural Intensity Difference • Head absorbs and reflects sound energy • The first ear to get sound gets loudest sound • “Head Shadow” • Cone of confusion: • Time difference too small to detect • Intensity is similar in both ears IAT 410
Pinnae Filtering • Outer ear (Pinna) shape filters sound based on its direction • Childhood learning trains brain to associate filtering effects with direction • Unique per person • Record directional white noise • Microphone in ear canal • Sounds from speakers located about head IAT 410
Pinnae Filtering • A “Generic” Pinna can be simulated • Record directional white noise received by dummy head • Body filtering • Reflection and absorption • Included in Pinna model IAT 410
Head-Related Transfer Function • HRTF is the general term • Transformation of “real” sound to spatialized sound • Best delivered by earphones IAT 410
Environmental Effects • Sound exists in an environment • Bounces off objects • Is absorbed by objects • Simple effects • Reverb: Simulate the environmental echo • Echo is the attenuated signal • Gives a richer room-like feeling • Larger room has longer time delay IAT 410
Audio signals • Nyquist limit: • Must sample signal at least twice as frequently as highest reproducible frequency • Audio: 44.1KHz (CD) • 22KHz • 11KHz (Analog AM Radio) • 8KHz (Telephone) IAT 410
Audio - Digital Implications • 44,100 Hz • 44,100 Samples/sec • 16-bit samples • Stereo • 172KBytes/sec • Specialized hardware - Sound card IAT 410
Reproduction • Sampling • Record sounds by whatever means • Synthesis • Analog Synthesis • FM Synthesis • Wavetable Synthesis IAT 410
Control • MIDI - Musical Instrument Digital Interface • Developed to control music synthesizers • Details of synthesis are controlled by synthesizer • MIDI data • Sets synthesis parameters • Sets music sequence IAT 410
Synthesis • Analog Synthesis • Simple sum of frequencies • Select from a palette of source frequencies • Sum of frequencies is filtered • FM • One frequency is controlled by another • Wavetable • Digitize audio signals IAT 410
Analog Synthesis • Fourier’s observation • Any signal can be created as the sum of sine waves • Square wave: Infinite sum • f + 2f + 4f… • Synthesizer: • Collection of oscillators IAT 410
Frequency Domain • A perfectly periodic signal plotted in the frequency domain (Time domain plot) IAT 410
Spectrum • Spectrum represents the set of frequencies present in the signal IAT 410
Filters • Eliminate part of the signal by removing certain frequencies • Analog filters don’t have these “square” response shapes • Band pass • Bandwidth IAT 410
FM Synthesis • Modulate the frequency of a wave • Carrier frequency is modulated by Modulator signal IAT 410
FM Synthesis for Synthesizers • The greater the Modulator amplitude, the greater the Carrier frequency variation • Higher Carrier bandwidth • DX: Carrier and Modulator are “musically-tuned frequency” • Depends on the note you are playing • Controls the harmonic content of a note IAT 410
Wavetable Synthesis • Collect a sample of the real sound • Issues: • Reduce memory load by looping sample • Shift pitch instead of sampling each individual note • Apply interpolation techniques to make pitch shifting work right IAT 410
Raw Sound (Sample, FM, etc) Tuned MIDI Note Sequence Resampling Audio Path Reverb, Environment. Spatialization Envelope Loudness Control Mixing/ Combination IAT 410
Wavetable Synthesis Example • Leyanda (Guitar) • Leyanda (CDShaw) IAT 410
Interactive Sound • Goal • Want to enhance the interactive experience • Give the user a sense of presence • Add to the emotional content of the game • Make it more fun IAT 410
Interactive Sound • Music • Sound effects • Noises • Commentary - Sports • Narrative • Conversations IAT 410
Interactive Problems • Regular music composition has • Beginning • Middle • End • Interactive user control makes this difficult • Some genres have this structure IAT 410
Interactive Music • Game genres with order • Sports • Racing • Fighting • Semi-Ordered • Puzzle • Adventure IAT 410
Music Genres • The Infinite Loop • Theme and variation plays forever • Pomp & Circumstance • Diablo • Problems: • 30 second piece repeated over 6 hours! • 720 repetitions! • Diablo example: 12 Repetitions/hour IAT 410
Repetition Solutions • Make the Dominant theme hard to find • No catchy theme! • Create a variety of textures • Make only transitions stand out • Where repetition is small • Don’t repeat musical phrases IAT 410
Music Strategies • Play Win or Lose music • Music must be long enough to be meaningful • Music may be so long that the game situation changes before completion • Very short music makes little sense • Interrupt current music • Sounds jarring IAT 410
Modules • Modular chunks • Each segment of the game plays independently of others • Some thematic relation • Disjointed IAT 410
Music Strategies • Compose many themes in parallel • Switch between themes • Connect modular components together IAT 410
Analogy: Parallel Trains • N trains of music running in parallel • Each train serves an emotional purpose • Train A: Calm • Train B: Rising Excitement • Train C: Climactic moments • Train D: Falling Excitement • Generally, Train A would be most commonly played IAT 410
Within Each Musical Train • Each “Car” contains a few bars of music • Switch between trains when a “Car” is complete • Don’t switch in the middle of a “Car” • Simple version: • Each musical phrase ends on last bar of “Car” • Complex: • Notes at end are carried over to next IAT 410
Bars 1-8 Bars 1-8 Bars 1-8 Bars 1-8 Bars 9-16 Bars 9-16 Bars 9-16 Bars 9-16 Bars 17-24 Bars 17-24 Bars 17-24 Bars 17-24 Bars 25-32 Bars 25-32 Bars 25-32 Bars 25-32 Parallel Trains IAT 410
Parallel Trains: Shuffle Cars • Shuffle cars • Instead of playing cars in order • Problem: Random cars sound like random radio tuning • Must determine • Appropriate car pairings • Reasonable paths IAT 410
Repetition In Trains • Use repeated phrases carefully • Maybe use a statistical tool to analyze paths • Bayesian nets • Endings: • Use transitions as an opportunity to “End” • Use next Car to “Begin” new series IAT 410
Composing a Train • Create a piece with all layers • Piece can probably survive a layer or two removed • Variation = piece with layer removed • Be careful with prominent instruments • Fallback: Use instruments with similar acoustical properties • Piano, Organ, Woodwinds • No Trumpets, Drums or Screaming guitar! IAT 410