Synthesis of sonic environments

Information

  • Patent Grant
  • 6728664
  • Patent Number
    6,728,664
  • Date Filed
    Wednesday, December 22, 1999
    24 years ago
  • Date Issued
    Tuesday, April 27, 2004
    20 years ago
  • Inventors
  • Examiners
    • Teska; Kevin J.
    • Craig; Dwin M.
    Agents
    • Patent & Trade Mark Services, Inc
    • McGlynn; Joseph H.
Abstract
A SoundNet is a process for synthesizing sonic environments for use in Virtual Environment applications, computer games, Internet web pages, film and television productions. A sonic environment is a collection of spatially located sounds describing some scenario such as a city street for example. SoundNet provides a process for generating such an environment that has the following properties: a compact representation, stochastically correct behavior, dynamically varying behavior along application defined parameters, temporally unbounded and non-repeating, and facilitates automatic generation of the representation.
Description




FIELD OF THE INVENTION




The present invention relates to computer sound. More specifically to a sonic environment. Still more particularly to a sonic environment having behavioral modification.




BACKGROUND OF THE INVENTION




In the past, the main focus in computer sound has been on computer music and sound synthesis. Both are interesting problems, but there is an unfulfilled need for tools to create whole sonic environments. A sonic environment is a collection of spatially located sounds describing some scenario. For example, while a sonic forest environment may include a bird, wind, water, animal and human sounds it is very difficult, using current tools, to create such an environment because there is no easy way to orchestrate the sounds.




There are two ways to create such a sonic environment, the first is to obtain an actual recording of a forest and play it back. Unfortunately this technique is very storage intensive, a two-minute digital recording at CD quality will require 20 Mbytes of storage. It is also very difficult to make any changes to the sounds once they are recorded and it is impossible to modify the behavior of the sounds dynamically during playback because the representation is not parameterized. Finally, a digital recording is temporally bounded while the application may not be. When an application is temporally bounded it lasts for a finite amount of time. For example, a walk through of the virtual environment will last as long as the user wishes and the application may run out of recorded material yielding no sound. The solution to this would be to loop the recording so that when it ends, playing back again from the beginning. However this solution is noticeable and the environment does not seem realistic.




The second way to create a sonic environment is to use a scripting technique such as a MIDI sequencer to initiate the playing of individual recordings of each of the sound elements comprising the environment, such as a bird call, wind blowing etc. This solves some of the problems mentioned earlier because such a representation is not storage intensive, and a MIDI script can be modified. Other problems, however, persist. While it may be possible to dynamically modify the playback behavior using MIDI control messages such as pitch bend and modulation, this mechanism is intended for musical performance and does not provide the capability to dynamically change the behavior of the environment in a meaningful way. A MIDI script is temporally bounded so that the script may run out before the application is done. Creating the script in the first place is a very tedious task.




Existing techniques include digital recordings and scripting techniques such as MIDI sequences. A digital recording of a sonic environment can be made and played back by the application. Such a representation only exhibits a compact representation. Scripting techniques may be used to orchestrate the playback of the sounds comprising a sonic environment. Scripting techniques do not however exhibit compact representations, stochastically correct behavior, nor dynamically varying behavior. Scripting techniques only provide a limited facility for generation of the representation.




The inherent draw back of current representations is that they are literal: the representation is a specification for a single behavior of the sonic environment over a limited period of time. For example we can model a city street by creating a MIDI script that lasts for two minutes and specifies that an ambulance sound should commence one minute into the script and play for thirty seconds.




There is an unfulfilled need for tools to create entire sonic environments.




SUMMARY OF THE INVENTION




A sonic environment is a collection of spatially located sounds describing some scenario. A representation of a sonic environment should have a compact representation. A sonic environment should exhibit well-defined stochastic behavior, and should be temporally unbounded. The sonic environment behavior should be dynamically modifiable through intuitive, application defined parameters. Finally it should lend itself to automatic generation.




The present invention, deemed SoundNet, provides a mechanism for modeling sonic environments that exhibit characteristics that are not possible using current techniques. SoundNet provides a mechanism for expressing sound environments based on programmed behavior of sounds as well as stochastically varying behavior.




