Audio Sample Selection Based on Instrument Excitation State
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Solution Overview
Problem
Digital audio workstations (DAWs) fail to accurately simulate the experience of playing real musical instruments, particularly in terms of excitation state and repetitive notes, due to the lack of variation in audio characteristics, leading to an artificial sound.
Innovation Solution
Selecting audio samples based on the excitation state and velocity levels of musical stimuli, using a computing device to calculate current excitation levels and match them with stored threshold values to choose appropriate samples, ensuring a more natural and realistic simulation of live performances.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If audio samples are played back to simulate real musical instruments, then the simulation can be created, but the playback fails to accurately reflect differences in excitation state and produces artificial sound
Solution Approach 1:
The system dynamically selects audio samples based on the excitation state of the musical instrument. Instead of using a static sample library, the system adapts the sample selection in real-time based on calculated excitation levels, making the simulation dynamic and responsive to the actual playing conditions.
Solution Approach 2:
The system changes the parameter of sample selection based on excitation state. By mapping excitation levels to specific sample groups and adjusting velocity levels, the system transforms the audio output to match the physical state of the instrument, resolving the contradiction between simulation accuracy and naturalness.
2Productivity
If the same audio sample is repeated to simulate repetitive notes, then the playback can be simplified, but the sound becomes artificial due to lack of variation in audio characteristics
Solution Approach 1:
The system introduces dynamic variation to repetitive notes by selecting different audio samples based on the accumulated excitation state. Even when the same note is played repeatedly, the changing excitation level triggers different sample selections, maintaining realism without sacrificing playback efficiency.
Solution Approach 2:
The system uses feedback from the excitation state calculation to influence sample selection. The excitation state, which accumulates with repeated notes, provides feedback that automatically adjusts the audio sample choice, creating natural variation in repetitive performances.
3Reliability
If multiple audio samples corresponding to different excitation levels are stored and selected, then the simulation accuracy improves, but the device complexity increases
Solution Approach 1:
The audio sample library is segmented into distinct groups based on excitation levels. This segmentation allows the system to manage complexity by organizing samples in a structured way, where each group corresponds to a specific excitation state range, making the selection process more manageable and systematic.
Solution Approach 2:
The system introduces an intermediary layer of excitation state calculation and mapping between the musical stimulus and audio sample selection. This intermediary mechanism simplifies the overall system by providing a clear, rule-based approach to sample selection based on calculated excitation levels.
Data Source
AI summary
Systems and methods for selecting audio samples in response to musical stimuli are provided. In some embodiments, an audio sample can be selected based on the excitation state of an instrument. A musical stimulus can be received, and a current excitation level associated with previously received musical stimuli calculated. An audio sample can be selected for playback using the current excitation level. In some embodiments, audio samples having different velocity levels can be selected in response to repeated musical stimuli. A first instance of a musical stimulus having a first velocity level can be received, and a first audio sample corresponding to the first velocity level played back. A second instance of the musical stimulus having the first velocity level can be received, and a second audio sample corresponding to a second velocity level can be selected for playback. The first and second audio samples can have different audio characteristics.


