Abstract
A method for real-time sound radiation of objects that are broken, carved or built during play, when no solve can finish in the time available. A new piece's first sound is always a lookup. Each vibration mode then climbs a ladder: libraries solved beforehand (exact rigid-motion radiation over the whole family of debris shapes, and for each fracture recipe a library of its own fragments, matched by recipe and inertia and scaled exactly in size, material wave speed and air); rules applied to the piece's own surface once its modes exist, including a radiated-power rule, a facing-surface rule, per-band statistics for large objects and updates after carving; exact solves on spare CPU cores; and exact background solves, loudest first, skipping modes that a level bound shows inaudible. A mode moves up at most three times, only at the piece's next impact or ramped over one audio block when its level changes by under 1 dB, and never down. A measurable "very close" line sets the allowed error per auditory band and 20 ms window, together with a blind listening score.
Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 License.
Recommended Citation
Kimberlin, Kyle, "Real-Time Sound Radiation for Objects Broken, Carved or Built During Play", Technical Disclosure Commons, ()
https://www.tdcommons.org/dpubs_series/12438