A Perceptual Evaluation of Generative Adversarial Network Real-Time Synthesized Drum Sounds in a Virtual Environment

Minwook Chang, Y. Kim, G. Kim
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引用次数: 4

Abstract

Conventional methods of real time sound effects in 3D graphical and virtual environments relied upon preparing all the needed samples ahead of time and simply replaying them as needed, or parametrically modifying a basic set of samples using physically based techniques such as the spring-damper simulation and modal analysis/synthesis. In this work, we propose to apply the generative adversarial network (GAN) approach to the problem at hand, with which only one generator is trained to produce the needed sounds fast with perceptually indifferent quality. Otherwise, with the conventional methods, separate and approximate models would be needed to deal with different material properties and contact types, and manage real time performance. We demonstrate our claim by training a GAN (more specifically WaveGAN) with sounds of different drums and synthesizing the sounds on the fly for a virtual drum playing environment. The perceptual test revealed that the subjects could not discern the synthesized sounds from the ground truth nor perceived any noticeable delay upon the corresponding physical event.
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虚拟环境中生成对抗网络实时合成鼓声的感知评价
3D图形和虚拟环境中的实时声音效果的传统方法依赖于提前准备所有所需的样本,并根据需要简单地重播它们,或者使用基于物理的技术(如弹簧阻尼器模拟和模态分析/合成)参数化地修改基本样本集。在这项工作中,我们建议将生成对抗网络(GAN)方法应用于手头的问题,其中只有一个生成器被训练以快速产生所需的声音,并且具有感知无关的质量。否则,传统方法将需要分离和近似模型来处理不同的材料性质和接触类型,并管理实时性能。我们通过训练具有不同鼓声的GAN(更具体地说是WaveGAN)并在虚拟鼓演奏环境中动态合成声音来证明我们的主张。知觉测试显示,受试者无法分辨合成的声音和真实的声音,也感觉不到相应物理事件的任何明显延迟。
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