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Convolution is magical!

Digital Signal Processing can be so awesome it's scary. That's true of any branch of mathematics, of course... but since I just reached this point with convolution to aid the violin physical model, that's what I'll talk about. With audio examples!

We've been working on a program that simulates a violin (called a "physical model" in this the jargon, but it's not physical, and only scientists use the word "model" in that fashion). We have a series of equations that describe how the violin reacts when you pluck it, bow it, put finger(s) on string(s), etc. We're using a lot of approximations and known-to-be-inaccurate physics in this program; we're not trying to push the boundaries of science in this area. We just want something that behaves (and thus sounds) vaguely like a violin, so that people can hear the difference that various bowings make.

In more precise terms, we give the computer a series of instructions about the physical actions of a violinist, and the computer does them. For example:

time  action  extra
0.0   finger  D string  from-nut 0.109
0.0   bow     D string  from-bridge 0.12  -0.1 m/s  0.4 N

This starts playing an E on the D string with a slow upbow (0.1 meters per second) with moderate pressure (0.4 Newtons).

After summing the forces that the four violin strings exert onto the bridge, we get the following sound:

twinkle-plain.wav.mp3

Why does this sound so bad? Well, the approximations we're making will hurt the sound quality to some extent, but the biggest reason is that I'm not doing anything fancy in terms of the playing (yet). I mean, even the most accurate physical simulation can produce horrible noises. Don't believe me? Give a violin to my father. A real violin is the most accurate physical "simulation" imagineable, but it won't produce nice sound unless it's played by a skilled violinist!

But I digress. Right now I'm excited about convolution of audio with an impulse response.


One neat trick I learned while doing my music degree at UVic was that you can make audio sound like it's played in a room by taking it's convolution with the impulse response of a room. Want to pretend that you're singing karaoke in the Sistine Chapel, or the Met opera hall? All you need to do is go to those places and record a clap. That's it -- a single clap ("an impulse") is enough to make any piece of audio sound like it was played in that environment.

When I heard that, I was like "woah!" [sic -- I'm trying to write like a UVic music undergraduate].

But it didn't really sink in, because I hadn't actually tried doing it myself. Like so many parts of mathematics, it doens't make sense until you do it yourself. (which makes this whole blog post rather pointless, of course)

The really cool thing, though, is that this applies to small things, not just big rooms. In particular, it applies to the violin body.


So my supervisor and I went down to the basement, wandered past all the liquid nitrogen (or whatever was in those tanks) and hopped in the anechoic chamber. After plugging in my supervisor's eee 901 netbook into the microphone that somebody left in the room, I hit the violin a few times with a dirty tea-spoon that we grabbed from our lounge.

Yeah. In the Centre for Music Technology, we're just that hardcore. A week ago previous, we ended up measuring the weight of the violin bow using a flat piece of metal (the leg of a speaker stand) as a lever, a ball-point pen as fulcrum, and a slightly-drank pint of milk as the counter-balance to the bow.

We went back upstairs, isolated one of those taps, and filtered it at 80 Hz to get rid of some background noise. (hey, there's noise everywhere, even in an anechoic chamber!)

Here's the resulting sound:

impulse-2048

If you think you missed something, nope -- that tiny click is all there is. It's 2048 samples long (slightly longer than 46 millisceonds), and that's actually way longer than it needs to be. Now we just need to convolve those two pieces of audio together.


The C code that does the magical convolution was simplicity in itself:

double ViolinInstrument::body_impulse(double sample)
{
    body_ringbuffer[body_write_index] = sample;
    double result = 0.0;
    unsigned int bi=body_read_index;
    for (unsigned int ki=0; ki < PC_KERNEL_SIZE; ki++) {
        result += body_ringbuffer[bi] * pc_kernel[ki];
        bi++;
        if (bi >= PC_KERNEL_SIZE) {
            bi -= PC_KERNEL_SIZE;
        }
    }
    update_body_pointers();
    return result;
}

... ok, it you're not a programmer, that probably doesn't look simple. The only important thing to note is that we're multiplying two numbers together, then repeating that process, and adding up all the results together. And also note that the two numbers we're multiply together are simply the raw samples.

(if you know the math and you're worried about the reverse+shift... don't be! That's done by the physics. The second function isn't actually the recorded "bonk" noise; the "bonk" noise itself is already the reverse+shifted version of the function)

The end result of the multiple+add is this:

twinkle-convolution.wav.mp3

Sounds much more like a violin, right? I think the mic placement wasn't ideal, and it was a really cheap violin, but we can make more records later with other violins. The important thing is that the basic system is working... and that multiplying a simple tea-spoon-bonk can magically change the sound in this way.


Oh, and I absolutely cannot resist adding a link to my favorite (and sadly no longer updated) web-comic, talking about convolution: a magical superpower. (the clown is the supervisor -- this will be obvious to anybody in academia)