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Creating an arbitrary length audio background sound, called sound texture, from a small original source is a form of sound synthesis. For example, in video games it may be desirable to continue the aural impression of blowing wind or background traffic for as long as the player remains in a scene that requires that background. Using a block segmented overlap and add algorithm with crossfades, the resulting sound preserves the subjective characteristics of the original yet without being perceived as repetitive. The original source is partitioned into blocks, which are then randomly sequenced. Block length of 2 seconds is optimum.
Author (s): Fröjd, Martin; Horner, Andrew
Affiliation:
Chalmers University of Technology; Hong Kong University of Science and Technology
(See document for exact affiliation information.)
Publication Date:
2009-01-06
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Permalink: https://aes2.org/publications/elibrary-page/?id=14805
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Fröjd, Martin; Horner, Andrew; 2009; Sound Texture Synthesis Using an Overlap–Add/Granular Synthesis Approach [PDF]; Chalmers University of Technology; Hong Kong University of Science and Technology; Paper ; Available from: https://aes2.org/publications/elibrary-page/?id=14805
Fröjd, Martin; Horner, Andrew; Sound Texture Synthesis Using an Overlap–Add/Granular Synthesis Approach [PDF]; Chalmers University of Technology; Hong Kong University of Science and Technology; Paper ; 2009 Available: https://aes2.org/publications/elibrary-page/?id=14805