Sound synthesis by physical modelling

If you are well acquainted with electronic music, be it as a practitioner or as an amateur, maybe you have some knowledge of the today's basic sound synthesis techniques: FM, AM, Additive, Subtractive, and wavetable. The latter  is mostly used in "high quality" expanders and synthesisers, and is based upon digitally sampled sound textures of the musical instrument you want imitate. You must then add some trick for pitch shifting, some envelope generators to control the attack of sounds, and some LFO (low Frequency Oscillator) to obtain tremolo and vibrato, but in this way you can get a sound, sometimes and in given circumstances, quite similar to the original one, and in any case better than the sound obtained, f.i., using FM - at least from the mimic point of view.

Original instruments are better than their copies - as anyone can agree. Electronic sound are also generally considered not as much "interesting", mainly because of its "stiffness". This "stiffness" is due IMHO to the circumstance that these synthesis techniques are based upon signal models, giving thus little control capability to the performer. What makes "interesting" (or beautiful, or pleasant, or expressive) the sound of an acoustic instrument is the gesture of the player. Anyone can note the difference between the same instrument and the same excerpt, as played by the favourite soloist or by a beginner. In these cases you can find, among so many differences, even a different sound.

Synthesis by physical modelling represents an alternative approach to electronic sound generation: you simulate the motion of a vibrating object (excited in some simple or complex way by the performer) letting this simulation generate the sound. For this purpose, you must first build a mathematical model of the vibrating object (the musical instrument, lato sensu), from the point of view of its motion (i.e. the physical model), then you have to provide the means to numerically calculate such a motion - in real time, if possible. This means, shortly, that you are involved in PDEs (partial derivative Differential Equations) and in the various numerical integration techniques, taking into account excitations and bonds.

Any "musical instrument" can be considered, generally speaking, as composed by a non-linear exciter, and a (near to) linear resonator. The PDEs governing the resonator are substantially wave equations, which admit, as a general solution, the superimposition of opposite travelling waves. For this reason, the most frequent approach to the problem is the use of delay lines or waveguides, in which you let suitable waveshapes travel back and forth

This is not the method we used:  the PDE is instead solved by means of some original methods. More details here.

With our approach, the performer can control  many parameters in real time (more than with the usual physical instruments, including parameters that are not "variable" in the real world). Each parameter has a straightforward physical meaning, giving an intuitive support to the player.

Download

8141.gif (4532 byte)

Download


Sorry, not yet ready.

corda.gif (1022 byte)

Enjoy plucking our virtual string.

You can choose:

  • the plucking point and force

You can vary continuously and in real time, even during the emission of the sound:

  • the pitch
  • the characteristics of the string material (from rubber, to gut, to steel, to "perfect" steel)
  • the atmosphere in which the string vibrates (from vacuum, to helium, air, water, oil, etc.).
 

To write us:
posta.gif (2513 byte)

Visit our on-line Bookstore:
on-line bookstore, in association with amazon.com

       Copyright © Audionica 1998 - Updated: 24 maggio 2005