One-to-Many Conversion for Percussive Samples

Fagerstrom J, Schlecht SJ, Valimaki V (2021)


Publication Type: Conference contribution

Publication year: 2021

Publisher: Institute of Electrical and Electronics Engineers Inc.

Pages Range: 129-135

Conference Proceedings Title: Proceedings of the 24th International Conference on Digital Audio Effects, DAFx 2021

Event location: Vienna, AUT

ISBN: 9783200083783

DOI: 10.23919/DAFx51585.2021.9768256

Abstract

A filtering algorithm for generating subtle random variations in sampled sounds is proposed. Using only one recording for impact sound effects or drum machine sounds results in unrealistic repetitiveness during consecutive playback. This paper studies spectral variations in repeated knocking sounds and in three drum sounds: a hihat, a snare, and a tomtom. The proposed method uses a short pseudo-random velvet-noise filter and a low-shelf filter to produce timbral variations targeted at appropriate spectral regions, yielding potentially an endless number of new realistic versions of a single percussive sampled sound. The realism of the resulting processed sounds is studied in a listening test. The results show that the sound quality obtained with the proposed algorithm is at least as good as that of a previous method while using 77% fewer computational operations. The algorithm is widely applicable to computer-generated music and game audio.

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How to cite

APA:

Fagerstrom, J., Schlecht, S.J., & Valimaki, V. (2021). One-to-Many Conversion for Percussive Samples. In Proceedings of the 24th International Conference on Digital Audio Effects, DAFx 2021 (pp. 129-135). Vienna, AUT: Institute of Electrical and Electronics Engineers Inc..

MLA:

Fagerstrom, Jon, Sebastian J. Schlecht, and Vesa Valimaki. "One-to-Many Conversion for Percussive Samples." Proceedings of the 24th International Conference on Digital Audio Effects, DAFx 2021, Vienna, AUT Institute of Electrical and Electronics Engineers Inc., 2021. 129-135.

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