Morphing of granular sounds
Granular sounds are commonly used in video games but the conventional approach of using recorded samples does not allow sound designers to modify these sounds. In this paper we present a technique to synthesize granular sound whose tone color lies at an arbitrary point between two given granular sound samples. We first extract grains and noise profiles from the recordings, morph between them and finally synthesize sound using the morphed data. During sound synthesis a number of parameters, such as the number of grains per second or the loudness distribution of the grains, can be altered to vary the sound. The proposed method does not only allow to create new sounds in real-time, it also drastically reduces the memory footprint of granular sounds by reducing a long recording to a few hundred grains of a few milliseconds length each.