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Tuyển tập báo cáo các nghiên cứu khoa học quốc tế ngành hóa học dành cho các bạn yêu hóa học tham khảo đề tài: Research Article Physically Motivated Environmental Sound Synthesis for Virtual Worlds | Hindawi Publishing Corporation EURASIP Journal on Audio Speech and Music Processing Volume 2010 Article ID 137878 11 pages doi 10.1155 2010 137878 Research Article Physically Motivated Environmental Sound Synthesis for Virtual Worlds Dylan Menzies Department of Media Technology De Montfort University Leicester LE1 98H UK Correspondence should be addressed to Dylan Menzies rdmg@dmu.ac.uk Received 3 May 2010 Accepted 10 December 2010 Academic Editor Andrea Valle Copyright 2010 Dylan Menzies. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use distribution and reproduction in any medium provided the original work is properly cited. A system is described for simulating environmental sound in interactive virtual worlds using the physical state of objects as control parameters. It contains a unified framework for integration with physics simulation engines and synthesis algorithms that are tailored to work within the framework. A range of behaviours can be simulated including diffuse and nonlinear resonators and loose surfaces. The overall aim has been to produce a flexible and practical system with intuitive controls that will appeal to sound design professionals. This could be valuable for computer game design and in other areas where realistic environmental audio is required. A review of previous work and a discussion of the issues which influence the overall design of the system are included. 1. Introduction In everyday life we experience a range of complex sounds many of which are generated by our direct interaction with the environment or are strongly correlated with visual events. For example we push a pen across the table it slides then falls off the table hits a teacup and rattles inside. To generate even this simple example convincingly in an interactive virtual world is challenging. The approach commonly used is simply to match each physical event to a sound taken from a collection of .