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20 Nov 09 Sam Bayless has made a complete Java port of Phya, JPhya, available from Google Code at code.google.com/p/jphya/ 10 Oct 09 Two synthesized sound samples have been added to illustrate an efficient approach to non-linear resonance described at the ICE-GIC09 conference in London. Details to appear in an article. 24 March 09 Demos tweaked, with a few code improvements. 11 Feb 09 New demos added, including general improvements and loose surfaces based on synthesis and sample processing. Demonstrated at AES35, read more in the proceedings here. Also introduced in the proceedings. VFoley is an Phya authoring application being developed with Gavin Bell and with support from the Technology Strategy Board. It allows physical scenes to be imported and enabled with Phya properties. All Phya parameters can be interactively edited while trying out the behaviour of objects in real-time. As well as speeding development, this allows non-programmer sound designers to author Phya objects. Here is a snapshot of how it is looking: ![]() 9 June 08 Links to recent talk and papers added. Also an audio sample of synthesized 'loose particle surfaces' demonstrated at NIME08. 28 May 08 Phya code released under the ZLib license. Also included is a new demo for the Bullet dynamics engine. The precursor to Phya used a physics engine developed by Mathengine. People who left this company when it finished went on to develop the Ageia engine, now part of Nvidia. This engine is in some ways superior to Bullet for generating contact data for audio. Demos can be downloaded below and include a deformable teapot whose resonance parameters are controlled by the evolving deformable state. ![]()
Introduction Audio generation for virtual worlds is usually generated using simple sample-based techniques. These
leave much to be desired in terms of sound realism, especially where
the sound is closely linked with visual cues. There
has been much research into modelling natural
sounds, but this has not yet developed into a comprehensive approach
for producing modelled audio content in virtual worlds. Physics engines
are now routinely used to interactively simulate the motion of rigid
bodies, deformable bodies, flexible surfaces and liquids. This
sophistocation only highlights the relative inadequacy of the audio.
However, 'macro' dynamic information can also be used in the
first step of generating modelled audio. The
Phya project provides
a lightweight C++ library and tools to facilitate the addition of
modelled audio into virtual worlds, using a physics engine to provides
macro dynamic information about contacts and impacts. The project also
encompasses an ongoing effort to develop audio models that can be
incorporated. The aim is to generate a practical, flexible and
efficientsystem that can be adapted to a wide range of scenarios, while making consistent compromises.
Object audio properties and their links to physical objects are first
specified, and then the system can generate audio without further
intervention. The properties describing the sound objects make can be extracted from real recordings using analysis tools, a process sometimes called physical sampling. For instance a recording of an oil drum being hit can be analyzed, then used in a world where an oil drum was being rolled and smashed about. Instead of playing back that same sample again and again, we hear the variation in collision sound that matches its motion. Another advantage, is that the memory footprint for the physical sample, is a small fraction of one short audio sample. Physical samples can also be edited in interesting ways not possible with direct samples. Sometimes
modelled or generative audio is criticised for costing too much machine
resource. In practice rich audio can be generated at low cost, with
high benefit. Traditional methods still have their place, and part of
the sound design is to find an appropriate balance. Phya automatically
minimizes its use of resources, and limits can be set to prevent
excessive resource useage. The original Phya source compiles for Windows, and some examples use the Bullet
dynamics
engine, which is cross platform. A Java port (platform independent) has been made. System functions are wrapped to ease porting. Phya
is
programming system, it is not directly intended for sound designers. If
Phya were integrated into an interactive 3D design studio, then audio
properties could be edited and trialed quickly by sound
designers. Metadata containing the properties can then be loaded by the
virtual world at run time. The VFoley project was created to
demonstrate this concept. Further work is needed to build a
studio-ready tool.
Feature summary:
The following source distribution is Copyright (C) 2001-2011 Dylan Menzies, except in parts where it is clearly stated otherwise. The material under this copyright is released under the terms of the ZLib license reproduced here: This
software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being original software. 3. This notice may not be removed or altered from any source distribution.
Click here if you accept the terms of
the license To reference Phya in an academic article please cite the an article below. phya [@] zenprobe.com
Demos The executables are all for Windows.
Reading materials This article provides an overview, with some details about specific processes. Menzies, D. ‘Physically Motivated Environmental Sound Synthesis for Virtual Worlds’, EURASIP Journal on Audio, Speech, and Music Processing, December 2010. The
following article describes experiments in an approach to diffuse
resonance using banks of filtered noise. Diffuse resonance using
feedback systems is relatively expensive to do well and hard to
control. This approach is designed to overcome this. Menzies, D. 'Perceptual Resonators For Interactive Worlds', AES 22nd International Conference on Virtual, Synthetic and Entertainment Audio, June 2002.
For
more information, report problems or to be kept informed of updates
please contact - phya [@] zenprobe.com
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