Researchers Synthesize Real-Time Fracture Sounds
ChippedTeapot writes "Researchers at Cornell University have devised an algorithm for synthesizing sounds associated with brittle fracture simulations. Computers can now automatically generate synchronized sound, motion, and graphics for physically based fracture events, such as in future interactive virtual environments. The results will be presented at ACM SIGGRAPH 2010 in Los Angeles July 25-29. Check out the smashing results on YouTube."
From first thoughts and glancing at the article, it seems the first use that comes to mind is for sound effects in movies and the like. While it's great that you can not waste a perfectly good pot on a second-long sound effect, I'm wondering if there are any other implications.
Perhaps we can use this sort of things in reverse? Like "the audio from this emergency call indicates a lot of expensive china breaking! The china sounds like it is from midway through the Ming Dynasty! There's only one place in town that sell that! BS CSI TO THE RESCUE!"
Not so much, there are entire ranks of Foleys who work under union rules to deliver most movie sound effects (although they probably have impressive Sound Engineer titles now).
This is much more likely aimed at environments like video games and battle-ground simulations, where any number of events can occur and the presence of a tightly aligned sound track is needed to produce a more realistic effect.
The sequences of events in movies are pretty tightly controlled, so I see this as having less use there
Wherever You Go, There You Are
but they left out the cricket-bat-vs-femur sound comparison. This will be used in video games after all.
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Prisencolinensinainciusol. Ol Rait!
In old video games where the graphics and physics were also the equivalent of samples, it was okay to have sampled sound, but so much work has been poured into graphics and physics these days and everyone has ignored sound. I'm sure a lot of the work that went into making more realistic physics can be used in making better sounds, since material properties, velocities and angle of impact are important to both sound and physics.
It's a terrible immersion-breaker when you hear the same sample every time you hit something in game, regardless of whether it should have sounded like that.
The seekers do no need truth, the seekers do find truth and the finding do be painful
Shouldn't this have been titled Breaking News?
I've abandoned my search for truth; now I'm just looking for some useful delusions.