Performance Controller for Physical Modelling FPGA Sound Synthesis of Musical Instruments

Author(s):  
Florian Pfeifle ◽  
Rolf Bader
Author(s):  
Eoin Mullan

While the first computer games synthesised all their sound effects, a desire for realism led to the widespread use of sample playback when technology matured enough to allow it. However, current research points to many advantages of procedural audio which is generated at run time from information on sound producing events using various synthesis techniques. A specific type of synthesis known as physical modelling has emerged, primarily from research into musical instruments, and this has provided audio synthesis with an intuitive link to a system’s virtual physical parameters. Various physical modelling techniques have been developed, each offering particular advantages, and some of these have been used to synthesise audio in interactive virtual environments. Refinements of these techniques have improved their efficiency by exploiting human audio perception. They have been implemented in large virtual environments and linked to third party physics engines, unveiling the potential for more realistic audio, reduced production costs, faster prototyping, and new gaming possibilities.


2018 ◽  
Vol 24 (3) ◽  
pp. 313-329 ◽  
Author(s):  
Gina Emerson ◽  
Hauke Egermann

Over the past four decades, the number, diversity and complexity of digital musical instruments (DMIs) has increased rapidly. There are very few constraints on DMI design as such systems can be easily reconfigured, offering near limitless flexibility for music-making. Given that new acoustic musical instruments have in many cases been created in response to the limitations of available technologies, what motivates the development of new DMIs? We conducted an interview study with ten designers of new DMIs, in order to explore (a) the motivations electronic musicians may have for wanting to build their own instruments; and (b) the extent to which these motivations relate to the context in which the artist works and performs (academic vs club settings). We found that four categories of motivation were mentioned most often: M1 – wanting to bring greater embodiment to the activity of performing and producing electronic music; M2 – wanting to improve audience experiences of DMI performances; M3 – wanting to develop new sounds, and M4 – wanting to build responsive systems for improvisation. There were also some detectable trends in motivation according to the context in which the artists work and perform. Our results offer the first systematically gathered insights into the motivations for new DMI design. It appears that the challenges of controlling digital sound synthesis drive the development of new DMIs, rather than the shortcomings of any one particular design or existing technology.


Author(s):  
Gustavo Nishihara ◽  
Tiago Fernandes Tavares

A digital musical instrument is different from an acoustic one because its gesture controllers are decoupled from the sound synthesis. Because of this, it is possible to separately design the control interface and the sound synthesis independently, and then digitally implement the gesture-sound mapping. This allows diverse possibilities for musical expression. A particular kind of digital musical instruments are musical gloves. They can capture the hand gestures, which are later mapped into sounds. By means of electronic sensors and digital sound synthesis, this work consisted of building a musical glove. In the development of the work the gesture-sound mapping and sound possibilities were explored in an embedded system with low computational resources.


2019 ◽  
Vol 443 ◽  
pp. 178-197
Author(s):  
Guilherme Orelli Paiva ◽  
Frédéric Ablitzer ◽  
François Gautier ◽  
José Maria Campos dos Santos

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