Sound Synthesis of Objects Swinging through Air Using Physical Models†
Media and Arts Technology, Electronic Engineering and Computer Science Department, Queen Mary University of London, Mile End Road, London E1 4NS, UK
Centre for Digital Music, Electronic Engineering and Computer Science Department, Queen Mary University of London, Mile End Road, London E1 4NS, UK
This paper is an extended version of our paper published in 14th Sound and Music Computing Conference, Espoo, Finland, 5–8 July 2017. Real-Time Physical Model for Synthesis of Sword Swing Sounds.
Author to whom correspondence should be addressed.
Academic Editor: Stefania Serafin
Received: 12 October 2017 / Accepted: 10 November 2017 / Published: 16 November 2017
A real-time physically-derived sound synthesis model is presented that replicates the sounds generated as an object swings through the air. Equations obtained from fluid dynamics are used to determine the sounds generated while exposing practical parameters for a user or game engine to vary. Listening tests reveal that for the majority of objects modelled, participants rated the sounds from our model as plausible as actual recordings. The sword sound effect performed worse than others, and it is speculated that one cause may be linked to the difference between expectations of a sound and the actual sound for a given object.
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MDPI and ACS Style
Selfridge, R.; Moffat, D.; Reiss, J.D. Sound Synthesis of Objects Swinging through Air Using Physical Models. Appl. Sci. 2017, 7, 1177.
Selfridge R, Moffat D, Reiss JD. Sound Synthesis of Objects Swinging through Air Using Physical Models. Applied Sciences. 2017; 7(11):1177.
Selfridge, Rod; Moffat, David; Reiss, Joshua D. 2017. "Sound Synthesis of Objects Swinging through Air Using Physical Models." Appl. Sci. 7, no. 11: 1177.
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