SoundNet is made up of SoundNets, which are not temporally bounded so that an environment can be generated indefinitely without the need to resort to looping behavior. SoundNets are a compact representation, which is an important feature for network-based applications like the Internet. SoundNets can be dynamically controlled to modify their behavior at runtime based on application-defined criteria. Finally SoundNets can be automatically generated. This creates a slew of new possibilities in sound research.




A SoundNet is a process for synthesizing sonic environments for use in Virtual Environment applications, computer games, Internet web pages, film and television productions. A sonic environment is a collection of spatially located sounds describing some scenario such as a city street for example. SoundNet provides a process for generating such an environment that has the following properties: a compact representation, stochastically correct behavior, dynamically varying behavior along application defined parameters, temporally unbounded and non-repeating, and facilitates automatic generation of the representation.




SoundNets, on the other hand, are behavioral representations. The representation is a model of how sounds generally act in a given environment. A similar example in SoundNet would model a city street by specifying that an ambulance sound occurs on average once a day, usually in the evening. This is a much more powerful representation because it is not time limited, it is non-repeating, it is parameterized and is encapsulates the stochastic properties of the sounds in the environment.











BRIEF DESCRIPTIONS OF THE DRAWINGS




A more complete appreciation of the invention and many of the attendant advantages thereof will become better understood when referring to the accompanying drawings wherein:





FIG. 1

is an example of the present invention.





FIG. 2

is a refinement of the present invention in FIG.


1


.





FIG. 3

is a further refinement of the present invention in FIG.


1


and FIG.


2


.





FIG. 4

is a flowchart of the present invention Counter node.





FIG. 5

is a flowchart of the present invention Delay node.





FIG. 6

is a flowchart of the present invention Probability node.





FIG. 7

is a flowchart of the present invention Signal node.





FIG. 8

is a flowchart of the present invention Broadcast node.





FIG. 9

is a flowchart of the present invention Gate node.





FIG. 10

is a flowchart of the present invention PlaySound node.





FIG. 11

is a flowchart of the present invention PlayScript node.





FIG. 12

is a flowchart of the present invention ModifySound node.





FIG. 13

is a flowchart of the present invention MoveSound node.





FIG. 14

is a flowchart of the present invention Network node.





FIG. 15

is a flowchart of the present invention Generator node.











DETAILED DESCRIPTION OF THE INVENTION




SoundNet represents a sonic environment as a network of interconnected nodes. Sonic environments may be created by using synthetic sounds. The behavior of the sonic environment is driven by tokens that propagate through the network. A network node becomes active once it is visited by a token. Once active, a node performs a certain function and may or may not propagate the token forward. The preferred network is a high level petri network, a technique used for modeling complex concurrent systems.




SoundNet defines a set of standard nodes required for generating sonic environments. Nodes are parameterized so that their behavior can exhibit variations based on a random distribution or external parameters such as time of day, time of year, listener location or anything the designer of the environment may want.





FIG. 1

is illustrates the present invention creating a birdcall of a Crow chirping. Generator node


100


produces tokens. Value node


103


specifies the rate at which generator node


100


produces tokens. In this example, value node


103


specifies a rate of 10 to 30 seconds. The actual value returned from value node


103


is based on a random distribution and will be between 10 to 30 seconds.




After generator node


100


receives a value from node


103


, generator node


100


then creates a token after the time vale created from value node


103


has elapsed. Generator node


100


then passes a token on to play sound node


101


.




The token passed from generator node


100


will cause play sound node


101


to play the birdcall of a Crow and then forward the token to counter node


102


.




Value node


104


will create a value between 2 and 4 and pass it to counter node


102


. Counter node


102


receives the token from play sound


101


. Counter node


102


will decrement the value received from value node


104


and if the value is non-zero then counter node


102


will pass the token through edge


105


to play sound node


101


to repeat the process. When counter


102


becomes zero, the token will follow edge


106


and the token will expire.




