Splash, Splatter, Sploosh, and Bloop!
Acoustic Bubble writes "Researchers at Cornell University have developed the first algorithm for synthesizing familiar bubble-based fluid sounds automatically from 3D fluid simulations, e.g, for future virtual environments. The research (entitled 'Harmonic Fluids') will appear at ACM SIGGRAPH 2009 in New Orleans in August 2009. Check out some videos of falling, pouring, splashing and babbling water simulations (computed on a Linux cluster)."
Was I the only one who immediately thought of a cumshot upon reading the title?
If you find this post offensive, don't read it! THINK ABOUT YOUR BREATHING! I am what I am because of how apes behave.
now i gotta go pee...
This is a simulation physicist's wet dream, and I'm sure it'll be somewhere in a graphical adventure soon.
My bet is that the FPS genre will like this too.
There are no perfect answers, only the right questions. More questions at http://foresightandhindsight.blogspot.com/
I want a simulation program where I can move around rocks and pools and have a water hose. Used to do this all the time in the backyard as a kid, it would be nice to do it without getting wet or wasting water. Wonder how long until this is realtime? My kids, of course, won't get to play with it. They need to play in the REAL backyard.
simulate real systems yet, or just computer-generated ones? Better simulations of the relationships between fluid and sound would be fascinating if applied to superfluids (Ahhh, the soothing sound of superhot plasma).
#Computers do not appreciate sarcasm
Finally bukakke (and less ... pleasant) hentai anime with realistic sound. Yay.
What? What did YOU think this is for?
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
In other news from the overpriced useless ressearch dept... the research has found an unexpected application... generating fart sounds from facial expressions... thus giving speech to farts. a student called in for volunteer testing of the system said, "amazing! it actually sounds like me... I was always embarassed because my farts didnt make any sound... now I know wether it is a pzzzt or a plrrrrt or a puffff.... Thank you"
Privacy right groups caution against wide use of the system, "We got to preserve the right to privacy while farting... imagine if these devices were everywhere? our privacy would be gone like the wind"
Never antropomorphize computers, they do not like that
Why did they take so much time to develop this? Now, they need to develop a more generic algorithm, for other kinds of materials.
The simulation sounded somewhat muffled, like the high frequency components weren't right or weren't of sufficient amplitude.
Can some of the rest of you listen and tell me if it sounds muffled to you too? (I want to be sure it's not my machine or earphones.)
Might be the CODEC used with flash rather than the original simulation itself...
Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
4 words: Virtual real time pooping
It's WOULD. And ONOMATOPOEIA.
I want a refund!
Sounds amazingly good for a first paper on the subject, I'm sure the kinks will get worked out as more researchers ply their talent
They sound too "chirpy" and "sharp" to me. It seems like there should be more noise in them. I wonder if this is just because I know they are synthesized. We need to do a blind comparison to see if it's good enough.
For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
but we are hard at work simulating it!!!
(lets not even talk about the computer factories in china that pollute the water table there)
This needs to be in Blender, NOW. This would add a whole new degree of realism to the fluidsims.
I've always enjoyed utilizing an onomatopoetic nickname.
Please don't humanize the morons around me. It makes me very uncomfortable.
It's technically impressive and all, but what's the point? For games you can just record the real thing, and what other use is there?
Might have been sitting around smoking on a bong and thought hmmmmm
Pooping?
Do we really need to know the sounds were calculated using a Linux cluster? Linux is popular enough in science now to leave that away.
And I'm sorry, but only the stone that was thrown in the water sounded convincing. I did like how they could add water to the already full container without it overflowing, though!
-- Cheers!
I thought sending "Bring me a bottle of beer buttler Bob" through any text-to-speach did exactly that.
I've been thinking about this type of thing for a while now - getting to a more basic level of sound reproduction, like we've been doing the last few years with graphics. Compare this to lighting in the Quake era, compared to today. Before, we had pre-rendered lighting in the .bsp, or worse (painting it on the texture). Now's it's simulated at a more basic (read: realistic) level, like a lower level emulator, with real-time lighting.
And just as Doom 3's lighting was innovative but not terribly practical for many uses, so is this beginning of low-level synthesized sound. I hope we make large strides at both.
