On 3/4/06, Esben Stien <b0ef(a)esben-stien.name> wrote:
"Loki Davison"
<loki.davison(a)gmail.com> writes:
Any ideas?
The wave equation?;). Use of partial differential equations, definite
integrals and Bessel functions. There are some algos you can use
realtime, though they demand alot.
Use of the Rabenstein algorithm:
http://www.lnt.de/LNT_I/research/projects/soundsynthesis/index.php?lang=eng
I already have ;-) As part of my thesis i evaluated this algo. TFM's.
They are more impressive than some of the other methods but don't
produce satisfying results. Oh, and the polyphase filter bank version
has horrible, horrible multirate dsp maths.
Maybe you can chop parts of it up spread them out on
the
network?;). Like realtime raytracing projects using 100 CPUs and more.
Have you done any work on non realtime synthesis?.
Yeah. Though you should really try David Clark's stuff for
non-realtime things. It's GOOD. ;-)
http://home.earthlink.net/~davidrclark/engulf_audio/index.html
I'm very interested
in this and I'm playing with octave and r now. I
don't necessarily
want to recreate a real drum. I'm looking for that dirty sound; the
crushed cardboard box sound, the hit on trashcans and having control
of all it's parameters;).
okay... dirty...