Deriving sound from simulated interactions

Click For Summary
SUMMARY

This discussion focuses on deriving sound from simulated interactions in a 3D space, specifically computing the sound generated by a metal ball colliding with a wooden block. Key parameters include position, rotation, velocity, weight, mass, density, and shape of both objects, which are essential for calculating the resulting waveform. The propagation of the waveform through media like air is acknowledged as manageable due to existing acoustic theory. The goal is to precompute these interactions to generate a *.WAV file representing the sound of the collision.

PREREQUISITES
  • Understanding of 3D modeling techniques
  • Knowledge of acoustic theory and waveform propagation
  • Familiarity with sound file formats, specifically *.WAV
  • Experience with simulation software for physical interactions
NEXT STEPS
  • Research 3D modeling software such as Blender for simulating collisions
  • Explore acoustic simulation tools like MATLAB for waveform generation
  • Learn about sound synthesis techniques to enhance audio realism
  • Investigate precomputation methods for efficient sound generation in simulations
USEFUL FOR

This discussion is beneficial for sound designers, game developers, and researchers interested in acoustic simulations and audio synthesis techniques.

SophieP
Messages
8
Reaction score
0
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
 
Last edited:
Physics news on Phys.org
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.
 

Similar threads

  • · Replies 11 ·
Replies
11
Views
5K
  • · Replies 29 ·
Replies
29
Views
6K
  • · Replies 3 ·
Replies
3
Views
5K
  • · Replies 12 ·
Replies
12
Views
4K
  • · Replies 1 ·
Replies
1
Views
2K
  • · Replies 1 ·
Replies
1
Views
2K
Replies
2
Views
2K
  • · Replies 58 ·
2
Replies
58
Views
5K
  • · Replies 26 ·
Replies
26
Views
6K
  • · Replies 9 ·
Replies
9
Views
2K