The process will continue with the value of counter node


102


being reset to a value between 2 and 4 based on the random distribution returned by value node


104


. This simple soundnet will produce a succession of 2 to 4 Crow's birdcalls every 10 to 30 seconds.




A listener attending to the sound produced by the SoundNet in

FIG. 1

will observe a Crow's birdcall occurring at random times and with random durations. The birdcall will not appear to be repeating as would be the case with a digital recording of the sound because of the randomness of the occurrence rate and duration of the call. A soundnet birdcall will sound natural because the randomness introduced will exhibit correct statistical behavior of a Crow's birdcall heard in nature.




The SoundNet in

FIG. 1

may easily be modified to better simulate bird sounds in nature by providing the listener with the impression of a number of birds in varying locations, as shown in FIG.


2


.





FIG. 2

is a refinement of the present invention in FIG.


1


. The SoundNet in

FIG. 1

was modified by adding move sound node


207


, value node


208


, and modifying value node


203


.




The operation of the SoundNet in

FIG. 2

is as follows. Generator node


200


produces tokens at a rate of one every 5 to 10 seconds based on a random distribution returned by value node


203


. A generated token will activate move sound node


207


. Move sound node


207


will modify the location of the sound played by play sound node


201


. The location of the sound played by play sound node


201


will be determined by value node


208


.




Value node


208


provides a three-component vector of random values based on the distribution in value node


208


. Move sound node


207


will forward the token to play sound node


201


. Play sound node


201


will play the sound of a birdcall at the specified location and then forward the token to counter node


202


.




Counter node


202


receives a counter value from value node


204


which will be between 2 and 4 in this example. Counter node


202


will then decrement the counter and, if non-zero, will output the token through edge


205


returning it to play sound node


201


. When counter node


202


becomes zero, the token will follow edge


206


and expire.




Once the token expires, counter node


202


will then be reset with a value between 2 and 4 based on the random distribution returned by value node


204


. This soundnet, with variables used in this example, will produce a succession of 2 to 4 bird calls every 5 to 10 seconds at a location within a space which is bounded in x, y and z by −100 and 100 created by value node


208


.




A listener attending to the sound produced by the SoundNet in

FIG. 2

will observe birdcalls in a more rapid succession than that exhibited by the SoundNet in FIG.


1


. In

FIG. 2

the bird calls will occur in varying locations so that the listener will perceive the calls as coming from different birds at varying locations inside the sound field. In a natural environment, the listener would normally hear a variety of birdcalls corresponding to the different species of birds present in the environment.




The soundnet in

FIG. 2

may be modified to create multiple birdcalls.

FIG. 3

is a further refinement of the present invention shown in FIG.


1


and

FIG. 2

, and the SoundNet in

FIG. 3

includes three separate paths in the process, each path in the process activates a different birdcall.




Generator node


300


starts the process by generating a token at a rate of one every 5 to 10 seconds depending on the value returned by value node


301


. A token is generated by generator node


300


and the token is propagated to probability node


302


.




Probability node


302


receives the token from node generator


300


and passes the token to either move sound node


303


, move sound node


305


, or move sound node


310


, depending on the probability assigned to each of the nodes.




In this example move sound node


303


has an associated probability value of 0.6 shown by edge


306


. Move sound node


205


has a probability of 0.3 shown by edge


307


, and move sound node


310


has a probability of 0.1 as shown by edge


309


. Therefore, on average 6 out of every 10 incoming tokens will be propagated by probability node


302


to move sound node


303


. Three out of each 10 tokens will be propagated to move sound node


305


, and 1 out of every 10 tokens will be propagated to move sound node


310


.




The process of the soundnet past probability node


302


is similar to the process in FIG.


2


. Play sound nodes


313


,


315


and


317


play the birdcalls of a Crow, a Robin and a Blue Jay, respectively. Value nodes


319


,


321


and


323


return different value ranges based on the expected behavior of the birdcall of the three bird species, Crow, Robin, and Blue Jay, being played.




Value node


319


will return a distribution value between 2 and 4 for counter node


318


. Value node


321


will return a distribution value between 1 and 3 for counter node


320


. Value node


323


will return a distribution value between 1 and 5 for counter node


322


.




