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...
Main Author: | |
---|---|
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 |
id |
ndltd-UPSALLA1-oai-DiVA.org-bth-3938 |
---|---|
record_format |
oai_dc |
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 |
_version_ |
1718606868006305792 |