Retargetting Example Sounds to Interactive Physics-Driven Animations

ACCEPTED TO AES 35th INTERNATIONAL CONFERENCE
AUDIO FOR GAMES

Overview

We present the results of our method to generate audio in the context of interactive animations driven by a physics engine, such as those used extensively in games. Our approach consists in retargetting audio grains extracted from pre-recorded contact sounds to interactive physics-driven animations.

We first present results of our approach for resynthesis. In this case, the purpose is simply to reduce the size of the recording database manipulated during real-time interaction in video games. The method is applied on recorded contact events involving different material types (e.g. stone glass, metal, wood, etc..) and interaction types (e.g. break, hit, roll, slide). We also demonstrate that our technique is well adapted for the specific case of continuous-like events such as rolling or sliding. A specific operation is performed on continuous-like recordings that separates the sinusoidal and the transient parts to allow coding them separately.

Using this approach, the audio grains can be efficiently concatenated using the coding structure of user-defined, shader-like procedures. Similar audio events can be built using different approaches. Time-scale modification of the original recordings is easily implemented and different examples are given (1). Besides time scaling, continuous-like recordings are varied by enhancing the sinusoidal part or the transient part extracted in a preprocess analysis step, acting on the granularity sensation of the contact interaction (2). Finally, variable audio content is appropriately matched to a caracteristic rhythmic pattern of an available audio recording using cross-correlations calculations(3).

Finally, we present our results for an interactive video sequence, similar to a game setting. Here atom distribution is tailored by parameters from game data. Sounding material is retargeted to simulated sounding events through the amplitude of the normal force and relative velocity parameters.


Each sound clip contains the original exemplar followed by the synthesis result.


Resynthesis Results


Each sound clip contains the ORIGINAL exemplar followed by the RESYNTHESIS result.

- 'STONE Interactions' : Total Resynthesis Encoding Size (vs original) = 80%

   'IMPACT-like' contacts
     'Stone/Break' (30 records): 1034 impulsive atoms
     'Stone/Hit' (44 records): 1086 impulsive atoms

         Stone/Break     1     2     3

     Stone/Hit     1    2    3


   'CONTINUOUS-like' contacts
     'Stone/Roll' (3 records): 276 impulsive atoms - 313 continuous atoms
     'Stone/Slide' (17 records): 1250 impulsive atoms - 1212 continuous atoms

     Stone/Roll     1     2

Stone/Slide     1     2

Stone/Gun     1     2

- 'WOOD Interactions'

   'IMPACT-like' contacts

         Wood/Break     1     2

     Wood/Hit     1    2


   'CONTINUOUS-like' contacts

         Wood/Roll     1     2     3     4

- 'GLASS Interactions'

   'IMPACT-like' contacts

         Glass/Break     1     2

    Glass/Hit     1    2


   'CONTINUOUS-like' contacts

         Glass/Roll     1     2     3     4


Results of Similar Patterns Synthesis


Each sound clip contains the ORIGINAL exemplar followed by the SYNTHESIS result.

- TIME-SCALE Modifications : according TM factor

        TM=0.3 (shrinking):    1    2    3      

     TM=1.3 (stretching):    1    2    3

- CONTINUOUS-like contacts variations : independent time-scale (TM) and granularity (Gran) modifications

       1 :   TM=1 - Gran=0.45
       2 :   TM=1 - Gran=4
       3 :   TM=0.3 - Gran=1        

       1 :   TM=0.4 - Gran=2
       2 :   TM=1.2 - Gran=0.08
       3 :   TM=1.4 - Gran=0.4

- Audio Content Variations : only the rhythmic pattern of the original recording is kept

        Breaking Glass 1
        Breaking Glass 2
        Breaking Stone/Ceramic   

Sliding Wood
Breaking Stone/Ceramic
Breaking Stone


Results of Retargetting to an Interactive Physics-Driven Animation  (game-like setting)

      A Stone    

   A Wood Cylinder 

A Ceramic Duck