Counter node


318


will decrement the distribution value and continue to pass the token to play sound node


313


as long as the distribution value is non-zero. Once the distribution value is zero, counter node


318


will pass the token on to expire


324


.




Counter node


320


will decrement the distribution value and continue to pass the token to play sound node


315


as long as the distribution value is non-zero. Once the distribution value is zero, counter node


320


will pass the token on to expire


325


.




Counter node


322


will decrement the distribution value and continue to pass the token to play sound node


317


as long as the distribution value is non-zero. Once the distribution value is zero, counter node


322


will pass the token on to expire


326


.




A listener attending to the sound produced by the SoundNet in

FIG. 3

will observe three different birdcalls at varying intervals, locations, and rates of occurrence. The listener will hear a predominance of Crows, some Robins, and less frequently, Blue Jays, based on the probabilities associated with probability node


302


. The pattern of birdcalls will sound natural and will not appear to be repeating. Furthermore the sound produced by this SoundNet may be played indefinitely without repetition so that the environment will sound natural for as long as deemed necessary by the application.




Producing a similar sonic environment utilizing a digital recording or sequencing scheme would not be possible since at some point, looping would be necessary because the representations are temporally bounded.




The previous example can be further refined to include other animal calls found in the forest as well as natural sounds such as wind. The time of day and year could be taken into account so that a selection of sound is played which is appropriate for that time of day and year.




The following are explanations of the present invention nodes comprising components of the soundnet network. The novelty of the SoundNet technique is its use of High Level Petri nets to represent sonic environments, and its definition of appropriate nodes. The following is a description of the constituent elements comprising a SoundNet network.




Value Nodes




The prototype node in SoundNet encompasses a behavior and a set of portals that can receive values one for each parameter of the node. These values, in turn, affect the behavior of the node. The concept of a generic value node


1


is a powerful construct allowing SoundNet to exhibit interesting behavior.




A Value node can be of any type, which may be a constant numeric value, one of many random distributions, a boolean value, an ordered sequence, a date and time, an interpolated value, or an external parameter. Upon evaluation a value node returns a value based on its type.




A constant numeric value node simply returns it's numeric value. A random distribution node returns a numeric value between a user specified minimum and maximum value based on a random distribution. A boolean value node returns true or false based on a logical expression. A date and time node returns the current date and time. An external parameter node returns a numeric value set by the application program. An ordered sequence node returns the next value of a sequence of specified values, upon reaching the last value of the sequence, the sequence is started from the beginning. An interpolated value node returns an interpolated value which can be specified as a linear interpolation, a straight line between two values, or a higher-level interpolation, a spline.




Routing Nodes




Routing nodes control the propagation of a token through the SoundNet network. Routing nodes are essentially the control mechanism used in implementing a behavior for the soundnet. Routing nodes consist of the following nodes: a counter node, a delay node, a probability node, a signal node, a broadcast node, and a gate node.





FIG. 4

is a flowchart of the present invention Counter node. A Counter node decrements an internal counter and propagates a token to one of its two outputs based on the value of the counter.




The process starts at step


400


, which receives the incoming token. Decision step


402


then determines if a token has been received. If a token is not present then step


404


end the process for this node. If a token is present then step


406


decrements the counter value. Decision step


408


then determines if the counter value is zero or non-zero. Step


410


receives the token if the counter value is non-zero and passes the token to the node connected to the “true” edge of the node. Step


412


receives the token if the counter value is zero and passes the token to the “false” edge of the node.





FIG. 5

is a flowchart of the present invention delay node. A delay node holds an incoming token for a specified amount of time before propagating it to its output. Step


500


reads a token that was previously stored in this node. Decision step


502


determines if a token is present and if so passes the process to step


504


, if a token has not been received from step


500


then the process passes to step


512


.




Step


504


obtains the current time and determines the elapsed time. The elapsed time is determined by subtracting the recorded time of the arrival of the token from the current time. Step


504


then passes the process on to decision step


506


.




