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COMPUTER SIMULATION OF MUSIC INSTRUMENT
TONES IN REVERBERANT SPACES
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Leland C. Smith & John M. Chowning, Department of Music
John M. Grey, Psychology - James A. Moorer, Computer Science - Loren Rush, Music
Consultant - John R. Pierce, California Institute of Technology
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Faculty Advisory Group
James B. Angell, Department of Electrical Engineering
John McCarthy, Department of Computer Science
Earl D. Schubert, Hearing & Speech Sciences, School of Medicine
Roger N. Shepard, Department of Psychology
Head of External Advisory Group - Max V. Mathews, Bell Telephone Laboratories
Stanford University, March 1974
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ABSTRACT
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Novel and powerful computer simulation techniques have been developed which
produce realistic music instrument tones that can be dynamically
moved to arbitrary positions within a simulated reverberant space of
arbitrary size by means of computer control of four loudspeakers.
Research support for the simulation of complex auditory signals
and environments will allow the further development and
application of computer techniques for digital signal processing, graphics,
and computer based subjective scaling, toward the analysis, data reduction,
and synthesis of music instrument tones and reverberant spaces.
Main areas of inquiry are: 1) those physical characteristics of a tone which
have perceptual significance, 2) the simplest data base for perceptual
representation of a tone, 3) the effect of reverberation
and location on the perception of a tone, and 4) optimum artificial
reverberation techniques and position and number of loudspeakers for producing a
full illusion of azimuth, distance, and altitude. These areas have
been scantily investigated, if at all, and they bear on a larger more
profound problem of intense cross-disciplinary interest: the
cognitive processing and organization of auditory stimuli.
The advanced state of computer technology now makes possible the realization of
a small computer system for the purpose of real-time simulation.
The proposed research includes the specification of, and program
development for, a small special purpose computing system for real-time,
interactive acoustical signal processing. The research in simulation
and system development has significant applications in a variety
of areas including psychology, education, architectural acoustics,
audio engineering, and music.
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I. INTRODUCTION
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The program of research presented here has as its ultimate goal the
production of acoustical waves by means of computer control over
loudspeakers which can provide for a listener the impression of any
music instrument tone at any location within any reverberant space.
Between the user who specifies the tone in a space and the listener
who perceives it, there must be a small but powerful real-time
computing system, a small and highly optimized data base, and
efficient algorithms which compute the control signals for the
loudspeakers on the basis of the physical correlates to the
perceptual cues of the tone and space.
The computer production of acoustical waves which contain the cues
required for the %5perception%1 of a music instrument tone in a
reverberant space is a problem that is fundamentally different from
that of producing waves which contain all of the information of an
original instrument source in a real room. The first we define to be
a problem of simulation, or the process of providing the perceptual
impression of the natural source, whereas the second is that of
reproduction, or the process of achieving an exact or close imitation
of the natural waves. While it is true that an accurate reproduction
of the original acoustical waves will necessarily contain the
perceptual cues of an instrument tone and the space, it is not
necessarily true that a simulation of a tone will contain all of the
information in the original waves. We draw attention to this
distinction between reproduction and simulation, because what can be
learned from the two processes is significantly different. The
broadcast, tele-communications, and recording industries have for the
most part solved the problems of reproduction and the accumulated
knowledge is vast, having to do with bandwidth, signal to noise
ratios, equalization, and encoding. An equivalent research effort in
simulation has only just begun, where the goal is the production of
those features %5alone%1 of a complex wave to which the human
perceptual mechanisms respond (Risset & Mathews, 1969). Research in
the computer simulation of complex auditory signals will produce
knowledge in the general area of perceptual representation by
isolating those physical features of complex signals which are
required to give the appearance of naturalness.
It has become clear that for the purpose of simulation, digital
computers provide the most effective control of loudspeakers. The
loudspeaker is a device of extraordinary richness and potential in
that it can be used to reproduce nearly any perceivable sound,
perhaps not perfectly, but certainly with more than adequate
fidelity. The computer is programmed to generate a sequence of
numbers or samples, which are a numerical representation of the
instantaneous amplitude of a desired waveform. The accuracy of the
representation increases as the time interval between successive
samples decreases and as the numerical precision of each sample
increases. The samples are passed in sequence to digital to analog
converters, whose voltage outputs are amplified and applied to
loudspeakers. The precision and flexibility of this method is very
great and has allowed the development of analysis and synthesis
techniques which are uniquely suitable to digital processing.
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%5current research%1
At the Stanford Artificial Intelligence Laboratory, pilot programs
and techniques have been developed for the analysis and synthesis of
complex signals and for the simulation of moving sound sources in
reverberant spaces, some of which are startlingly simple in
implementation and novel in conception.
