ee2f2 - music technology 11. physical modelling introduction some ‘expressive instruments don’t...
Post on 21-Dec-2015
212 views
TRANSCRIPT
EE2F2 - Music Technology
11. Physical Modelling
Introduction Some ‘expressive instruments don’t sound very
convincing when sampled Examples: wind or bowed stringed instruments
Reasons When a performer plays a real instrument, every note
sounds slightly different – sampled notes all sound the same Also, the transition between notes is not sudden but gradual
Instead of sampling, physical modelling techniques build a computer simulation of the physical processes of an instrument
The model can then be ‘played’ with an appropriate controller and should sound more realistic
Classic Physical Modelling The science of acoustics is all about how things
vibrate A commonly used numerical technique to model
vibrating bodies is finite element analysis It works by representing complex solid objects
by a matrix of discrete points The problem is quantised If the density of the points is large enough,
vibrations in complex bodies can be simulated by many simple linear equations
Vibrating String Example
A taut string can be simulated by a row of small masses connected by ideal springs
If each individual spring is assumed to be always straight, the simulation becomes very simple
The movement of each mass can be calculated using Hooke’s law for the adjacent springs Newton’s 2nd law of motion
Vibrating String in Action
The sound produced by a vibrating string depends on the velocity of the elements
This can be read directly from the model
Examples:
Sum of all elements
Single element, mid-string
Single element, end of string
Planes and Volumes To simulate a plane (e.g. the
skin of a drum), use a 2-dimensional grid of elements
A volume (e.g. a solid bar or an enclosure of air) is a 3-dimensional grid
The equations are the same regardless
All that changes (depending on the material) are:
The mass of the elements The tension of the springs The frictional retardation
Pros and Cons
Pros Using finite-element analysis (or similar techniques)
any shaped instrument made from any material can be modelled
If the numbers are right, the sound can be indistinguishable from the real thing
Cons You need a lot of patience to program in all those
element positions and parameters You need a big computer to simulate them in real
time Currently, not technically feasible
Functional Physical Modelling For reasons of user-friendliness and computational demands, there is an
urgent need to simplify the classic approach By way of example, consider the string again. Given the properties of the string, we can predict known resonant modes:
Fundamental 1st Harmonic 2nd Harmonic Sum of Harmonics
Functional Modelling Cont.
Any initial pluck displacement (the boundary condition) can be expressed as a sum of weighted sine waves
The weight of each sine wave determines how much that harmonic will be excited
If the behaviour of the harmonics is known beforehand, the behaviour following any initial displacement can be easily predicted by adding them together in the right proportions
Fundamental 1st Harmonic 2nd Harmonic
+ +
Source-Resonator Model
A simplified way of thinking of the plucked string is the source-resonator model
Source: The initial displacement of the string Resonator: A filter that resonates according to the modes of the
string This model can be applied to a wide range of
instruments NB. Sometimes, the resonator output modifies the
source. In these cases feedback is required.
Source Resonator Output
Feedback (when required)
Source-Resonator Model
Source Resonator Output
Feedback (when required)
Source spectru
m
frequency
Resonator
Response
frequency
Fundamental mode
Harmonics
Source-Resonator Examples Piano
Source: The hammer displacing the piano string Resonator: The modes of vibration of the string multiplied
by the frequency response of the sound-board Flute
Source: The noise-like rush of air over the mouthpiece Resonator: The resonant modes of the pipe
Trumpet Source: The vibrations of the performers lips Resonator: The resonant modes of the tube, modified by
the effects of the flare at the end Feedback: In this case, the resonance of the pipe feeds
back to the source
Sound Examples
Bowed Violins
Plucked guitar quintet
Flute (with ‘overblowing’)
Pros and Cons
Pros Potentially, produces the most realistic synthesised
sounds around Responds in the same way as the real thing Can be used to synthesise fictional instruments by
breaking a few laws of physics! Cons
Can be very difficult to play (if you’re a rubbish violinist, you’ll also be a rubbish virtual violinist)
Currently, not easy to program – poor user interface
Physical Modelling Summary
Very realistic sounds High computational complexity
(especially using classic modelling) Can be difficult to play
The Future of Synthesis Additive Methods
Elaborate additive synthesis techniques allow easy time and pitch stretching and morphing
Could turn out much easier to play than physically modelled instruments
Processor intensive at the moment Physical Modelling
Modelling environments must be made more friendly Modelling of fictional instruments
The Human Voice Speech and music synthesis combined!
Microsoft’s best effort!
Music Projects
Current Projects (BEng/MEng) Microcontroller based MIDI devices
Pitch-to-MIDI conversion Subtractive synthesiser Controller pedal
Additive synthesis for data compression Bass-servo (in conjunction with Linn)
Music Projects Future Projects
More microcontroller based devices FM synthesis Wind controller
Signal processing Effects processing Automatic transcription Physical modelling Analysis and re-synthesis of sounds
Course Summary
Recording Technology Multi-track recording and mixing Effects MIDI & Sequencers
Sampling & Synthesis Subtractive and Additive Synthesis (+FM a
bit) Sampling and Sample+Synthesis Physical Modelling