1. Field of the Invention
This invention relates generally to electronic and computer synthesis of sounds. More particularly, it relates to devices and methods for the synthesis of complex ambient background and foreground impact sounds that sound neither repetitive nor looped.
2. Description of the Related Art
Many computer-implemented games and simulations contain background and foreground sounds that help create a highly realistic environment. These complex sounds are often generated using some version of a wavetable synthesis algorithm. A wavetable is a table of stored sound waves, typically stored in read-only memory on a sound card chip, that are digitized samples of actual recorded sound. Complex sounds are generated by combining and modifying the stored sound waves. One of the primary techniques used by wavetable synthesizers to conserve sample memory space is the looping of sampled sound segments. For example, acoustic string instrument sounds can be modeled as attack and sustain portions, and the sustain portion in particular can be reproduced with a repeated sound sample multiplied by a continually decreasing gain factor. In order to generate and complete instrument sound, only a relatively small sample must be stored.
While wavetable synthesis techniques have proven very successful in generating musical instrument sounds, they are inadequate for synthesizing realistic game sounds, which are typically large-scale sound events made up of collections of smaller, simpler sound events. Examples of game sounds include ambient background sounds such as forest or crowd noises and complex foreground sounds such as car crashes or explosions. With standard wavetable synthesis, background sounds such as crowds sound looped, while complex impact sounds are repetitive, i.e., sound identical each time they occur. Repetitive or looped sounds begin to sound unnatural very quickly, dramatically reducing the realism conveyed by the game. Clearly, there is a need for improved techniques for generating realistic game sounds for computer simulators and games.
This invention generates more realistic complex sounds for computer simulators, games and the like by generating multiple different kinds of simpler sounds with repetition rates that vary in accordance with random time distributions. The average rate of generating the simpler sounds can also be made variable, in accordance with either user inputs or a predetermined function. Various sound parameters, such as wave selection, pitch distribution, pan distribution and amplitude distribution, can themselves be established with random value distributions that in turn are functions of inputs such as mean, standard deviation and minimum and maximum values, at least some of which have their own random distributions.
Although the following detailed description contains many specifics for the purposes of illustration, anyone of ordinary skill in the art will appreciate that many variations and alterations to the following details are within the scope of the invention. Accordingly, the following preferred embodiment of the invention is set forth without any loss of generality to, and without imposing limitations upon, the present invention.
The present invention solves the above described problem by extending the wavetable concept to a statistical sound event modeler that effectively creates sounds that sound neither looped nor repetitive. Typical applications include computer games, multimedia exhibits, and music synthesis. The invention is particularly well suited for large-scale sound events that are collections of smaller, simpler sound events. For example, a car crashing into a wall is a large-scale sound event made up of individual crunch sounds, sounds of various objects falling on the ground, and different scrape sounds, among others. When generated by the method of the present invention, a car crash sound can be repeated many times while sounding different each time.
The sound generation tool of the present invention provides the following advantages:
The techniques of the present invention may be implemented in the form of instructions stored in a memory and executed by a general purpose microprocessor present in a desktop computer, laptop computer, video arcade game, and the like. The techniques of the present invention may also be implemented in hardware, i.e., using an ASIC that is part of a computer system. The synthesized signals from the microprocessor or ASIC are output to a user using an audio sound system that is either internal to the system or part of an external sound system connected to the computer system. The hardware preferably includes conventional state-of-the-art components well known in the art. Because the primary distinguishing features of the present invention relate to the specific synthesis techniques, the following description will focus on these techniques.
The trigger process selects a random time lag between subsequent events that make up the large-scale or complex events. The intensity is a parameter, typically chosen by a user, that determines the average rate of generation of simple events by the trigger process. That is, the intensity is directly related to the mean of the probability density function of the time between single events. When constructing a complex sound, the user selects either a constant intensity or an intensity that changes with time; a changing intensity is referred to as an intensity envelope. For example, ambient sound such as cricket chirps are typically generated at a constant average rate. That is, while the time between individual chirps fluctuates randomly to provide a natural environment, the average time between chirps is constant over a large time period. In contrast, impact sounds such as car crashes, explosions, or dog barks are composed of individual sound events whose rate of generation is preferably not constant over the duration of the sound. For example, a car crash can begin with rapidly generated crunch sounds and gradually trail off into more slowly generated glass breaking sounds. After some experimentation, a user can determine the correct intensity envelope to achieve the desired sound. In
Combinations of intensity parameters are also possible.
There are two main embodiments of the trigger process, both of which are characterized by a particular statistical distribution of the time between individual events. In the embodiment of
F(z)=[(1+a1)(1+a1)]/[(1+a1z−1)(1+a1z−1)].
The rate of stochastic events is determined by the filter bandwidth, which is obtained from the user-selected (or system-selected) parameter according to the following equation:
a1=−1+2πRavg/Fs,
where Ravg is the desired average rate of events (in events/second), and Fs is the calculation rate (i.e., sampling rate) of the filter or filters. A smaller bandwidth decreases the average rate of event generation, i.e., increases the time between individual events. Using this method, the time distribution of event generation is described by the following normalized probability density function p(Δt) of the time between events:
p(Δt)=αΔte−βΔt,
where α is a normalization constant. This embodiment has been shown to work well for a wide variety of complex sounds.
