S. Siddiq, "Real-Time Morphing of Impact Sounds," Paper 9407, (2015 October.). doi:
S. Siddiq, "Real-Time Morphing of Impact Sounds," Paper 9407, (2015 October.). doi:
Abstract: 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.
@article{siddiq2015real-time,
author={siddiq, sadjad},
journal={journal of the audio engineering society},
title={real-time morphing of impact sounds},
year={2015},
volume={},
number={},
pages={},
doi={},
month={october},}
@article{siddiq2015real-time,
author={siddiq, sadjad},
journal={journal of the audio engineering society},
title={real-time morphing of impact sounds},
year={2015},
volume={},
number={},
pages={},
doi={},
month={october},
abstract={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.},}
TY - paper
TI - Real-Time Morphing of Impact Sounds
SP -
EP -
AU - Siddiq, Sadjad
PY - 2015
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2015
TY - paper
TI - Real-Time Morphing of Impact Sounds
SP -
EP -
AU - Siddiq, Sadjad
PY - 2015
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2015
AB - 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.
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, 2015Import into BibTeX
Subject:
Game Audio
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=17964