Abstract

Recent bowed string sound synthesis has relied on physical modelling techniques; the achievable realism and flexibility of gestural control are appealing, and the heavier computational cost becomes less significant as technology improves. A bowed string sound synthesis algorithm is designed, by simulating two-polarisation string motion, discretising the partial differential equations governing the string’s behaviour with the finite difference method. A globally energy balanced scheme is used, as a guarantee of numerical stability under highly nonlinear conditions. In one polarisation, a nonlinear contact model is used for the normal forces exerted by the dynamic bow hair, left hand fingers, and fingerboard. In the other polarisation, a force-velocity friction curve is used for the resulting tangential forces. The scheme update requires the solution of two nonlinear vector equations. The dynamic input parameters allow for simulating a wide range of gestures; some typical bow and left hand gestures are presented, along with synthetic sound and video demonstrations.

Highlights

  • Sound synthesis techniques for string instruments have evolved, in the past few decades, from abstract synthesis [1] (wavetables, frequency-modulation (FM) synthesis . . . ) towards sampling synthesis, based on a library of pre-recorded sounds, and physical models, emulating the instruments themselves

  • The best synthesised sound quality is achieved by sampling techniques; the potentially very large storage requirements for these sound libraries are a major argument for using physical models

  • The use of a physical model allows for great flexibility for input parameters, as well as output parameters, usually the “listening conditions”, that can be changed freely and dynamically along a simulation, as opposed to the case of statically recorded samples

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Summary

Introduction

Sound synthesis techniques for string instruments have evolved, in the past few decades, from abstract synthesis [1] (wavetables, frequency-modulation (FM) synthesis . . . ) towards sampling synthesis, based on a library of pre-recorded sounds, and physical models, emulating the instruments themselves. The player shapes the sound and behaviour of his instrument throughout the whole production of a note Their gestures can be described with a handful of parameters, which must be perfectly coordinated at all times to allow a tone to be created and sustained; Schelleng [21], following the work of Raman [22] some decades earlier, was the first to analytically show that, under simplifying assumptions and for a certain bow velocity, only a relatively narrow triangular area (in logarithmic scale) in the downwards bow force versus bow-bridge distance parameter space gave rise to the characteristic stable Helmholtz motion desired by most musicians (his work was revised by Schoonderwaldt et al [23], introducing more refined elements of bowed string motion). Some sound and video examples from the computed simulations are available online [41]

Context
The Isolated String
The Collision Interaction
Bow and Finger
Fingerboard
The Friction Interaction
Finger
Energy Analysis
Discretising the Equations of Motion
Finite Difference Scheme
Vector-Matrix Notation
Discrete System
Collision Normal Forces n can be written as
Horizontal Polarisation
Vertical Polarisation
Non-Negativity of the Numerical Energy and Stability Condition
Invariant Quantity
Friedlander’s Construction and Pitch Flattening
Control Parameters
Bowed String Motion n
Varying Bow Forces and Position
Moving Finger
Natural Harmonics
Bouncing Bow
Rattling
Energy Balance
Discussion
Full Text
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