Virtual Car Sound Synthesis Technique for Brand Sound Design of Hybrid and Electric Vehicles

Author(s):  
Mathieu Sarrazin ◽  
Karl Janssens ◽  
Herman Van der Auweraer
2006 ◽  
Vol 15 (04) ◽  
pp. 599-621 ◽  
Author(s):  
JAMES MANDELIS ◽  
PHIL HUSBANDS

This paper explores the application of evolutionary techniques to the design of novel sounds and their characteristics during performance. It is based on the "selective breeding" paradigm and as such dispensing with the need for detailed knowledge of the Sound Synthesis Techniques involved, in order to design sounds that are novel and of musical interest. This approach has been used successfully on several SSTs therefore validating it as an Adaptive Sound Meta-synthesis Technique. Additionally, mappings between the control and the parametric space are evolved as part of the sound setup. These mappings are used during performance.


2014 ◽  
Vol 136 (6) ◽  
pp. EL391-EL397 ◽  
Author(s):  
Doo Young Gwak ◽  
Kiseop Yoon ◽  
Yeolwan Seong ◽  
Soogab Lee

Author(s):  
Jean-François Petiot ◽  
Killian Legeay ◽  
Mathieu Lagrange

AbstractElectric Vehicles (EVs) are very quite at low speed, which can be hazardous for pedestrians. It is necessary to add warning sounds but this can represent an annoyance if they are poorly designed. On the other hand, they can be not enough detectable because of the masking effect due to the background noise. In this paper, we propose a method for the design of EV sounds that takes into account in the same time detectability and unpleasantness. It is based on user tests and implements Interactive Genetic Algorithms (IGA) for the optimization of the sounds. Synthesized EV sounds, based on additive synthesis and filtering, are proposed to a set of participants during a hearing test. An experimental protocol is proposed for the assessment of the detectability and the unpleasantness of the EV sounds. After the convergence of the method, sounds obtained with the IGA are compared to different sound design proposals. Results show that the quality of the sounds designed by the IGA method is significantly higher than the design proposals, validating the relevance of the approach.


Physics Today ◽  
2015 ◽  
Vol 68 (1) ◽  
pp. 17-17
Author(s):  
Richard J. Fitzgerald

1996 ◽  
Vol 1 (1) ◽  
pp. 43-50 ◽  
Author(s):  
MARK PEARSON

This paper describes TAO, a system for sound synthesis by physical modelling based on a new technique called cellular sound synthesis (CSS). The system provides a general mechanism for constructing an infinite variety of virtual instruments, and does so by providing a virtual acoustic material, elastic in nature, whose physical characteristics can be fine-tuned to produce different timbres. A wide variety of sounds such as plucked, hit, bowed and scraped sounds can be produced, all having natural physical and spacial qualities. Some of the musical and philosophical issues considered to be most important during the design and development of the system are touched upon, and the main features of the system are explained with reference to practical examples. Advantages and disadvantages of the synthesis technique and the prototype system are discussed, together with suggestions for future improvements.


Author(s):  
Woohun Joo

This paper describes Sonifyd, a sonification driven multimedia and audiovisual environment based on color-sound conversion for real-time manipulation. Sonifyd scans graphics horizontally or vertically from a scan line, generates sound and determines timbre according to its own additive synthesis based color-to-sound mapping. Color and sound relationships are fixed as default, but they can be organic for more tonal flexibility. Within this ecosystem, flexible timbre changes will be discovered by Sonifyd. The scan line is invisible, but Sonifyd provides another display that represents the scanning process in the form of dynamic imagery representation. The primary goal of this project is to be a functioning tool for a new kind of visual music, graphic sonification research and to further provide a synesthetic metaphor for audiences/users in the context of an art installation and audiovisual performance. The later section is a discussion about limitations that I have encountered: using an additive synthesis and frequency modulation technique with the line scanning method. In addition, it discusses potential possibilities for the future direction of development in relation to graphic expression and sound design context.


2019 ◽  
Vol 5 ◽  
pp. e205 ◽  
Author(s):  
Chris Kiefer

Conceptors are a recent development in the field of reservoir computing; they can be used to influence the dynamics of recurrent neural networks (RNNs), enabling generation of arbitrary patterns based on training data. Conceptors allow interpolation and extrapolation between patterns, and also provide a system of boolean logic for combining patterns together. Generation and manipulation of arbitrary patterns using conceptors has significant potential as a sound synthesis method for applications in computer music but has yet to be explored. Conceptors are untested with the generation of multi-timbre audio patterns, and little testing has been done on scalability to longer patterns required for audio. A novel method of sound synthesis based on conceptors is introduced. Conceptular Synthesis is based on granular synthesis; sets of conceptors are trained to recall varying patterns from a single RNN, then a runtime mechanism switches between them, generating short patterns which are recombined into a longer sound. The quality of sound resynthesis using this technique is experimentally evaluated. Conceptor models are shown to resynthesise audio with a comparable quality to a close equivalent technique using echo state networks with stored patterns and output feedback. Conceptor models are also shown to excel in their malleability and potential for creative sound manipulation, in comparison to echo state network models which tend to fail when the same manipulations are applied. Examples are given demonstrating creative sonic possibilities, by exploiting conceptor pattern morphing, boolean conceptor logic and manipulation of RNN dynamics. Limitations of conceptor models are revealed with regards to reproduction quality, and pragmatic limitations are also shown, where rises in computation and memory requirements preclude the use of these models for training with longer sound samples. The techniques presented here represent an initial exploration of the sound synthesis potential of conceptors, demonstrating possible creative applications in sound design; future possibilities and research questions are outlined.


1997 ◽  
Vol 21 (2) ◽  
pp. 56 ◽  
Author(s):  
Christophe Hourdin ◽  
Gerard Charbonneau ◽  
Tarek Moussa

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