An alternative embodiment of the trigger process is illustrated in
The random generator can use any suitable random distribution. Some examples of suitable distributions can be found in Charles Dodge and Thomas a. Jerse, Computer Music: Synthesis, Composition, and Performance, New York: Schirmer Books, 1985, herein incorporated by reference. Csound, a programming language for software-only synthesis and processing of sound, uses a variety of distributions that may also be used in the trigger process of the present invention: linrand, trirand, exprand, bexprend, cauchy, pcauch, poisson, gauss, weibull, beta, and uniform. Alternatively, arbitrary user-defined distributions may be used. In all cases, it is necessary to determine the relationship between the user-defined intensity and some parameter of the distribution, i.e., the value of the distribution parameter that determines the resultant average rate of event generation. For known distributions, the derivation is straightforward. For arbitrary distributions, the relationship can be determined empirically by selecting a value of the distribution parameter and measuring the resulting event generation rate over a long time period. This measurement can be performed for a variety of values of the event parameter, and thus a correct parameter value corresponding to the user-selected intensity can be chosen. To select an actual event delay given a user-chosen parameter, a lookup table derived from the user-supplied probability density function is applied to the output of a uniform random generator.
After the trigger process generates an event, the algorithm passes to the parameter selection. An exemplary embodiment of the parameter selection component of the invention is illustrated in the block diagram of
Other distributions (i.e., non-Gaussian) can instead be used for the parameter selectors. For example, the same distributions as noted above for the trigger process can be applied to parameter selection. The user can select one of the multiple distributions provided or, alternatively, specify an arbitrary distribution. As with the trigger process, arbitrary user-supplied distributions can be implemented by deriving a lookup table from the probability density function and applying it to the output of a uniform random generator. A different distribution can be selected for each parameter, or the same distribution selected for all parameters.
In an alternative embodiment, the inputs (mean, standard deviation, minimum, maximum) to the parameter selector distributions are varied in accordance with the variation in the trigger process intensity parameter. This is particularly useful in cases where the wave selection or pitch distribution should shift as the intensity changes. Returning to the car crash example, high-intensity events at the beginning of the car crash should be crunch sounds, while lower-intensity events at the end of the car crash should be higher-pitched glass breaking sounds.
Finally, the playback engine generates sound according to the selected parameters. The playback engine is preferably a wavetable synthesizer such as a DLS (downloadable sound) unit generator containing samples appropriate to modeling a complex event. In the DLS unit generator, sounds from wavetables are downloaded into specific memory locations corresponding to specific program change numbers. Parameter implementation is preferably through standard controls within the playback engine. For example, in the DLS unit generator, pitch control is via a keyNum control, amplitude control is via a velocity control, and pan control is via a pan controller. Wave selection is via selection of program change, provided that each sound sample has a unique program change number. In a standard DLS synthesizer, the keyNum-to-pitch mapping is hardwired at one semitone-per-keyNum, and thus there tends to be an unintended musical sound, especially if the waves are strongly pitched. If desired, finer pitch control can be implemented using the pitchBend command.
While the present invention has been described in the context of a digital wavetable synthesizer, it will be apparent to one of ordinary skill in the art that it can be applied to any arbitrary sound synthesizer. For example, the trigger process can be in communication with an analog synthesizer. In general terms, the trigger process can trigger any sound element, not necessarily a wave, to which appropriate parameters can be applied. Thus the parameters are not restricted to the exemplary parameters described above. In fact, any relevant parameter that can be chosen stochastically for each event is within the scope of the present invention. Typically, the parameters are selected in dependence on the particular playback engine chosen. Some other examples of parameters are the filtering of waves, amount of reverberation, or three-dimensional positioning of waves.
Note that the invention does not require the application of random distributions to the trigger process and to every parameter. In some cases, it is preferable to have some of the algorithm elements be deterministic or pseudo-random. For example, rather than being triggered by the random trigger process, an event can be triggered at constant time intervals or by an occurrence within the game. The triggered event still has parameters chosen according to the random parameter distributions. Alternatively, randomly triggered events may have only some of their parameters with random distributions, while others have values determined by the user or the system.
A variety of combinations of algorithm elements, as well as combinations of algorithm elements with standard prior art elements, are possible. In some cases, it is desirable to use multiple distributions sequentially within the same event, blending smoothly from one distribution to the next. For example, a gradual shift from the sound of rain on leaves to the sound of rain on a metal roof can be implemented by morphing from a first parameter distribution to a second parameter distribution, each of which is appropriate for its respective sound. Different intensity envelopes for the trigger process can also be used sequentially or simultaneously for different complex sound events or for different components of a single complex sound event. Complex sounds can also be constructed from a combination of sounds triggered by the present invention and sounds generated by prior art techniques. For example, standard sustained background loops can be combined with non-repetitive impact sounds generated by the method of the present invention. In general, aspects of the present invention can be implemented as one component of a larger sound environment.
A further example is shown in
In summary, the present invention can be used to create a variety of sound types, including, but not limited to, ambient background textures, such as forest ambiance; foreground impact sounds, such as crashes and explosions; and compound textures containing background elements as well as foreground enveloped events, such as crowd sounds with cheers and boos. As described above, the present invention is particularly useful for generating statistically-triggered small component sounds that can be used either as non-looping ambient backgrounds or as components of complex impact foreground sound textures or simple one-shot sounds used to unify the base quality of the complex impact sounds.
This application claims the benefit of provisional patent application Ser. No. 60/242,808, filed Oct. 23, 2000.
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Number | Date | Country | |
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60242808 | Oct 2000 | US |