Analytical programs have been written which digitize the acoustical
wave of a music instrument by means of an analog to digital
converter. The program then reduces the data to time-variant
frequency and amplitude functions and the wave is reformed from
these functions through additive synthesis and played through the
digital to analog converter in order to determine the goodness of fit
of the analysis. Further reductions are made to the data with the
aim of discovering the optimal physical representation of the tone
with regard to its perceptual features. These procedures have been
successfully applied to tones from several instruments, including the
violin, one of the most complex of all instruments, where the data
reduction ratio is %5greater than 250 to 1!%1 without any disturbance
of the perceptual images of these tones.
An altogether new technique for generating complex acoustical waves
using the computer was discovered here several years ago. The
technique is based upon a special application of simple frequency
modulation, where with two parameters and two time domain functions a
large number of highly differentiated tones can be produced which
have a strong resemblance to natural instrument tones. The technique
does not have the generality of the additive synthesis mentioned
above, however the simplicity of control has provocative
implications. For many tones the data reduction ratio is a factor of
ten greater than the ratio for additive synthesis. It is to a large
degree the extraordinarily simple physical correlations to the
perceptually complex images resulting from this technique that has
generated a far-reaching research interest in the significant
perceptual cues for such images.
In the simulation of natural tones in natural environments using
loudspeakers, it is of utmost importance that the realism of the
auditory images supercedes the physical presence of the loudspeakers
themselves. In order to free sounds from the loudspeakers it is
necessary to simulate the reverberation of a space as well as the
localization cues of the sound within the space. To this end,
artificial reverberation techniques based on Schroeder (1962), together with
the results of several years of research into producing localization
cues by means of loudspeakers, have been implemented in a general
control program for the arbitrary localization of a source. Using
interactive graphic display techniques, a user can specify the
location an movement (trajectory) of a sound in a two-dimensional
reverberant space. A program computes the control functions for
azimuth, distance, and velocity which are used to modulate the signal
to be applied to the loudspeakers. This program has been useful in
the investigation of simulation algorithms for localization cues and
for indicating the most potentially productive research areas for the
future.
All of the research to date has been done at the Stanford Artificial
Intelligence Laboratory. It should be noted that we have received
%5no direct support for research in the form of salaries or purchase
of hardware,%1 although we have been allowed to use the computer
facilities through the generosity of its directors. Lately, as the
use of these facilities has increased by a significant amount, and
consequently, the presence of any research group has been a much
more apparent load on the system, the presence of a non-funded
project has become an increasing burden on the resources of the lab.
It has become clear, therefore, that we must seek external support
in order to continue our association with the lab, by 1)
significantly reducing our computing load and 2) paying, in part,
for our use of peripheral equipment. Recent advances in computer
technology resulting in the availability of specialized hardware for
real-time signal processing, make possible our development of a
small satellite system which would not only significantly reduce our
load on the system, but would immeasurably increase the rate of our
research progress and allow for many diverse and unforeseen real-time
applications, some of which are listed below. The research and
development of such a system is a major impetus for our seeking
external support.
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%5proposed research%1
The results from the current and past research indicate clearly both
the general direction and some of the specific steps for the future.
The overall goal in the simulation of instrument tones is the development
of synthesis algorithms which produce tones having the perceptual
complexity and naturalness of those in the real world, but which also
have the simplest possible physical representation in the computer.
In order to achieve this goal, the analysis and two synthesis techniques
will be applied to a larger set of tones with a view to capturing or confirming
the significant perceptual features through the rigorous application of
reduction techniques. As the empirical data accumulates, the reduction
techniques will be `formalized' as algorithms which are able to detect
and preserve the perceptual features of a tone in the most concise representation.
Similarly, algorithms for mapping the perceptual attributes of a tone into
parameters and functions for FM synthesis will be developed. A convergence
of the two synthesis techniques is anticipated in that the FM synthesis
of many complex instrument tones requires a particular expansion of the
technique which places it in part in the category of additive synthesis.
Finally, the perceptual representations of tones will be used to formulate
higher order algorithms which reflect a general model for the perception
of a wide range of natural tones.
Methods from experimental psychology will be used to help
establish the dimensionality of this perceptual model and the
relationships between the subjective dimensions and the physical properties
of the tones.
In the case of the simulation of reverberant spaces and the localization of
sources within the space, the overall goal is to be able to provide for a
user the maximum control over localization of sources and over size,
shape, and reverberant qualities of the apparent space. The major research
to be done in achieving natural representation of real rooms is in the
artificial reverberation algorithms. We plan to develop the techniques
of Schroeder in conjunction with other techniques developed here, through
the use of graphic computer analysis programs. The difficulty in constructing
compound reverberation circuits is that there is no current method for
formal prediction of their output (which in addition is very often
counter-intuitive). The combination of such programs, together with subjective
evaluation, appears to be the most effective manner of research. With the
application of resonators to uncolored synthesized reverberation, we plan
to simulate a number of real acoustical environments.
