Download Room Impulse Response Estimation Using Signed Distance Functions There are several algorithms and approaches to Room
Impulse Response (RIR) estimation. To the best of the author’s
knowledge, there is no documentation of accuracy, speed, or
even the feasibility of using signed distance functions (SDFs) in
combination with sphere tracing for this task. A proof of concept
with a focus on real-time performance is presented here, which
still lacks many features such as frequency-dependent absorption
and scattering coefficients, arbitrary source and receiver directives
etc. The results are then compared to real room impulse responses
and to a different simulation algorithm. Also, the rather special
merits of such an approach, such as 4D reverberation and simple
rounding of geometry, are briefly discussed and presented.
Download An Acoustic Paintbrush Method for Simulated Spatial Room Impulse Responses Virtual reality applications require all kinds of methods to create
plausible virtual acoustics environments to enhance the user experience. Here, we present an acoustic paintbrush method that modifies
the timbre of a simple room acoustics simulation with the timbre
of a measured room response while aiming to preserve the spatial
aspects of the simulated room. In other words, the method only
applies the measured spectral coloration and alters the simulated
and temporal distribution of early reflections as little as possible.
Three variations of the acoustic paintbrush method are validated
with a listening test. The results indicate that the method works
reasonably well. The paintbrushed room acoustic simulations were
perceived to become closer to the measured room acoustics than
the source simulation. However, the limits of the perceived effect
varied depending on the input signal and the simulated and recorded
responses. This warrants for further perceptual testing.
Download Flexible Real-Time Reverberation Synthesis With Accurate Parameter Control Reverberation is one of the most important effects used in audio
production. Although nowadays numerous real-time implementations of artificial reverberation algorithms are available, many of
them depend on a database of recorded or pre-synthesized room
impulse responses, which are convolved with the input signal. Implementations that use an algorithmic approach are more flexible
but do not let the users have full control over the produced sound,
allowing only a few selected parameters to be altered. The realtime implementation of an artificial reverberation synthesizer presented in this study introduces an audio plugin based on a feedback delay network (FDN), which lets the user have full and detailed insight into the produced reverb. It allows for control of
reverberation time in ten octave bands, simultaneously allowing
adjusting the feedback matrix type and delay-line lengths. The
proposed plugin explores various FDN setups, showing that the
lowest useful order for high-quality sound is 16, and that in the
case of a Householder matrix the implementation strongly affects
the resulting reverberation. Experimenting with delay lengths and
distribution demonstrates that choosing too wide or too narrow a
length range is disadvantageous to the synthesized sound quality.
The study also discusses CPU usage for different FDN orders and
plugin states.
Download Blind Arbitrary Reverb Matching Reverb provides psychoacoustic cues that convey information concerning relative locations within an acoustical space. The need
arises often in audio production to impart an acoustic context on an
audio track that resembles a reference track. One tool for making
audio tracks appear to be recorded in the same space is by applying
reverb to a dry track that is similar to the reverb in a wet one. This
paper presents a model for the task of “reverb matching,” where
we attempt to automatically add artificial reverb to a track, making
it sound like it was recorded in the same space as a reference track.
We propose a model architecture for performing reverb matching
and provide subjective experimental results suggesting that the reverb matching model can perform as well as a human. We also
provide open source software for generating training data using an
arbitrary Virtual Studio Technology plug-in.
Download Evaluation of a Stochastic Reverberation Model Based on the Source Image Principle Various audio signal processing applications, such as source
separation and dereverberation, require an accurate mathematical
modeling of the input audio data. In the literature, many works
have focused on source signal modeling, while the reverberation
model is often kept very simplistic.
This paper aims to investigate a stochastic room impulse response model presented in a previous article: this model is first
adapted to discrete time, then we propose a parametric estimation
algorithm, that we evaluate experimentally. Our results show that
this algorithm is able to efficiently estimate the model parameters,
in various experimental settings (various signal-to-noise ratios and
absorption coefficients of the room walls).