Decision step


506


determines if the elapsed time is greater then or equal to the delay time, which is the amount of time that the token must be held by this node. If the time elapsed is equal to or greater than the delay time then process step


510


sends the token on to the next node and the process continues to step


512


. If the time elapsed is less than the delay time then process step


508


holds the token and the process continues to step


512


.




Step


512


receives a token. Decision step


514


receives the token and determines if the a token is present, if a token is present then the process passes on to step


516


. If a token is not stored in this node then the process ends for this node in step


518


. Step


516


stores the token and records the date the token was received.





FIG. 6

is a flowchart of the present invention probability node. A probability node propagates an input token to one of its outputs based on the probabilities assigned to each output connected to the node.




Step


600


receives a token. Decision step


602


determines if a token is present. If a token is present in decision step


602


then the process is passed on to step


604


. If a token is not present in decision step


602


then the process ends for this node in step


606


.




Step


604


then generates a random number between zero and one and passes the process onto step


608


. For each output the process passes on to step


610


to determine if the probability assigned to the output being evaluated is greater then or equal to the random number, if true then the process passes on to step


612


to send the token to the node associated with the output. If false, then the process passes back to step


608


to evaluate the next output.





FIG. 7

is a flowchart of the present invention Signal node. A Signal node holds an input token until it has received a signal to release the token. The process starts with step


700


, which receives a token, stores it in the node and passes the process on to step


702


. Decision step


702


determines if a token is stored in this node. If a token is stored in this node then decision step


702


passes the process on to decision step


706


. If a token is not stored in this node then decision step


702


passes the process on to step


704


which ends processing for this node.




Decision step


706


passes the process on to step


708


if a signal is raised to release the token. A signal is raised by a process external to the SoundNet such as a user application. Step


708


then passes the token to an output. Decision step


706


passes the process on to step


710


if a signal is not raised to release the token. Step


710


ends processing for this node.





FIG. 8

is a flowchart of the present invention broadcast node. A broadcast node generates one token for each output connected to the broadcast node upon receiving a token. The process starts at step


800


. Step


800


then passes the process on to decision step


810


. Decision step


810


then passes the process on to step


812


if a token is present. Decision step


810


passes the process on to step


814


if a token is not present.




Step


812


passes the token to each output of the broadcast node. Step


814


ends the process for this node.





FIG. 9

is a flowchart of the present invention gate node. A Gate node propagates a token while its boolean input evaluates to true. The process starts at step


900


to receive a token. Step


900


then passes the process to step


904


if a token is stored in this node. Step


902


passes the process on to step


906


if a token is not stored in this node. Step


906


ends the process for this node.




Process step


904


then evaluates input boolean expression B and decision step


908


passes the process on to step


910


if boolean expression B is true, or passes the process on to step


912


if boolean expression B is false. Step


910


passes the token to the output. Step


912


holds the token in this node.




Sound Control Nodes




Sound control nodes control the behavior of sound by starting, stopping and modifying sounds. They utilize a


3


D audio subsystem for playing, modifying, and positioning sounds. Sound control nodes consist of the following: a PlaySound node, a PlayScript node, a ModifySound node, and a MoveSound node.





FIG. 10

is a flowchart of the present invention PlaySound node. A PlaySound node commences the playback of a sound upon receiving a token. The token can be released immediately or after the playback has been completed depending on the characteristics of the node. Step


1000


begins the process of the PlaySound node by reading the token previously stored in the node. Step


1000


then passes the process to step


1002


. Step


1002


determines if a token is present and if so passes the process to step


1004


, otherwise it passes the process to step


1008


. Step


1004


determines if a sound is currently playing and if so passes the process to step


1006


otherwise it passes the process to step


1008


. Step


1006


holds the token at this node. Step


1008


receives a token and passes the process on to step


1010


. Step


1010


then passes the process on to step


1014


if a token is present or passes the process on to step


1012


if a token is not present. Step


1012


ends the process for this node.




Step


1014


makes a function call to start the sound and passes the process on to decision step


1016


. Decision step


1016


passes the process on to step


1018


if the token is to be released immediately. Step


1018


then passes the token to the output.