The research in localization will focus on the optimum number and arrangement
of independently controlled loudspeakers which maximize the effective area of
listening positions. Although the algorithms which
we have developed for localization appear to be effective for
four channels, we plan to further "tune" and evaluate the cues through
subjective measurements for as many as eight channels.
The effectiveness of the research effort will be dependent upon the proposed
development of a special purpose, interactive, acoustical signal
processing system. The system will be able to synthesize in real-time
a number of complex signals, localized in complex reverberant environments.
Programs will be developed which will give the user a high level control
over the total acoustical environment. The programs will include
all of the digital simulation techniques which have been developed and which
are proposed.
The integrated circuit technologies, especially the rapidly developing field of
large scale integration, suggest provocative applications of this
research in digital simulation.
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APPLICATIONS
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scientific research
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Our research and development of powerful simulation algorithms will
make significant contributions to several related scientific areas,
both of a theoretical and practical nature. The most obvious benefits
which will directly result from our research will be contributions
to, and implications for, auditory theory. Psychoacoustics is now
only beginning to include the study of the perception of auditory
signals which resemble sounds from our daily environments. The
largest body of research in this domain has included the perception
of speech signals, an interest which has many obvious payoffs.
Little work has been done on the perception of the non-verbal signals
which constitute a sizeable remainder of our complex, natural
auditory environment. The few efforts which have been made have
attempted to look at the perception of music instrument tones, a
logical starting point for such investigation. We feel that the
research which we will undertake will make many significant
contributions to this growing area of study, an area which will
provide an ultimate test for many general models for auditory
perception. Indeed, implications should result from our work for
models of speech perception, in that we are dealing with a comparably
complex auditory domain.
Another contribution of our proposed research to the study of hearing
is in our development of a real-time digital system for the synthesis
of sound. It would be conservative to note that over half of the
time spent in research on auditory perception is consumed by the
construction and debugging of special-purpose analog circuits. The
problems with the stability of, and precision of control over, analog
hardware has imposed implicit limitations on the complexity of the
auditory stimuli which can serve as tools in research. It is for this
reason that the study of the perception of complex, natural signals
is out of the reach of most researchers; with digital synthesis of
sound it becomes possible, but with the development of a real-time
digital system for synthesis it becomes practical. We feel that both
the research and development of a real-time system, which indeed
supports interactive psychoacoustical experimentation, and the model
which our research will provide to this branch of science, will
represent a significant step in research possibilities to the
scientific community. For example, in auditory research,
special-purpose, low budget systems could evolve from our work which
certainly would represent as much of a jump from the current
limitations of equipment as was the jump from the use of tuning forks
and Helmholtz resonators to the use of electronic oscillators and
filters.
The algorithms which we are developing for the simulation of music
instrument tones localized in reverberant spaces are clearly
applicable to the study of higher-order auditory information
processing. An extension of the range of auditory signals which
fall in the domain of our simulation techniques would include many
diverse naturalistic sounds that are not traditionally categorized
with music instruments, but which occur in our everyday
environments, such as various types of noise, mechanical sounds, and
any of the many other sorts of non-verbal sounds which daily surround us.
Techniques already implemented for the simulation of
localized sources of sound in reverberant spaces would of course
apply to the extended set of auditory signals. At this point, very
powerful tools would exist for any social science research which
desires to examine the behavior of man in a naturalistic environment,
but further demands the control over environmental factors. The
mounting interest in this level of work is demonstrated by the
increasing use of the criterion of the relevance of research findings
to real-life situations. The social psychologist could study the
influences of various auditory conditions on human behavior, such as
levels and types of noise. The study of the internal representations
of naturalistic auditory signals and the cognitive operations which
may be performed on these representations could make many uses of the
tools which we are developing. Both short and long term memory for
non-verbal, but familiar, auditory stimuli could also be
investigated with these simulation techniques. They would also make
feasible the controlled investigation of the effects of training and
experience on the processing of, or the effects of the contexts which
surround, natural signals. These are but a few examples of
applications for the simulation algorithms which we propose to
develop.
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%5education%1
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In music education, hardware implementations of the simulation algorithms
can be coupled with small computer-aided instruction systems. Placed in a
primary school environment
with keyboard and/or alternative controls, i.e. knobs, joy-sticks, switches,
children could readily explore the basic musical parameters of rhythm and
pitch in the rich context of the orchestral instrument timbres. The
system could be defined in such a way that basic principles of acoustics
and perception could be simply presented and experimented with by young
children as a way of understanding the physical medium on which the art
of music depends. At higher levels of education in the high school
and university, the system
would allow a student to actively experiment with principles of orchestration
without concern for the inhibiting cost and/or time of live musicians. Another more
obvious application is the simulation of tones for computer-aided ear-training strategies
which reflect the complexity and richness of the tones which form the students
natural musical environment, for which his `ears' are being trained.
