[ODE] Contact sound generation
Gary R. Van Sickle
g.r.vansickle at worldnet.att.net
Thu Nov 4 20:15:19 MST 2004
This paper is AWESOME. I hadn't even considered something like this to be
even remotely possible (except in very rarified cases). Thanks!
--
Gary R. Van Sickle
> On a somewhat-related note, this paper talks about generating
> sound effects automatically from a rigid-body simulation. He
> uses something called modal analysis (which requires
> tesselating each object into a mesh of tetrahedra and
> calculating some special matrices per object
> beforehand) to synthesize sounds on the fly (i.e. no
> pre-recorded sound files at all). I saw this talk at the GDC
> 2004 which was mainly about deformation and fracture using
> the same technique. It was pretty impressive.
>
> http://www.gdconf.com/archives/2004/obrien_james_04.pdf
>
> Tyler
>
> On Thu, 4 Nov 2004 12:04:59 -0000, Bob Dowland
> <bob.dowland at blue52.co.uk> wrote:
> > might there be some way to tie in surface/structural props..?
> >
> > ie friction and restitution coefficients - I've not had a
> chance to try this yet but it occurred to me that one might
> be able to set up some correspondence between restitution and
> "loudness" on the basis of some very simple model like "the
> energy that is disipated should become sound", maybe friction
> coeff could also be making a contribution to frequency say...
> one could perhaps increase the realism (in the direction of a
> decent approx) by having some representation of the bodies
> material makeup, I'm thinking along the lines of things like
> natural frequency / resonance etc..
> >
> > what makes a sound other than frequency and loudness..?
> could a sound signature be concocted on the fly like this?
> >
> >
> >
> >
> > > -----Original Message-----
> > > From: Jon Watte [mailto:hplus-ode at mindcontrol.org]
> > > Sent: 04 November 2004 01:20
> > > To: Megan Fox
> > > Cc: Will Thimbleby; ode at q12.org
> > > Subject: RE: [ODE] Contact sound generation
> > >
> > >
> > >
> > > But two boxes sliding against each other would still make
> two sounds
> > > for the one contact, whereas a box sliding on gravel and
> on metal at
> > > the same time would only make one sound.
> > >
> > > Thus, I prefer keeping a hash table of <object,object> tuples and
> > > keep object pair sound data in that table. When objects
> stop making
> > > noise, they go away from this table so that repeated bouncing can
> > > still make repeated sounds.
> > >
> > > Anyway, both ways will work :-)
> > >
> > > Cheers,
> > >
> > > / h+
> > >
> > >
> > > -----Original Message-----
> > > From: Megan Fox [mailto:shalinor at gmail.com]
> > > Sent: Wednesday, November 03, 2004 3:22 PM
> > > To: Jon Watte
> > > Cc: Will Thimbleby; ode at q12.org
> > > Subject: Re: [ODE] Contact sound generation
> > >
> > >
> > > To get around the multiple sound problem (6 different
> contacts per
> > > object per scene, or whatever), as well as the stacking sounds
> > > problem (one at full volume, then the next frame, one at slightly
> > > less volume, etc - spirals out quickly), you might consider sound
> > > states rather than just generating sounds.
> > >
> > >
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> > >
> >
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