Download Numerical Calculation of Modal Spring Reverb Parameters In the design of real-time spring reverberation algorithms, a modal
architecture offers several advantages, including computational efficiency and parametric control flexibility. Due to the complex,
highly dispersive behavior of helical springs, computing physically accurate parameters for such a model presents specific challenges. In this paper these are addressed by applying an implicit
higher-order-in-space finite difference scheme to a two-variable
model of helical spring dynamics. A novel numerical boundary
treatment is presented, which utilises multiple centered boundary
expressions of different stencil width. The resulting scheme is unconditionally stable, and as such allows adjusting the numerical
parameters independently of each other and of the physical parameters. The dispersion relation of the scheme is shown to be
accurate in the audio range only for very high orders of accuracy
in combination with a small temporal and spatial step. The frequency, amplitude, and decay rate of the system modes are extracted from a diagonalised form of this numerical model. After
removing all modes with frequencies outside the audio range and
applying a modal amplitude correction to compensate for omitting
the magnetic transducers, a light-weight modal reverb algorithm is
obtained. Comparison with a measured impulse response shows a
reasonably good match across a wide frequency range in terms of
echo density, decay characteristics, and diffusive nature.
Download Optimization of Convolution Reverberation A novel algorithm for fast convolution reverberation is proposed.
The convolution is implemented as partitioned convolution in the
frequency domain. We show that computational cost can be reduced when multiplying the spectra of the impulse response with
the spectra of the input signal by using only a fraction of the bins
of the original spectra and by discarding phase information. Reordering the bins of the spectra allows to avoid overhead incurred
by randomly accessing bins in the spectrum. The proposed algorithm is considerably faster than conventional partitioned convolution and perceptual convolution, where bins with low amplitudes
are discarded. Speed increases depend on the impulse response
used. For an impulse response of around 3 s length at 48 kHz sampling rate execution took only about 40 % of the time necessary for
conventional partitioned convolution and 61 % of the time needed
for perceptual convolution. A listening test showed that there is
only a very slight degradation in quality, which can probably be
neglected for implementations where speed is crucial. Sound samples are provided.
Download Taming the Red Llama—Modeling a CMOS-Based Overdrive Circuit The Red Llama guitar overdrive effect pedal differs from most
other overdrive effects because it utilizes CMOS inverters, formed
by two metal-oxide-semiconductor field-effect transistors (MOSFETs), instead of a combination of operational amplifiers and
diodes to obtain nonlinear distortion. This makes it an interesting
subject for virtual analog modeling, obviously requiring a suitable
model for the CMOS inverters. Therefore, in this paper, we extend
a well-known model for MOSFETs by a straight-forward heuristic
approach to achieve a good match between the model and measurement data obtained for the individual MOSFETs. This allows a
faithful digital simulation of the Red Llama.
Download Antiderivative Antialiasing in Nonlinear Wave Digital Filters A major problem in the emulation of discrete-time nonlinear systems, such as those encountered in Virtual Analog modeling, is
aliasing distortion. A trivial approach to reduce aliasing is oversampling. However, this solution may be too computationally demanding for real-time applications. More advanced techniques
to suppress aliased components are arbitrary-order Antiderivative
Antialiasing (ADAA) methods that approximate the reference nonlinear function using a combination of its antiderivatives of different orders. While in its original formulation it is applied only
to memoryless systems, recently, the applicability of first-order
ADAA has been extended to stateful systems employing their statespace description. This paper presents an alternative formulation
that successfully applies arbitrary-order ADAA methods to Wave
Digital Filter models of dynamic circuits with one nonlinear element. It is shown that the proposed approach allows us to design
ADAA models of the nonlinear elements in a fully local and modular fashion, independently of the considered reference circuit. Further peculiar features of the proposed approach, along with two
examples of applications, are discussed.
Download Moog Ladder Filter Generalizations Based on State Variable Filters We propose a new style of continuous-time filter design composed
of a cascade of 2nd-order state variable filters (SVFs) and a global
feedback path. This family of filters is parameterized by the SVF
cutoff frequencies and resonances, as well as the global feedback
amount. For the case of two identical SVFs in cascade and a specific value of the SVF resonance, the proposed design reduces to
the well-known Moog ladder filter. For another resonance value,
it approximates the Octave CAT filter. The resonance parameter
can be used to create new filters as well. We study the pole loci
and transfer functions of the SVF building block and entire filter.
We focus in particular on the effect of the proposed parameterization on important aspects of the filter’s response, including the
passband gain and cutoff frequency error. We also present the first
in-depth study of the Octave CAT filter circuit.