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%5architectural acoustics%1
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Architectural acoustics, as has often been stated, lies somewhere between
science and art. The number and complexity of inter-relationships of the
variables in the acoustics of rooms is enormous. Any information having
to do with the subjective evaluation of room information is therefore
bound to be useful in the design and construction of acoustical spaces.
The research we propose should be of obvious benefit.
There is another application of our research which may contribute to a
new and revolutionary approach to the entire question of performance
spaces, that is totally artificial reverberation. The design and construction
of auditoriums is enormously expensive and once completed difficult to alter
according to subjective evaluation. Unlike current techniques
for the artificial enhancement of natural reverberation, totally artificial
reverberation would eliminate any concern for room shape and size as it
affects reverberation time, frequency response and resonances, flutter,
and first delays. The only requirement for construction would be
that the room be reasonably dead. Microphones placed in the room would
pickup the direct signals from the sources and pass them to digital delay
and resonance circuits and then back into the room by means of a number
of loudspeakers arranged in the walls and ceiling. The apparent room
size and reverberant characteristics, for example concert hall or cathedral,
would be under the control of the musical director and could, in fact, be
changed in the same concert according to the requirements of the program.
In this manner, a rectangular room, relatively inexpensive to build,
would be a flexible performance space, capable of meeting the
acoustical requirements for types of music ranging from chamber music to
large choral and orchestral works.
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%5music industry%1
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Simulated reverberant spaces and control of source location also
have obvious applications in the cinema and recording industries. Typically,
music is recorded in ideal studio conditions using a large number of microphones
and recording channels. In the process of mixing down to two or four channels,
the signals are passed through a reverberation chamber or an electronic
reverberation device to compensate for the dryness of the studio. Digital
spatial processing systems which allow precise control of reverberation time,
frequency response, and room shape would add a flexibility
to the processing which would not only allow simulated reverberation of a
variety of concert halls, but would also allow localization in distance and
angle of each of the original source channels.
The electronic organ and synthesizer industries are altogether dependent on
simulation techniques and are beginning to utilize digital synthesis,
albeit primitive from the point of view of perception. The difficulty is
that practical manufacturing costs are incompatible with sensory pleasure and
realism using the current techniques for simulation. What is required are simplified,
yet effective, perceptual models for additive and subtractive synthesis,
and/or alternative techniques for simulation of pleasing tones, two areas
where our research has great potential.
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%5electronic music composition
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Another high order human activity is music composition.
Here, there is a strong commitment
to the use of the loudspeaker for simulation as well as for amplification.
There is no doubt that with the development of electronic music the
loudspeaker has become the musical instrument of the present and future.
The desire of the composer to expand and control his material is unbounded and it
was such a quest which led to the development of electronic music.
Studios in Europe and America have proliferated as analog synthesizers
have become ever more sophisticated. The deficiency of analog synthesis, however,
is that it is not sufficiently general to allow the composer to control
his material from the elemental level of the sound itself to the higher levels
of form. The hybrid system, a computer controlled analog synthesizer, is a solution
to the control on a formal level, but it will not allow the composer to
`get his hands on' the structure of the sound itself. Digital synthesis
techniques are now seen to be the general solution for the composition of
electronic music - at least they can theoretically produce any perceivable sound.
The remaining difficulty is that very little is known about sound
that is of sufficient complexity (interest) to be useful to composers:
which is to say, sound no less complex than that of musical instruments.
The applications of the proposed research and computer facility to the field
of electronic music are most appropriate. Realistic simulation
of the natural music instrument tones forms an extraordinarily
rich point of departure for the discovery and manipulation of timbres,
both known and unknown. The simulation techniques for localization
and reverberant spaces not only liberate the sounds from the loudspeaker,
but allow specification of the `performance room' itself, thereby giving the composer
a control over his medium never before possible.
There is, perhaps, a more profound relationship of the research we propose to
contemporary composition. Although psychoacoustics is not the principle thrust
of our research, it is a major component of every aspect of our work in the
development of simulation algorithms. The following quote seems
particularly appropriate.
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A few years ago, a colleague and I were asked to write a chapter on acoustics
for a book on contemporary music. We assembled what seemed to us pertinent
current and unexploited information. The editor rejected the chapter on the
grounds that we had not related the material to examples of contemporary
music. The only response we could make was that no relation was possible.
Contemporary music and psychoacoustics had become completely disjoint fields.
- J.R. Pierce
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