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Audio Engineering Society

Convention e-Brief 193


Presented at the 138th Convention
2015 May 7–10 Warsaw, Poland

This Engineering Brief was selected on the basis of a submitted synopsis. The author is solely responsible for its presentation,
and the AES takes no responsibility for the contents. All rights reserved. Reproduction of this paper, or any portion thereof, is not
permitted without direct permission from the Audio Engineering Society.

  Immersive Sound Design using Particle


Systems
1
Nuno Fonseca
1
ESTG/CIIC, Polytechnic Institute of Leiria, Portugal
nuno.fonseca@ipleiria.pt

ABSTRACT

With the release of major immersive audio formats for cinema, including Auro-3D and Dolby Atmos, a new sound
dimension is getting the attention of sound professionals - height. Although traditional panning techniques are still
possible, more interesting approaches could be used to better explore space.

Particles systems, which are widely used on computer graphics, could present themselves as a very interesting sound
design approach. With immersive virtual microphones, capable of supporting many different setups, perfect sound
and space coherence can be obtained.

By controlling the particle system, instead of individual sound sources, a high number of sounds can be rendered in
3D. A particle system software was created, capable of running highly complex situations with up to several
millions of sound sources, which is currently under testing by major Hollywood studios.

and it is the particle system that creates and controls


each individual particle.
1. PARTICLE SYSTEMS
The same concept can be used for audio applications
Particle Systems are a common tool in visual effects and [2], where each particle represents a sound source,
computer graphics to recreate fuzzy/shapeless objects instead of representing a visual object. Also, one or
like smoke, rain, fire or dust. Since most of these more virtual microphones must exist to capture the
objects are actually created by a high number of smaller sound of the particles, replacing the virtual cameras.
particles (e.g. rain drop, dust grain, smoke grain), it is The sound “captured” by each virtual microphone must
not practical to manually control each particle take into consideration the microphone direction, the
individually. To handle this problem, particle systems delay and attenuation created by distance, and any
were invented by William Reeves [1], a researcher at Doppler-related effect.
LucasFilms. Instead of controlling individual objects,
the user controls some parameters of a particle system,
Fonseca Immersive Sound Design using Particle Systems

2. PARTICLE SYSTEMS AS A SOUND subject, allowing filmmakers to include an immersive


DESIGN TOOL sound experience on their movies.

A software was developed that is able to implement There are 2 main approaches regarding immersive
particle systems for audio applications (Figure 1), audio: channel-based audio and object-based audio.
allowing the use of this technique for sound design Channel-based audio uses the traditional channel
tasks. approach, where all sound sources are mixed to output
channels, where each output channel corresponds to a
speaker (or an array of speakers) that will exist at a
predefined position. Object-based audio uses a different
approach, using metadata. Instead of using channels
with predefined positions, each audio object will have
the desired audio stream and metadata with time varying
information on how that audio stream should be played
(position in space, apparent size, etc.).

3.1. Channel-based Audio

Figure 1 - Particle system software for audio Immersive channel-based audio is supported using
applications virtual microphones with Vector Base Amplitude
Panning (VBAP) [3]. Depending on the desired
For each group of particles, the user may specify: immersive speaker setup (5.1, 7.1, 9.1, 11.1, 22.2, etc.),
the sound of each particle is “captured” within the
• The total number of particles triangle of speakers that best “enclosure” that particle
direction. Since many immersive speaker setups don’t
• The original audio files, which are randomly
include speakers bellow the z=0 horizontal plane, to
assigned to the particles (each particle
better address situations where sound is reproduced by
randomly selects one of the available audio
particles with z<0, a virtual speaker is considered,
files for sound reproduction)
which will later remap its signal to existing z=0
• The initial position of the particles, ranging speakers, with a gain that depends on coverage angle of
from a single point in space to a particle each speaker.
distribution inside 2D areas or 3D volumes
(rectangle, box, circle line, sphere, sphere 3.2. Object-based Audio
surface, torus, etc.)
In most situations, the number of particles is much
• Movement modifiers, which apply movement higher than the maximum number of supported audio
to the particles (including random velocities objects of a system (for instance, Dolby Atmos only
and directions) support up to 128 audio inputs [4]). To overcome this
• Audio modifiers, which apply random changes limitation, a hybrid channel/object approach is used: a
to each particle to create sound differences high number of channels are used (e.g. 31.1) and each
between them (random gain, delay, EQ, sub- channel is used as an audio object, but with a static
band, grain, time/pitch). position, allowing a better space resolution than
traditional channel-based formats.

