Abstract
A method for producing game and simulation sound directly from the materials and shapes of objects rather than from recorded samples. Objects are made of small solid primitives, each with a box size and a material. A struck primitive rings with its box's vibration modes, taken from a precomputed Rayleigh-Ritz table of dimensionless frequencies over box proportions, scaled at impact by the material's shear-wave speed and the box size, damped by per-material Rayleigh constants and filtered by the Hertz contact time. Sound through walls is attenuated by the mass law, using the mass per area that rays through a distance field cross; room reverberation time is estimated from rays through the same field and drives a feedback-delay-network reverberator. A vibration solve per kind of object can provide both its sound and its sway; pitch follows stiffness at temperature; motion laws carry sound recipes evaluated from the same integer phase; and scraping sound reads the same seeded roughness field that draws the surface. Simplifications are kept only when a reference and a listening test show them inaudible.
Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 License.
Recommended Citation
Kimberlin, Kyle, "Sound Made From the Matter", Technical Disclosure Commons, ()
https://www.tdcommons.org/dpubs_series/12436