Contact Sound Synthesis in Real-time Applications

Synthesizing sounds which occur when physically-simulated objects collide in a virtual environment can give more dynamic and realistic sounds compared to pre-recorded sound effects. This real-time computation of sound samples can be computationally intense. In this study we investigate a synthesis a...

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Main Author: Nilsson, Robin Lindh
Format: Others
Language:English
Published: Blekinge Tekniska Högskola, Institutionen för kreativa teknologier 2014
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3938
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spelling ndltd-UPSALLA1-oai-DiVA.org-bth-39382018-01-12T05:14:06ZContact Sound Synthesis in Real-time ApplicationsengNilsson, Robin LindhBlekinge Tekniska Högskola, Institutionen för kreativa teknologier2014Sound synthesisparallel computingauditory feedbackHuman Computer InteractionMänniska-datorinteraktion (interaktionsdesign)Signal ProcessingSignalbehandlingSoftware EngineeringProgramvaruteknikSynthesizing sounds which occur when physically-simulated objects collide in a virtual environment can give more dynamic and realistic sounds compared to pre-recorded sound effects. This real-time computation of sound samples can be computationally intense. In this study we investigate a synthesis algorithm operating in the frequency domain, previously shown to be more efficient than time domain synthesis, and propose a further optimization using multi-threading on the CPU. The multi-threaded synthesis algorithm was designed and implemented as part of a game being developed by Axolot Games. Measurements were done in three stress-testing cases to investigate how multi-threading improved the synthesis performance. Compared to our single-threaded approach, the synthesis speed was improved by 80% when using 8 threads, running on an i7 processor with hyper-threading enabled. We conclude that synthesis of contact sounds is viable for games and similar real-time applications, when using the investigated optimization. 140000 mode shapes were synthesized 30% faster than real-time, and this is arguably much more than a user can distinguish. Syntetisering av ljud som uppstår när fysikobjekt kolliderar i en virtuell miljö kan ge mer dynamiska och realistiska ljudeffekter, men är krävande att beräkna. I det här examensarbetet implementerades ljudsyntes i frekvensdomänen baserat på en tidigare studie, och utvecklades sedan vidare till att utnyttja multipla trådar. Enligt mätningar i tre olika testfall kunde den multitrådade implementationen syntetisera 80% fler ljudvågor än den enkeltrådade, på en i7-processor. <p>Author's website: www.robinerd.com</p>Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:bth-3938Local oai:bth.se:arkivexFFBBE3D45B7D9FEAC1257DB00067B40Bapplication/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Sound synthesis
parallel computing
auditory feedback
Human Computer Interaction
Människa-datorinteraktion (interaktionsdesign)
Signal Processing
Signalbehandling
Software Engineering
Programvaruteknik
spellingShingle Sound synthesis
parallel computing
auditory feedback
Human Computer Interaction
Människa-datorinteraktion (interaktionsdesign)
Signal Processing
Signalbehandling
Software Engineering
Programvaruteknik
Nilsson, Robin Lindh
Contact Sound Synthesis in Real-time Applications
description Synthesizing sounds which occur when physically-simulated objects collide in a virtual environment can give more dynamic and realistic sounds compared to pre-recorded sound effects. This real-time computation of sound samples can be computationally intense. In this study we investigate a synthesis algorithm operating in the frequency domain, previously shown to be more efficient than time domain synthesis, and propose a further optimization using multi-threading on the CPU. The multi-threaded synthesis algorithm was designed and implemented as part of a game being developed by Axolot Games. Measurements were done in three stress-testing cases to investigate how multi-threading improved the synthesis performance. Compared to our single-threaded approach, the synthesis speed was improved by 80% when using 8 threads, running on an i7 processor with hyper-threading enabled. We conclude that synthesis of contact sounds is viable for games and similar real-time applications, when using the investigated optimization. 140000 mode shapes were synthesized 30% faster than real-time, and this is arguably much more than a user can distinguish. === Syntetisering av ljud som uppstår när fysikobjekt kolliderar i en virtuell miljö kan ge mer dynamiska och realistiska ljudeffekter, men är krävande att beräkna. I det här examensarbetet implementerades ljudsyntes i frekvensdomänen baserat på en tidigare studie, och utvecklades sedan vidare till att utnyttja multipla trådar. Enligt mätningar i tre olika testfall kunde den multitrådade implementationen syntetisera 80% fler ljudvågor än den enkeltrådade, på en i7-processor. === <p>Author's website: www.robinerd.com</p>
author Nilsson, Robin Lindh
author_facet Nilsson, Robin Lindh
author_sort Nilsson, Robin Lindh
title Contact Sound Synthesis in Real-time Applications
title_short Contact Sound Synthesis in Real-time Applications
title_full Contact Sound Synthesis in Real-time Applications
title_fullStr Contact Sound Synthesis in Real-time Applications
title_full_unstemmed Contact Sound Synthesis in Real-time Applications
title_sort contact sound synthesis in real-time applications
publisher Blekinge Tekniska Högskola, Institutionen för kreativa teknologier
publishDate 2014
url http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3938
work_keys_str_mv AT nilssonrobinlindh contactsoundsynthesisinrealtimeapplications
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