Decision step


1016


passes the token to step


1006


if the token is not to be released immediately. Step


1006


holds the token at this node.





FIG. 11

is a flowchart of the present invention PlayScript node. A PlayScript node commences the playback of a sound script upon receiving a token. A script is a set of time-stamped events for starting, stopping and modifying sounds. The process starts at step


1100


which reads the token previously stored in the node. Step


1100


then passes the process to step


1102


. Step


1102


which determines if a token is present and if so passes the process to step


1104


, otherwise it passes the process to step


1108


. Step


1104


determines if a sound is currently playing and if so passes the process to step


1106


otherwise it passes the process to step


1108


. Step


1106


holds the token at this node. Step


1108


receives a token and passes the process on to decision step


1110


. Decision step


1110


passes the process on to step


1114


if a token is present, or onto step


1112


if a token is not present. Step


1112


ends the process for this node.




Step


1114


calls a function to start the script routine to play the sound and then passes the process on to decision step


1116


. Decision step


1116


then passes the process on to step


1118


which passes the token to the output, if the token is to be released immediately. If the token is not to be released immediately then decision step


1116


passes the process on to step


1106


which holds the token at this node.




Step


1112


passes the process on to step


1116


to hold the token if the script is playing. If the script is not playing then decision step


1112


passes the process on to step


1114


to pass the token to the output.





FIG. 12

is a flowchart of the present invention ModifySound node. A ModifySound node modifies a predetermined parameter value associated with a sound. Sound parameters control the sonic quality of a playing sound such as the volume, pitch, modulation etc. The ModifySound node is associated with a specific sound source and parameter value. The parameter value is determined by a Value node attached to the ModifySound node.




The process of the ModifySound node starts with step


1200


which receives a node and passes the process on to decision step


1202


to determine if a token is present. If a token is not present then decision step


1202


passes the process on to step


1204


which ends the processing for this node.




Decision step


1202


passes the token on to step


1206


if a token is present. Step


1206


queries value node attached to the ModifySound node for a parameter value and then passes the process on to step


1208


. Step


1208


then starts a audio routine, SetParameter, which supplies the parameter name and the new value. Step


1208


then passes to step


1210


. Step


1210


then passes the process to the output.





FIG. 13

is a flowchart of the present invention MoveSound node. A MoveSound node moves a sound to a location in three dimensional,


3


D, space based on the value of three input parameters to the node. The process starts with step


1300


receiving a token and passing the process on to decision step


1302


. Step


1302


then passes the process on to step


1306


if a token is present. If a token is not present then step


1302


passes the process on to step


1304


. Step


1304


ends processing for this node.




Step


1306


queries value attached to the MoveSound node for a three component vector specifying a new position and then passes the process on to step


1308


. Step


1308


invokes an audio routine, SetPosition, supplying the new position. Step


1308


then passes the process on to step


1310


which passes the token to the output.




The Network Node




The Network node is the top-level node in any SoundNet. A Network node provides access to the Soundnet network and controls its execution. The traversal of tokens in the SoundNet occurs synchronously at regular intervals. The Network node utilizes a clock signal to update the network at a specified rate. Upon each clock signal, the Network node traverses all the outputs in the SoundNet and calls each output's Update routine. This routine checks for tokens arriving at the input and upon arrival delivers the token to its output node. The Output node also checks the token for expiration. Users of the SoundNet network control the execution of the network through the Network node.





FIG. 14

is a flowchart of the present invention Network node. The process starts at step


1400


where an input clock signal is received. Step


1400


passes the process on to step


1402


which determines each output in the network and passes the process on to step


1404


for each output in the network. Step


1404


then invokes a routine to update each token, Update routine.




The Generator Node




The Generator node is an essential component of SoundNet because it is responsible for introducing tokens into the network. Tokens are generated by this node at a rate that is determined by an input Value node.





FIG. 15

is a flowchart of the present invention Generator node. The process begins with step


1500


which receives an input clock signal and passes the process on to decision step


1502


. Decision step


1502


passes the process on to step


1506


if the current time is greater then or equal to the next burst time which is the time for the next scheduled token generation. If the current time is not greater then or equal to the next burst time then step


1502


passes the process on to step


1508


. Step


1508


then ends processing for this node.




