A work in progress study on integrating physical models for real-time sound synthesis in VR environments.
The goal is to achieve a procedural-type of sound synthesis tightly coupled with 3d models.
In this example, a cube positioned on the ground represents the sound source. A sound physical model is assigned to this object. When hit by another object (a bar falling from above), the cube will produce a sound.
The characteristics of the sound (pitch, dampening) change depending on the length and thickness of the virtual cube. Such changes can be done by the designer while preparing the scene, or by the user while interacting.
In this example, a spherical object represents the sound source, through a physical model attached to it. Here the production of the sound is continuous.
A user can interactively change the size of the object. By doing so, the pitch will change accordingly.
More examples soon.
The results are a series of Unity 3D audio plug-ins developed with Faust.