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Digital Sound for the Cinema
Granular Synthesis, Delay-based effectsTheatre and Cinema sound and Sonic
Interaction Design
Sandra [email protected]
Granular synthesis
• Introduced and explored by Iannis Xenakis(Formalised Music, 1971) in the 1970s and CurtisRoads (Microsound)
• The technique is based on the idea of creatingcomplex sounds by combining many very shortacoustic events called grains
• The grains should have a duration less than50/100ms, typically 10 to 30ms
• The density of grains can vary between hundreds andthousands per second
• Examples running water and footsteps
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Grain parameters• Signal origin: synthesised or from a
recording (granular synthesis becomes asound processing effect)
• Duration: of the single grain• Frequency: of the wave contained in the
grain• Amplitude envelope: a sine, a gaussian
(bell-shaped), an ADSR, a window (e.g.hanning), a very short pulse
• Spatial localisation: spatial position in thestereo or surround field
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The spacing between grain is uniform or slowlychanging
A pitch is perceivedFor example: the duration of each grain is 20ms
– just after one grain disappears another comes in– there will be 50 grains per second– i.e. the sequence of 50 grains is perceived as a periodic
waveform of 50Hz– grains are spaced by less than 20ms -> pitch increases
• Vibrato can be created by slowly oscillating thespacing between the grains
• Glissandi can be created if the spacing betweengrains changes slowly and continuously over time
Synchronous granular synthesis
Examples from Vocal Transformer in Logic
Asynchronous granular synthesis• All the parameters can be randomised: in particular
the spacing between grains, but also wave, duration,etc.
• The sound designer can control the parameters of therandomisatione.g. grain duration is between 10 to 20 ms;– the density of grains per second is between 10 and 500;– etc.
• The resulting sound will not have a clear pitchbecause the spacing is randomised
• This is a way to create clouds (Curtis Roads) ortextures of sound
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Delay-based effects• A delay takes an audio signal and plays it back after a
specified delay time• Delay time: can range from several milliseconds to a
few seconds• Digital delays store samples in the memory of the
computer and they output them after the delay time haselapsed
• Various effects can be created with delays: chorus,flanger, phaser, echo, reverb, etc.
• The delayed sound is usually mixed with the originalsound and the levels of unprocessed (dry) andprocessed (wet) signals can be controlled independently
A simple delay diagram
0_G01 example
Delay time less than50ms: filtering effect
Delay time higherthan 50ms: echoeffect
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Delay with feedback• Route some of the output of the delay
back into the input of the delay
• The feedback is multiplied by its gaincontrol < 1 (to avoid overload)
• Now the sound is repeated many times andeach time it becomes lower in level
– Delay times < 50ms -> filtering effect calledComb filter
– Delay times > 50ms -> fading echoes
Delay with feedback
2-G02 example
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Multitap delay
• If a delay has more than 1 output it is known as amulti-tap delay
3-Multitap example
Various delay time settings• Reverb-like effect: many delays with feedbacks
• Chorus-like effect: a delay with feedback with adelay time of 20-100ms creates a doubling effect asif two sounds were played in unison
• Echo: delay time over 50ms
• A composition tool for building rhythms: if thedelay time is over 100ms then the repetition isevident and can be used to build rhythms
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Delay-based vibrato• The delay time, rather than being fixed, is
modulated• Using an LFO - usually triangular or
sinusoidal (sinusoids sound more natural)
DELAY
LFOINPUT OUTPUT
4-Variable delay example
Chorus effect• More than one instrument playing at the
same time– Adds thickness– Makes the sound richer
• In the real world sounds are not played inprecise synchronisation– delays between the sounds
• In addition, there can be a slight detuningbetween the pitches of the sounds– variable delay time as shown with the vibrato
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ReflectionsSound reflections from walls and objects are:1. Delayed with respect to the direct sound because
they have to travel a longer distance2. Weaker in loudness because walls and objects will
normally absorb some of the sound energy3. Lower in frequency: the high frequencies are
absorbed more quickly (high frequency damping)– The reflections of a sound are what we call the
reverberation or reverb– From the reverb of a room we can understand if the room is
big, small, and if there is reflective or damping material inthe room
– The delay times are short (< 50ms), i.e. we cannot heardistinct copies of the sound
Different parts of a reverb• Early reflections:
– just after the direct sound– well defined directional reflections– depend on the shape and size of the room– depend on the position of listener and sound source
• Diffuse reverberation or late reflections:– random reflections– more difficult to relate to the characteristics of the room– diffuse reverberation seems to relate to the size of the room and in good
concert halls it decays exponentially
Impulseresponse
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Reverberation timeReverb time: amount of time it takes for the sound pressure
level or intensity to decay by 60dBsReverb time is a measure of:• the size of the room• the surfaces of the room
