Deriving sound from simulated interactions

AI Thread Summary
The discussion focuses on the concept of generating sound from simulated interactions in a 3D space, specifically through the example of a metal ball colliding with a wooden block. The aim is to calculate the resulting waveform based on various physical properties of the objects involved, including position, velocity, and material characteristics. The simulation intends to precompute the sound generation and its propagation through media like air to a virtual microphone. Acoustic theory is referenced as a foundation for understanding waveform propagation. The project is recognized as ambitious, suggesting the need for extensive research and resource gathering.
SophieP
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Hi all,

First, I hope this is in the right place, apologies if it isn't.

I'm looking into the possibility of deriving sound from the simulated actions of simple bodies in a 3D space.

As a toy example of my aim, I hope to be able to compute the sound that would be generated by a metal ball falling on a wooden block.

To do this, I hope to the the position, rotation, velocity, weight, mass, density and shape of the wooden block, the metal ball, and the domain of the simulation to calculate the resulting waveform generated by the collision of the block and the ball.
Using this data, the aim would be to simulate the propagation of the waveform through the transmission media (air, for instance), to the designated receiver (or virtual microphone) point.
This would all be precomputed, and is certainly not an attempt at a 'real-time' simulation.

I think that once the wave is generated, its propagation will not be a significant problem, as this is covered already in acoustic theory.

I have researched this online, and it does appear to be actively researched: http://www.cs.cornell.edu/projects/sound/

Thanks again,

Sophie
 
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If I understand what you are trying to do, it sounds as though you want to set up a 3D model, model a collision, and generate a *.WAV file so that you can hear what the a real collision would have sounded like. If that's what you want to do, it would be quite a project. You should borrow from as many sources as possible.
 
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