首页> 外文会议>ACM SIGGRAPH symposium on interactive 3D graphics and games 2011 >Sound Synthesis for Impact Sounds in Video Games
【24h】

Sound Synthesis for Impact Sounds in Video Games

机译:视频游戏中撞击声的声音合成

获取原文
获取原文并翻译 | 示例

摘要

We present an interactive system for synthesizing high quality, physically based audio on current video game consoles. From a recorded impact sound, we compute a modal model, which we use to synthesize variations of the sound on the fly. We show that for many sounds greater quality is obtained by using the amplitude envelopes of the extracted modes directly rather than fitting the envelopes to the standard exponential decay model. When combined with a residual, the synthesized sounds in most cases are indistinguishable from recorded clips. Compared to using multiple prerecorded clips to obtain variation, our system consumes less of the limited console memory. For sounds that are less amenable to modal synthesis, we introduce a simple filter that generates plausible variations from a single clip. Our system integrates easily with existing audio middleware and have been implemented in the Xbox360 game Crackdown II.
机译:我们提出了一个交互式系统,用于在当前视频游戏机上合成高质量的基于物理的音频。从记录的撞击声中,我们计算出模态模型,该模型用于合成飞行中声音的变化。我们表明,对于许多声音,通过直接使用提取模式的幅度包络而不是将包络拟合到标准指数衰减模型,可以获得更高的质量。当与残差组合时,在大多数情况下,合成声音与录制的片段是无法区分的。与使用多个预先录制的剪辑来获取变体相比,我们的系统消耗较少的有限控制台内存。对于不太适合模态合成的声音,我们引入了一个简单的滤波器,可以从单个剪辑中产生合理的变化。我们的系统可以轻松地与现有的音频中间件集成,并且已经在Xbox360游戏Crackdown II中实现。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号