– Reflective materials: concrete, tile floors, brick walls andwindows
-> reverb time increases– Absorptive materials: curtains, heavy carpets, presence of
people
-> reverb time decreasesMedium concert hall reverb times: 1.5, 2 secs
Digital reverb: Schroeder’s reverb
To complete the reverb effect the direct sound needs tobe added reverb example
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Comb filterImpulseresponse
Frequency response
All-pass filter
Feedback gain = g
Delay time: around5ms
The frequencies pass through thefilter
There will be a frequency-dependent phase shift
Impulseresponse
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Variation on the Schroeder reverb1) High frequencies damping, i.e. lower frequencies have longer
reverb times– A low pass filter can be placed in the feedback path of the comb
filters, i.e. the reflected sound loses high frequencies (Dodge andJerse, p. 302)
– This helps making the sound of the reverb less “metallic”
2) To model the earlyreflections, a multitap delayline can be added at thebeginningNormally the first 80ms of theresponse is realised with themultitap delay
Blade Runner, 1982Dir: Ridley Scott
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Sonic Interaction Design and its relationto Film and Theatre sound design
• Workshop on Sonic Interaction Design at TheUniversity of York, 2009• A call for sound design for a theatre scene• “The New Anny”, Martin Crimp (from ‘Attempts onher life”)• Prof. Stephen Barrass sound design• Theatre performance created at York semi-improvised• Directed by Prof. Mary Luckhurst
Pauletto, S., Hug, D., Barrass, S., Luckhurst, M. IntegratingTheatrical Strategies into Sonic Interaction Design, Proceedingsof AudioMostly Conference, 2010
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Listening modes• Causal: the most common, consists of listening to a sound in
order to gather information about its cause (or source). Do notoverestimate the accuracy and potential, its capacity to furnishsure, precise data. It is the most common mode but also themost easily influenced and deceptive (Michel Chion)
-> storytelling
• Reduced: this mode focuses on the traits of the sound itself,independent of its cause and of its meaning (Pierre Schaeffer)
-> music, overall sound style
• Acousmatic: listening to a sound without seeing its cause(e.g. off-screen sound). We are looking for a cause using causallistening, but we end up searching in traits usually used byreduced listening. (Pierre Schaeffer/Michel Chion)
-> surprise
Listening modes
• Semantic: refers to a code or a language to interpret amessage. Listening to speech requires this mode (Michel Chion)
-> the importance of the voice
• Referential: consists of being aware of or affected by thecontext of the sound, linking not only to the source butprincipally to the emotional and dramatic meaning (DavidSonnenschein)
-> context, drama, emotion
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“There is no soundtrack”(Chion)
• Synchresis: combination of synchroniation andsynthesis. The spontaneous and irresistible weldproduced between a particular auditory phenomenonand visual phenomenon when they occur at the sametime
• Magnetisation: the sound coming from thespeakers is attributed to the objects on the screen
The New Anny: sound design only
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Creating a performance starting from sound was aliberating process for the director and the actor
The process allowed an in depth discussion of thelistening mechanisms at play when:- originating an idea, i.e. in rehearsal- when listening to sound alone- when listening while watching an interaction- it highlighted different perspectives:
the actor/user, the sound designer and interactiondesigner/director, the audience
Summary of main conclusions
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Synchronicity and spatial relationships between thesound and the object/action are very important aspects thatallow us to believe a sound (plausible or not) to beproduced by a certain action or object
The meaning of sound in itself is not necessarily a staticgiven and changes in the interactive condition or mayeven become meaningful in this condition only
Many levels of interplay between sounds andinteractions were observed: some combination wasconsidered very neutral and easily accepted, on the otherhand, if a sound was perceived as very unrealistic as asound of a particular interaction then the effect was usuallycomical and surprising
Tendency to always attribute a meaning/interpretation
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• Chion, M. Audio-vision, 1994
• Sonneschein, D. Sound Design, 2001
• Dodge, C. & Jerse, T. A. (1997) Computer Music:synthesis composition and performance, Publisher:Schirmer
• Roads, C. (1996) Computer Music Tutorial, MIT Press• Roads, C. (2004) Microsound, MIT Press• Farnell, A. (2009) Designing Sound, MIT Press• Lynn, P. A., and Fuerst, W. (1998) Introductory Digital
Signal Processing with Computer Applications, JohnWiley and Sons Ltd.
Resources
• Puckette, M. The Theory and Technique of Electronic Music,2007, available at http://crca.ucsd.edu/~msp/techniques.htm
• Pure Data documentation:http://crca.ucsd.edu/~msp/Pd_documentation/
• Chafe, C. (1999) A short history of digital sound synthesis bycomposers in the USA,ccrma.stanford.edu/~cc/lyon/historyFinal.pdf
• Smith, J. (1991) Viewpoints of the history of digital synthesis,CCRMA
http://www-ccrma.stanford.edu/~jos/kna/
• Pauletto, S., Hug, D., Barrass, S., Luckhurst, M. IntegratingTheatrical Strategies into Sonic Interaction Design,Proceedings of AudioMostly Conference, 2010
Resources