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Score Genaration for Taiko no Tatsujin Based on Machine Learning

机译:S这是一个乐谱,一个音符,一个音符,一个音符,一个音符,一个音符,一个音符,一个音符和一个乐谱。

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Taiko no Tatsujin is one of the most popular rhythm-based games. Players simulate playing a drum in time with music. In order for players to play songs, an additional percussion part need to be composed based on the audio an existing song, the additional percussion part is not exactly the original percussion part of the song, but it is related to the melody, rhythm and other feathers of the song. This paper introduces two ways to generate the score of the additional percussion part that follow beat and melody of songs. One is that we split the raw audio into many measures, record some certain features of each measure, and build a database for measures and a database for features whose relationship is one on one. Using KNN model, we find every predicted measure for a target song which becomes the score in a whole. In another way, we pre-process the raw audio to extract MFCCs feature and utilize onset detection using CNN to classify notes at any time. Through these approaches, the score can be created in 5 seconds while its approach 86% similarity of the human written score.
机译:Taiko No Tatsujin是最受欢迎的基于节奏的游戏之一。玩家模拟与音乐一起玩鼓。为了让玩家播放歌曲,需要基于现有歌曲的音频组成额外的打击部分,额外的打击部分不是歌曲的原始打击乐部分,但它与旋律,节奏等有关歌曲的羽毛。本文介绍了两种方法来产生追随歌曲和歌曲旋律的其他打击乐部分的得分。一个是,我们将原始音频拆分为多种措施,记录每个度量的某些特征,并为其关系的特征构建一个措施和数据库的数据库。使用KNN模型,我们发现目标歌曲的每个预测措施都成为整体分数。通过另一种方式,我们预处理原始音频以提取MFCCS功能并利用使用CNN的开始检测随时对备注进行分类。通过这些方法,可以在5秒内创建分数,而其接近人类书面评分的86%相似之处。

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