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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)."

7 of 100 comments (clear)

  1. Re:The simulation sounded muffled. by Carnildo · · Score: 4, Informative

    The effect reminds me strongly of the water sounds in Myst. I think it's an artefact of recording flowing water in isolation: without an environment to reflect the sounds, the frequency mix isn't right.

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  2. What is going on here? by Anonymous Coward · · Score: 2, Informative

    It's WOULD. And ONOMATOPOEIA.

    I want a refund!

  3. Re:The simulation sounded muffled. by phantomfive · · Score: 4, Informative

    Yeah, I agree. In all honesty the sounds are about as good as the animations. Recognizable, but clearly not real. I think they would have done better if they had just gotten a microphone and sampled some real water.

    On the other hand, maybe someone with a good ear can come along and adjust the algorithms until they really DO sound good. Much like computer visual art isn't all that great unless someone with artistic talent is deploying it.

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    Qxe4
  4. Re:Hmm. by KudyardRipling · · Score: 1, Informative

    It could be the sound usually described with the word "PBBBT-BWECK!"used prominently in the 1960's Hanna-Barbera animated cartoons. It could also be the sound effect used in the Tom & Jerry cartoons throughout the 1950's approximated by "THFFFWWRK!" representing an impacting into mud, tar, uncured concrete, manure, etc.

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  5. Re:Can they by Brian+Gordon · · Score: 3, Informative

    I don't think you understand the word simulation. It's all computer-modelled; you can't take a picture of some plasma and expect the computer to simulate it.

  6. Re:Graphical Adventures by Brian+Gordon · · Score: 3, Informative

    From TFA, three single drops of water took one and a half hours to simulate. The babbling water simulation took over 12 hours.

  7. Re:Graphical Adventures by master5o1 · · Score: 3, Informative

    I'm assuming that the simulation can then be used to add distortions. Say, water trickling down a creek, and ducks splashing. The two sounds would be distorted by both the direction they are coming from and the interaction of the two sounds. The idea would be to make the sounds more realistic without having to record every possible case.

    Mind you, I haven't yet read the article (or summary) and I am not a sound engineer of any sort.

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