3. IMMERSIVE SOUND
4. DESIGNING SOUND
Immersive sound is the designation that was given to
the existence of sound in a 3 dimensional world, Particle systems can be used in many different contexts
including a height dimension. Although immersive within sound design. Two specific types of applications
audio systems are not new, the release of commercial are presented that clearly shows the advantages of such
immersive formats for cinema like Auro-3D and Dolby approach, but many other applications exist, ranging
Atmos, had bring a completely new interest on the from simple Doppler effects to complex 3D sound
environments.

AES 138th Convention, Warsaw, Poland, 2015 May 7–10


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Fonseca Immersive Sound Design using Particle Systems

4.1. Massive Sound Layering 6. REFERENCES

In some situations, the sound designer may want to [1] W.T.Reeves, “Particle Systems—a Technique for
layer a high number of individual sounds as a way to Modeling a Class of Fuzzy Objects”, ACM
create ambient sounds to represent some environments Transactions on Graphics (TOG), Volume 2 Issue
(e.g. a medieval battle, a restaurant, etc.). Instead of 2, pp. 91-108, April 1983.
layering sounds manually, creating some tens of audio
tracks, particle systems could be used, spreading up to [2] Nuno Fonseca, "3D Particle Systems for audio
thousands or millions of particles over a virtual space. Applications", DAFx 2013 - 16th International
For instance, to recreate the sound of a medieval Conference on Digital Audio Effects, Ireland, 2013.
battlefield, tens of thousands of particles could be
spread over a square mile, using tens or hundreds of [3] Ville Pulkki, "Virtual Sound Source Positioning
existing sounds files (swords, arrows, horses, screams, Using Vector Base Amplitude Panning," J. Audio
impacts, etc.). By spreading particles above the Eng. Soc., vol. 45, pp. 456-466, (1997 June)
horizontal plane (e.g. soldiers on a castle) or moving
particles above the virtual microphone (ex: arrows [4] Dolby, “White Paper - Dolby® Atmos® Next-
passing by), true immersive sound can be obtained. Generation Audio for Cinema,” Issue 3, 2014,
http://www.dolby.com/uploadedFiles/Assets/US/D
4.2. Granular Synthesis oc/Professional/Dolby-Atmos-Next-Generation-
Audio-for-Cinema.pdf (as seen in May 2014).
Some sounds are generated by a high number of similar
sound events. For instance, the sound of a crowd
applauding is made of a high number of hands claps.
The same way that particle systems are use in computer
graphics to recreate many grains (dust, smoke, etc.), the
same idea may be used in audio, using small audio
grains as particles.

By using one or more audio files with the source


material (e.g. hand claps), a high number of particles
can be created per second, adding several audio
modifiers to obtain high diversity (random gains,
random delays, random EQ, random pitch-shifting). A
special granular synthesis audio modifier can be used,
allowing each particle to reproduce only a small time
fragment of the original audio file (instead of
reproducing the entire audio file).

5. CONCLUSION

Instead of designing sound originally in mono/stereo


and using mixing techniques to try to add more “space
information”, particle systems allows a new creative
mindset, offering a true coherence between sound and
space. And by adding randomness to the behavior of the
sound sources, better productivity (when compared with
manual approaches) and more organic results are
obtained.

Currently, the software implementation of a particle


system created by the author is under tests in several on
major Hollywood studios.

AES 138th Convention, Warsaw, Poland, 2015 May 7–10


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