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A Montage Approach to Sound Texture Synthesis

机译:声音纹理合成的蒙太奇方法

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摘要

Sound texture synthesis has applications in creating audio scenes for film and video games. In this paper, a novel algorithm for sound texture synthesis is presented. The goal of this algorithm is to produce new examples of a given sampled texture, the synthesized textures being of any desired duration. The algorithm is based on a montage approach to synthesis in that the original sample is cut into small pieces, referred to as atoms, and these atoms are concatenated together in a new sequence, preserving certain structures of the original texture. The sequence modelling of the atoms has two levels: atoms are concatenated to create segments and segments are concatenated, based on their history, to create textures. This approach deals with problems of repetition associated with sampling based sound texture synthesis techniques. Listening tests show that the results of the synthesis are very promising for a broad range of textures, including quasi-periodic and more random textures.
机译:声音纹理合成可用于创建电影和视频游戏的音频场景。本文提出了一种新的声音纹理合成算法。该算法的目标是产生给定采样纹理的新示例,合成纹理具有任何所需的持续时间。该算法基于蒙太奇合成方法,其中将原始样本切成小块,称为原子,然后将这些原子按新序列连接在一起,从而保留原始纹理的某些结构。原子的序列建模有两个层次:原子被级联以创建段,而链段根据其历史级联以创建纹理。这种方法处理与基于采样的声音纹理合成技术相关的重复问题。听力测试表明,合成结果对于各种纹理(包括准周期纹理和更多随机纹理)非常有前途。

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