Step


1506


passes a token to each output and then passes the process on to step


1510


. Step


1510


then determines the next burst time by adding the current time and the burst periods. Step


1510


the processing ends.




Edges




Edges, outputs, connect SoundNet nodes to form a network. An Edge has a single property that is a probability value associated with the edge. The probability value is used by the Probability routing node in distributing a token to one of its outgoing edges.




Tokens




Tokens are the execution mechanism in SoundNet. Nodes are activated upon the receipt of a token. Tokens have a single property that is their lifetime. A token will propagate through the network until its lifetime has expired. This enables the application to specify a length of time for a behavior to occur.




Generating SoundNets




SoundNets may be generated manually by programmatically instantiating nodes and connecting them using edges. Interactive editing software can greatly expedite the process by allowing users to interactively create, modify and connect nodes to form a SoundNet while viewing a graphical representation of the network.




A natural extension that is possible given this representation of a sonic environment is the automatic generation of SoundNets. One possible technique is to use an existing recording of an environment and extract an equivalent SoundNet representation by performing stream segregation and statistical analysis on the component sounds in the recording. Another possible approach is to use Genetic Algorithms to “grow” SoundNets based on some fitness criteria provided by the user. Both techniques are currently under investigation.




As shown by the present invention, sound modifying nodes include but are not limited to play sound, play script, move sound, and modify sound.




As shown by the present invention, traversal nodes include but are not limited to counter , delay, probability, signal, broadcast, gate, generator, and network.




An intended use of SoundNet is to produce ambient sounds for augmenting architectural spaces. Possible spaces include but are not limited to: museums, public buildings, private offices, resturants, and private residences.




Obviously, numerous modifications and variations of the present invention are possible in light of the above teachings. It is therefore to be understood that within the scope of the appended claims, the invention may be practiced otherwise than specifically described herein.



Claims
  • 1. A method for modeling sonic environments, said method comprising:producing at random, a plurality of tokens, determining a number of tokens which are included in said plurality of tokens, passing said plurality of tokens to a sound generator, producing a sound in said sound generator a specified number of times, and said specified number of times equals said number of tokens.
  • 2. The method for modeling sonic environments, as claimed in claim 1, wherein said method further comprises repeating said number of times said sound is produced depending on a value supplied by a value node.
  • 3. The method for modeling sonic environments, as claimed in claim 2, wherein said value supplied by said value node is sent to a counter, andsaid counter determines whether the value is greater than zero, if said value is greater than zero, said counter instructs said sound generator to repeat said specified number of times, if said value is zero, said counter instructs said sound generator to stop repeating said sounds.
  • 4. The method for modeling sonic environments, as claimed in claim 1, wherein said method further comprises adding a move node to modify the location of said sounds.
  • 5. The method for modeling sonic environments, as claimed in claim 4, wherein said move node is controlled by a vector distribution node,said vector distribution node provides three component vector values to said move node.
  • 6. The method for modeling sonic environments, as claimed in claim 5, wherein said three component vector values are chosen at random.
  • 7. The method for modeling sonic environments, as claimed in claim 1, wherein said method further comprises making said sound generator produce a plurality of sounds, andeach of said plurality of sounds is different from one another.
  • 8. The method for modeling sonic environments, as claimed in claim 7, wherein each of said plurality of sounds is produced by a different sound generator.
  • 9. The method for modeling sonic environments, as claimed in claim 8, wherein said method further comprises adding move nodes to modify the location of each of said plurality of sounds.
  • 10. The method for modeling sonic environments, as claimed in claim 9, wherein each of said move nodes is controlled by a vector distribution node,said vector distribution node provides three component vector values to each of said move nodes.
  • 11. The method for modeling sonic environments, as claimed in claim 10, wherein said three component vector values are chosen at random.
  • 12. The method for modeling sonic environments, as claimed in claim 8, wherein said method further comprises using a probability node,said probability node determines an order in which said move nodes are activated.
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