M. Fröjd and A. Horner, “Sound Texture Synthesis Using an Overlap–Add/Granular Synthesis Approach,” J. Audio Eng. Soc., vol. 57, no. 1/2, pp. 29–37, Jan. 2009.
Fröjd M, Horner A. Sound Texture Synthesis Using an Overlap–Add/Granular Synthesis Approach. J Audio Eng Soc. 2009;57(1/2):29-37. Available from: https://aes.org/publications/elibrary-page/?id=14805
@article{Frojd2009_14805,
author = {Fröjd, Martin and Horner, Andrew},
title = {{Sound Texture Synthesis Using an Overlap–Add/Granular Synthesis Approach}},
journal = {Journal of the Audio Engineering Society},
volume = {57},
number = {1/2},
pages = {29--37},
year = {2009},
month = jan,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=14805}
}
TY - JOUR
TI - Sound Texture Synthesis Using an Overlap–Add/Granular Synthesis Approach
AU - Fröjd, Martin
AU - Horner, Andrew
T2 - Journal of the Audio Engineering Society
J2 - J. Audio Eng. Soc.
VL - 57
IS - 1/2
SP - 29
EP - 37
PY - 2009
DA - 2009/01/06
UR - https://aes.org/publications/elibrary-page/?id=14805
PB - Audio Engineering Society
LA - en
AB - Creating an arbitrary length audio background sound, called sound texture, from a small original source is a form of sound synthesis. For example, in video games it may be desirable to continue the aural impression of blowing wind or background traffic for as long as the player remains in a scene that requires that background. Using a block segmented overlap and add algorithm with crossfades, the resulting sound preserves the subjective characteristics of the original yet without being perceived as repetitive. The original source is partitioned into blocks, which are then randomly sequenced. Block length of 2 seconds is optimum.
ER -