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C00010 00003 The design of an algorithm for the computer simulation of localized
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II. RESEARCH PROPOSAL
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In this section we will present the details of our present and
proposed future research. The presentation is divided into two major
parts: (A) the simulation of music instrument tones, and (B) the
simulation of reverberant spaces and localized sound sources. This
division is based on the distinction of those active elements of the
auditory environment, the actual sound sources, from the passive
space which surrounds them and the cues for their localization in
that space. The apparent independence of these two lines of research
serves our interests for presentation alone. However, our unified
goal is the simulation of any source, located at any position in any
reverberant environment. Our realistic two-year goal for the purpose of
this proposal, is the simulation of a number of varied music instrument
tone sources, located in any position in some typical reverberant
environments. The interdependence of factors can be readily
seen when we consider the influence of the specific environment on the
quality of the sounds within it.
An important further aspect of our research is presented under
Proposed Facility of section III. We view the development of
a small, special purpose, real-time digital signal processing
system and the programs as integrally related to, and
as a major product of, the research.
We will begin by giving an overview of the fundamental issues and
concerns of our research.
The fundamental principles of our present research, using a large
general purpose computer, and the proposed research, using a special
purpose processor, lie in sampling theory. The details
of the theory as applied to acoustical pressure waves are thoroughly
discussed by Mathews (1969). Briefly, the fundamental assumption
is that a complex waveform can be digitally represented by discrete numerical
sampling of the instantaneous amplitude of that wave, and that the
accuracy of this representation increases as the time interval between
the successive samples becomes smaller and as the numerical precision
of each sample is increased. Using the synthesis
techniques, discussed below, we generate a complex wave by producing
the samples in numerical sequences, which are then passed to digital-to-
analog converters, the voltage outputs of which are recorded on a
multi-channel tape recorder. Digital synthesis has the obvious
advantage of allowing the generation of a waveform which has been
precisely controlled in frequency and amplitude.
In fact this precision can only be met by means of digital synthesis,
and it will be shown to be of the utmost importance for our research.
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The main considerations and criteria in designing a computer
algorithm for the simulation of music instrument tones are: 1) the
optimal use of computer resources, i.e. storage, efficiency, 2) the
perceived naturalness of the results, 3) the
general applicability to the widest range of cases found in the
repertoire of instrumental timbres, 4) the level of user-control of
the algorithm such that parametric specifications are perceptually
meaningful, 5) the efficiency with which hypotheses may be verified.
Essential to our work, therefore, is information
concerning the nature of the perception of music instrument tones.
The measure of success of any proposed simulation technique, as
outlined in the above criteria, infers that the dimensions of human
timbre perception will be mapped into the computer algorithm. Given the
present lack of knowledge in auditory theory about the perception of
timbre, we find that a part of our research program is concerned with
uncovering the perceptual dimensions of instrument tones, which will
suggest optimal structural representations of tones and
parametric controls for simulation. This research particularly
involves rigorous perceptual evaluation and multidimensional scaling
of the results of simulation algorithms, both as an objective test
of specific techniques, and as a method for deriving theoretical
knowledge which supports our further development of more powerful
algorithms.
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The design of an algorithm for the computer simulation of localized
and moving sound sources in a reverberant space have criteria similar
to those enumerated above for the simulation of tones. Optimization
for this simulation algorithm also includes a determination of the
minimal number of independent speaker-channels which are necessary
to create high-quality reverberation and which maximize the area in
which listeners receive convincing illusions of the localization of
stationary and moving sound sources. Research in the control of
artificial reverberation is aimed at allowing the user to simulate
any desired set of environmental characteristics. Examination of the
perceptual cues for room qualities, a little-touched subject in
auditory theory, is included in our effort to formulate the most
powerful simulation algorithm. The perceptual cues for the angular
localization of sounds, by contrast, are well-understood in auditory
theory. The problem seen for this area of simulation is in the use of
a small number of speaker-channels at fixed angles to accurately and
convincingly produce a full range of possible angles of source
localization for the largest region of listener positions. In
considering the simulation of the distances of sources and the paths
of their motion, theoretical knowledge implicates specific physical
cues on sounds, but empirical quantification is again necessary in
the designing of a powerful computer algorithm.
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