I am delighted to announce the publication of my article titled, Sound Synthesis of Objects Swinging through Air Using Physical Models in the Applied Science Special Issue on Sound and Music Computing.
The Journal is a revised and extended version of my paper which won a best paper award at the 14th Sound and Music Computing Conference which was held in Espoo, Finland in July 2017. The initial initial paper presented a physically derived synthesis model used to replicate the sound of sword swings using equations obtained from fluid dynamics. In the article my co-authors and I extend listening tests to include sound effects of metal swords, wooden swords, golf clubs, baseball bats and broom handles as well as adding in a cavity tone synthesis model to replicate grooves in the sword profiles. Further test were carried out to see if participants could identify which object our model was replicating by swinging a Wii Controller.
The properties exposed by the sound effects model could be automatically adjusted by a physics engine giving a wide corpus of sounds from one simple model, all based on fundamental fluid dynamics principles. An example of the sword sound linked to the Unity game engine is shown in this video.
A real-time physically-derived sound synthesis model is presented that replicates the sounds generated as an object swings through the air. Equations obtained from fluid dynamics are used to determine the sounds generated while exposing practical parameters for a user or game engine to vary. Listening tests reveal that for the majority of objects modelled, participants rated the sounds from our model as plausible as actual recordings. The sword sound effect performed worse than others, and it is speculated that one cause may be linked to the difference between expectations of a sound and the actual sound for a given object.
The Applied Science journal is open access and a copy of the article can be downloaded here.