J. Janer, R. Gerærts, W. G. van Toll, and J. Bonada, “Talking Soundscapes: Automatizing Voice Transformations for Crowd Simulation,” in Proc. AES Conference: 49th International Conference: Audio for Games, Feb. 2013, Paper 1-1. [Online]. Available: https://aes.org/publications/elibrary-page/?id=16650
Janer J, Gerærts R, van Toll WG, Bonada J. Talking Soundscapes: Automatizing Voice Transformations for Crowd Simulation. In: AES Conference: 49th International Conference: Audio for Games. Audio Engineering Society; 2013. Paper 1-1. Available from: https://aes.org/publications/elibrary-page/?id=16650
@inproceedings{Janer2013_16650,
author = {Janer, Jordi and Gerærts, Roland and van Toll, Wouter G. and Bonada, Jordi},
title = {{Talking Soundscapes: Automatizing Voice Transformations for Crowd Simulation}},
booktitle = {AES Conference: 49th International Conference: Audio for Games},
note = {Paper 1-1},
year = {2013},
month = feb,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=16650}
}
TY - CPAPER
TI - Talking Soundscapes: Automatizing Voice Transformations for Crowd Simulation
AU - Janer, Jordi
AU - Gerærts, Roland
AU - van Toll, Wouter G.
AU - Bonada, Jordi
T2 - AES Conference: 49th International Conference: Audio for Games
M1 - Paper 1-1
PY - 2013
DA - 2013/02/06
UR - https://aes.org/publications/elibrary-page/?id=16650
PB - Audio Engineering Society
LA - en
AB - The addition of a crowd in a virtual environment, such as a game world, can make the environment more realistic. While researchers focused on the visual modeling and simulation of a crowd, its sound production has received less attention. We propose the generation of the sound of a crowd by retrieving a very small set of speech snippets from a user-contributed database, and transforming and layering voice recordings according to the character localization in the crowd simulation. Our proof-of-concept integrates state-of-the-art audio processing and crowd simulation algorithms. The novelty resides in exploring how we can create a flexible crowd sound from a reduced number of samples, whose acoustic characteristics (such as people density and dialogue activity) could be modeled in practice by means of pitch, timbre and time-scaling transformations.
ER -