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Abstract: This article outlines a hybrid approach to the synthesis of percussion sounds. The synthesis method described
here combines techniques and concepts from physical modeling and convolution to produce audio synthesis of
percussive instruments. This synthesis method not only achieves a high degree of realism in comparison with audio
samples but also retains some of the flexibility associated with waveguide physical models. When the results are
analyzed, the method exhibits some interesting detailed spectral features that have some aspects in common with
the behavior of acoustic percussion instruments. In addition to outlining the synthesis process, the article discusses
some of the more creative possibilities inherent in this approach, e.g., the use and free combination of excitation and
resonance sources from beyond the realms of the purely percussive examples given.
Physical modeling offers the contemporary com- this the demands of computing, mathematics,
poser the promise of many interesting and desirable and associated fields, there comes a point even
technical and creative attributes. Conceptually it for the most gifted where the time involved and
straddles the worlds of traditional acoustic and elec- learning curve become problematic. This has led to
tronic composition, seeming to offer possibilities a noticeable division between technically oriented
to both. (As just one example, consider the virtual researchers and software developers, on the one
creation of hybrid instruments made from disparate hand, and practicing musicians and composers, on
components derived from real-world models but im- the other. The practical outcome of this is that
possible to actually build in practice.) It is perhaps important advances in physical modeling research
surprising, then, that physical modeling has not are generally not being utilized creatively in the
become more widely used in contemporary musical majority of new music pieces.
works to date. Might there be some barrier that is Currently there are a variety of levels at which
limiting the use of this technology by the wider a player or composer can engage with physical-
body of composers and instrumentalists? modeling technologies. There are (1) the pre-
To fully explore the potential offered by physical built commercial instruments with fixed inter-
modeling requires the acquisition of quite high-level face options, such as Applied Acoustics’ String
skills in computing, mathematics, and mechanical Studio (Applied Acoustics 2011); (2) the modu-
and electrical engineering. Allowing the composer lar systems with more or less pre-built building
to simulate conventional acoustic instruments—or blocks, exemplified by Native Instruments’ Reak-
to create new instruments—that are expressive, tor (Native Instruments 2011) and by Modalys
and that have specific timbral characteristics suited (http://forumnet.ircam.fr/701.html?&L=1) from the
to an individual piece, raises the question: At Institut de Recherche et Coordination Acoustique/
what technical level must a musician engage to Musique (IRCAM); (3) graphical programming
fully exploit the possibilities? It is desirable for environments, such as Cycling ‘74’s Max/MSP
a composer or player to have as much control (http://cycling74.com); (4) libraries for various text-
over the model as possible, to be truly able to based software languages, such as STK, the Synthesis
fit the instrument to the musical task at hand. ToolKit in C++ (Cook and Scavone 2004); and fi-
The acquisition of traditional musical skills is nally, (5) work from first principles implemented as
no trivial task in itself, however; if we add to mathematical expressions in text-based code, such
as the work of Stefan Bilbao (Bilbao 2009). Each of
these approaches falls somewhere along a contin-
Computer Music Journal, 37:1, pp. 44–51, Spring 2013
doi:10.1162/COMJ a 00159
uum between maximum ease of use and maximum
c 2013 Massachusetts Institute of Technology. flexibility. The approach proposed here, a variant
Bessell 45
Figure 1. Structure of the
synthesis process.
Bessell 47
samples can be loaded for the resonant-body impulse A digital filter model for the soundboard has
and the beater strike. Audio output is triggered by been designed based on recorded bridge impulse
MIDI note input, and the user can specify the level responses of the harpsichord. The output of the
of variability and liveliness at the spectral level. string models is injected into the soundboard
This control of variability in consecutive strikes filter that imitates the reverberant nature of the
can be achieved by manipulating various factors, soundbox . . . (Rauhala et al. 2007).
including the pitch of the strike-sample playback
and the balance between the shaped noise excitation The excitation sample could be manipulated in
and a more conventional single-sample excitation ways that give results comparable to those associated
impulse. MIDI velocity response is implemented by with varying the hardness of the material that is used
scaling the amplitude of the strike envelope and the to excite the resonant body in waveguide models.
frequency cutoff of a one-pole low-pass filter on the This is not implemented in this particular example,
output of this envelope (see Figure 1). though, as it was found that more-convincing results
were obtained by just using a sample of a different
beater material in the first place.
Creative Flexibility
percussion sounds: snare, gong, cymbals, tom-tom, likely to be too small to be significant, but it could
orchestral bass drum, and drumsticks. easily be rectified by velocity-switching to a second
set of samples for the low-velocity extreme.
This strategy of placing the velocity sensitivity
Velocity Response outside the convolution process is conceptually
analogous to procedures followed in commuted
A further consequence of the combination of noise waveguide models (Smith 2010) and, combined
excitation with the velocity-sensitivity imple- with the noise excitation, conveys a convincing
mentation (see MIDI velocity, low-pass filter, and sense of dynamic response in the otherwise static
amplitude in Figure 1), which is used as the input for convolution output.
the convolution resonance section, is that to a great Notwithstanding some minor novel aspects in
degree the static nature of conventional convolution the implementation of the noise excitation, the
is not apparent in the final result. Providing that the individual elements mentioned previously are
original drum sample used as the impulse response largely well-established techniques. The particular
is sampled from a loud (fff) drum hit, a high degree configuration presented in this work, however,
of realism in the velocity response can be achieved. exhibits some surprisingly realistic, expressive, and
There are some small caveats to this aspect: A re- flexible audio attributes along with a significant
sponse that is “louder” than the original resonance reduction in data storage, for results that can exceed
sample cannot be created, and at extremely low the realism of a conventional static sample. Typical
volumes there is some small subjective deviation CPU load figures for this Max/MSP implementation
from the response of the actual drum in the real on a 2011 MacBook Pro for a single drum are in
world. In most practical musical situations this is the range of 1.5 to 2 percent. In short, the whole
Bessell 49
Figure 3. DCM gong
strike 2.
is considerably more than the sum of the parts without specialist knowledge, while maintaining
in terms of achievable audio performance and a high degree of audio realism when compared to
user-friendliness for non-specialist users. conventional sampling. Some of the creative aspects
of conventional physical modeling techniques are
maintained, such as the possibilities for creating
expressive new hybrid instruments.
Outcomes and Areas for Further Research
There is the potential for further research into References
extending this technique to wind and string in-
struments, but already this implementation allows Aimi, R. M. 2007. “Hybrid Percussion: Extending Physical
the free mixing of any resonant-body response Instruments Using Sampled Acoustics.” PhD disserta-
with any percussive-excitation response. Crucially, tion, Media Arts and Sciences, Massachusetts Institute
these resonant bodies and percussive excitations of Technology.
can easily be created by the user, thus in theory Applied Acoustics. 2011. “String Studio Overview.”
allowing greater flexibility than modular physical http://www.applied-acoustics.com/stringstudio/
overview/. Accessed 8 January.
modeling approaches that rely on a menu of pre-
Avanzini, F., and R. Marogna. 2010. “A Modular Physically
created building blocks. The possible excitation
Based Approach to the Sound Synthesis of Membrane
sources include just about anything that can strike, Percussion Instruments.” IEEE Transactions on Audio,
pluck, or scrape, and it is possible to imagine a more Speech, and Language Processing 18(4):891–902.
abstract approach beyond the conventional, such as Bilbao, S. 2009. Numerical Sound Synthesis: Finite Dif-
excitation by water droplets. The user interface can ference Schemes and Simulation in Musical Acoustics.
be made conceptually easy to manage, even for those Chichester, UK: John Wiley and Sons.
Bessell 51