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Authoring soundscapes with user-generated content and automatic audio classification Jordi Janer Senior Researcher at Universitat Pompeu Fabra Barcelona, Europe about us Music Technology Group Basic and applied research on sound and music


  1. Authoring soundscapes with user-generated content and automatic audio classification Jordi Janer Senior Researcher at Universitat Pompeu Fabra Barcelona, Europe

  2. about us

  3. Music Technology Group Basic and applied research on sound and music computing Key figures: 40+ researchers • 13 patents • 50+ publications / year • ~1,4 M € annual income from projects: • Public • Industrial • Spin-off company spin-off companies spinoff: specialized in voice processing for music, films and… games ! 2005 2009 2011

  4. Outline user-contributed content automatic audio 1 context description geographic information sound content retrieval 2 authoring synthesis soundscapes parameters authoring tool 3 prototype server platform research 4 conclusions directions questions?

  5. context User-contributed media available: Photos, videos, 3D models, sounds Community-based, different licensing schema

  6. context drawbacks of user-contributed media assets 1) Inconsistent (audio) quality 2) Unstructured repositories STRUCTURED REPOSITORIES UNSTRUCTURED REPOSITORIES Publisher libraries User-contributed content (e.g. soundsnap.com, soundideas.com ) (e.g. freesound.org)

  7. context automatic audio description Audio Short-time Feature Machine Description signal windowing extraction learning

  8. context automatic audio description Audio Short-time Feature Machine Description signal windowing extraction learning ~400 features ~1-2 secs Frame features (~100) are typically derived To capture time evolution we compute from the spectral analysis: statistics of features over several frames (in red) Timbre (e.g. Mel-Frequency Cepsturm Coefficients), Harmonicity, Spectral moments (centroid, kurtosis), We can consider it as a single features other… vector (in blue)

  9. context automatic audio description Audio Short-time Feature Machine Description signal windowing extraction learning Several methods/applications : o Pattern recognition ( item matching as used in audio fingerprinting ) o Clustering ( unsupervised grouping of instances ) o Classification ( assign a predetermined label to a new instance ) Automatic classification : o Training : requires annotated datasets to train a model o Prediction : given a model, a new instance is labeled. o A variety of statistical algorithms are available: o e.g. SVM, Decision-trees, Gaussian models.

  10. context analysis and description of music structure harmony rhythm

  11. context analysis and description of environmental sounds Taxonomy based on ecological acoustics as proposed by W. Gaver (1994)

  12. context analysis and description of environmental sounds Taxonomy based on ecological acoustics as proposed by W. Gaver (1994)

  13. Outline user-contributed content automatic audio 1 context description geographic information sound content retrieval 2 authoring synthesis soundscapes parameters authoring tool 3 prototype server platform research 4 conclusions directions questions?

  14. authoring soundscapes But what’s a soundscape? an acoustic environment or an environment created by sound o Background sonic ambiance that reconstructs the sound of a given real or virtual space. o Only a part of all game audio content o e.g. not dialogs, no synched events,... o Limited spatialization o e.g. 2D, no room acoustics simulation other definitions “The sonic environment. Technically, any portion of the sonic environment regarded as a field for study. The term may refer to actual environments, or to abstract constructions such as musical compositions and tape montages, particularly when considered as an environment . ” (R.M. Schafer, 1977: 275)

  15. authoring soundscapes CONCEPT : a graph model sequencer and a set of sound events (samples) perceived as a single semantic unit. ZONE : part of the soundscape that presents a specific characteristic. Composed by a set of concepts . SOUNDSCAPE : complex temporal-spatial structure of sound objects, organized as a set of layers or zones .

  16. authoring soundscapes geographic information Authoring applications Exported as a standard KML file Examples of a soundscape of a real location.

  17. authoring soundscapes sound content retrieval Next videos compare the results obtained by querying: “CONCEPT CATEGORY” textual search results ranked by popularity (downloads) “CONCEPT” CATEGORY faceted search results ranked by automatic classification * Results longer than 20 secs were discarded

  18. sound content retrieval #1 water pour

  19. sound content retrieval #2 metal impact

  20. sound content retrieval #3 metal scraping

  21. sound content retrieval #4 gun explosion

  22. authoring soundscapes real-time synthesis engine Based on Concatenative Sound Synthesis (CSS): ● Real-time autonomous generation ● A sound concept is a graph model with multiple samples ● 2 1 Start 9 8 1.46s 3 6.98s 3.74s 5 6.27s Graph model: 6 3 5 each node is a sample and edges 6.5 4 7 contain transition probabilities 1B 13 that control the sequencing 17.17s 1C 3 behaviour 13.88s 4.92s 10 6 3 8 4 0.2 7 7.29s 6 5 0.33s 6 Multiple agents can navigate the 3.09s 4.5 5 graph simultaneously 4 5 10 End 4.24s 13.46s 15/20/120/460/530

  23. prototype Authoring tool 1- Import KML file 2- select a sound concept 3- search and assign samples to a concept 4- edit segmentation and synthesis parameters 5- export extended KML and dataset XML files

  24. prototype Online platform HTTP API ● Session management (add/remove ● listeners) Client (listener) sends position and ● orientation update messages to the server Streaming server ● ● Each client receives a personalized MP3 stream ● Latency < 1-2 sec Client ● Applications supporting MP3 streams ● Virtual worlds (SL), Games (Unity ● 3D) or Mobile web browsers (HTML5)

  25. conclusions

  26. conclusions demo Beach ambiance http://goo.gl/B92At

  27. conclusions Current limitations and future research directions automatic segmentation and extend automatic classification labeling field-recordings to custom taxonomies (e.g. vehicles, animals,…)

  28. conclusions We encourage you to use Freesound.org… or by integrating Freesound API in your by using sound content in development tools: e.g. Unity 3D package your games: ex. Minecraft https://github.com/jorgegarcia/UnityFreesound

  29. thanks! Partially funded by Jordi Janer Generalitat de Catalunya jordi.janer@upf.edu More information and additional video demos: http://mtg.upf.edu/technologies/soundscapes

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