For the record, this is my first (evar) post on slashdot. After reading for years. How do I line-break exactly?
who thought that those are the names of new social networking sites?
Looks like PC gaming is likely to be heading more and more towards procedural generation of the universe. Real-time shadows, dynamic lighting and now, dynamic sounds.
It'll all make it more realistic (but at a high CPU cost!) - being able to not have "splish, splosh, splish, splosh" when wading through water but a full-on sound relative to individual parts - bullet shells, limbs, objects in the water, etc. We won't see it *practically* for years, but gaming is getting closer and closer to that dream of "virtual reality", where you won't be able to tell the difference between a real scene and a computer generated one without touching it.
I think you can make uses of it in gaming too, extending the basic science to a consumer level - skim stones across water that sound like they're being skimmed (and with proper fluid physics similar to that which we already have, individual sploshes and waves etc. affecting that stone) - or be able to throw a coin into water behind an enemy and see if you can use it to distract him. Maybe even, the bubbles that you breath underwater hitting the surface with their true sounds, thus giving your position away if you were hoping that holding your breath would let that enemy walk past you without hearing you.
When you play games, you don't notice the "cheats" at first - the static sounds that just play on certain events, the pre-lit textures, the echoing of sounds generated inside a certain fixed area. Even in things like HL2, boxes thrown into water either splosh or don't, splosh based on certain primitive criteria that provide a few levels of believability. But as new technology comes along to make it possible to actually *create* that effect rather than script it, everything suddenly feels much more alive.
Dynamic sound has to be one of the next "big" areas - hitting a wall with an axe in a game used to give "Doink", then it gave a selection of "Doink, Donk, Doink, Donk" sounds each time. Moving forwards, the only way is to actually determine exact angles, shapes of the wall (proper destructible objects for everything are, sadly, still only a dream) and to generate a simulation of the sound it would produce (how cool would it be that if you strike the axe slightly off, you get a reverberating axe coming back at you, with a horrible sound that tells you not to do it?. Maybe even with the axe breaking on a critical point if you mis-use it too much, e.g. try and chop at a steel wall).
We already have proper echoing and other effects available and 7.1 surround can take away the whole "Where the hell did that come from?" effect if it's too clinically applied. But having sounds *generated* by the interactions within an environment... wow. Imagine Left4Dead-style atmosphere, but with proper echo effects... you walk towards a corner and from around it, a zombie stumbles into a puddle - suddenly the sound not only tells you there's something near, but the echoes from the corners confuse just as in real life, and the sound is only the tiniest little splish, and it may even be possible to determine the *type* of zombie around the corner by the type of splash it makes - something with a large flat foot would create an enormous popping bubble of a sound, something with stick-like appendages would generate barely a ripple.
This will have a small but critical effect on gaming and, I imagine, a million other uses. But we're *years* away from seeing it used.
Download the paper. Check the citations. Right there, several previous papers on the topic of liquid sound synthesis.
For example, this one from 2004 which I'd read previously is cited:
http://www.cs.ubc.ca/~kvdoel/publications/prep04.pdf
I'm sure this is awesome research. Don't ruin it by surrounding it in claims that are not true.
(It seems it's just the Slashdot summary saying this, I don't see any claims of "first" in the article or the paper..)
Check out some videos of falling, pouring, splashing and babbling water simulations. (computed on a Linux cluster).
Yes but does it run on a beow... oh. Sweet.
Sploosh was the name of a popular IRC channel bot coded by Joe Ciccone for use with the Linuxfromscratch IRC community. More information here.
Sometimes I really miss those days filled with IRC chat on multiple servers, endless hours of compiling (on 400 MHz P2 and K6-3 processor based systems), bug reporting, troubleshooting, cooking, brewing tea, tracking CNN, watching SciFi, and trying to manage a corporate career and still enjoy life.
the NPG electrode was replaced with carbon blac
This is by no means the first bubble algorithm. D. Keller published work in the '90's on granular synthesis of natural sounds that includes water drops, splashes and filling sounds. There's been a lot work done in physical modeling (Perry Cook et al.) on water sounds. Nothing new here.
That was close to my first thought: the overdubs for pornos are going to have a lot more realistic sounds effects now!
people start the comment in the title.
Hostes futuri sint socii.