Samples Homogenization for Interactive Soundscapes

  • Jorge Garcia Martin
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Abstract

This thesis presents the challenges and current state of the art related to soundscapes modeling and design. The concept of soundscape comprises various fields of knowledge and craft: from scientific to technical and artistical. Moreover, current scenarios demand new digital content creation (DCC) paradigms focused on user generated content (UGN) platforms and on-line repositories of sound assets, like Freesound. The work carried out focuses on DSP methodologies that can be used to support the creation and design of soundscapes. We stress their relationship with the nature of interactive and immersive environments.One application area is explained for the use-case of “sound concepts” that need to be modeled using material from various recordings, carried out using different setups or sound design techniques. An homogenization algorithm is presented with the aim to reach a certain homogenization across groups of samples by means of auditory-based features. Then, a study about the transformations that can be applied using this model are presented as equalization methods. To support the development and evaluation of the techniques presented, a prototype in Matlab and the integration of a SuperCollider server with the game engine Unity 3d have been carried out. Additionally, some applications and use-cases are also mentioned within the contexts ofinteractive (non-linear) and linear sound design.

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Jorge Garcia Martin. (2011). Samples Homogenization for Interactive Soundscapes. Retrieved from http://mtg.upf.edu/system/files/publications/Garcia-Jorge-Master-thesis-2011.pdf

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