Inventor(s)

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

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.

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