Jon Fagerström, Sebastian J. Schlecht and Vesa Välimäki
Companion page for the paper "One-to-many Conversion for Percussive Samples" in DAFx2021, Vienna, Austria, currently in peer-review.
A filtering algorithm for generating subtle random variations in sampled sounds is proposed. Using only one recording for impact sound effects or drum machine sounds results in unrealistic repetitiveness during consecutive playback. This paper studies spectral variations in repeated knocking sounds and in three drum sounds; a hihat, a snare, and a tomtom. The proposed method uses a short pseudo-random velvet-noise filter and a low-shelf filter to produce realistic variations at the appropriate spectral regions, yielding potentially an endless amount of new realistic versions of a single percussive sampled sound. The plausibility of the resulting processed sounds is verified in a listening test. The results show that the sound quality obtained with the proposed algorithm is at least as good as that of a previous method while using less operations. The algorithm is widely applicable to computer-generated music and game audio.
Sound examples produced with the proposed variation filter. Items named "Loop" correspond to repetition of a single sample. Items named "Proposed Filter" correspond to sequence of filtered samples.