The present study investigated cross-modal associations between a series of paintings and sounds. We studied the effects of sound congruency (congruent vs. non-congruent sounds) and embodiment (embodied vs. synthetic sounds) on the evaluation of abstract and figurative paintings. Participants evaluated figurative and abstract paintings paired with congruent and non-congruent embodied and synthetic sounds. They also evaluated the perceived meaningfulness of the paintings, aesthetic value and immersive experience of the paintings. Embodied sounds (sounds associated with bodily sensations, bodily movements and touch) were more strongly associated with figurative paintings, while synthetic sounds (non-embodied sounds) were more strongly associated with abstract paintings. Sound congruency increased the perceived meaningfulness, immersive experience and aesthetic value of paintings. Sound embodiment increased immersive experience of paintings.

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It does not seem like a good idea to include this functionality in the game logic like that even if the concrete implementation of the sound or graphics effect is abstracted away. Ideally, the game logic/collision logic should not know anything about such things at all:

So we would need a separate systems for sounds/effects. But because there are lots of components which can make sounds under lots of circumstances theoretically I would need a ProjectileSoundSystem, ProjectileParticleEffectsSystem, VehicleSoundSystem, VehicleParticleEffectsSystem, AnimalSoundSystem, AnimalParticleEffectsSystem.. (you got the idea), would this be practical?

In this approach, how can the consument know how the ProjectileHit should sound like? I mean depending on the projectile the impact can be a different sound. So each entity would need a map for eventType=>SoundName and similar maps for other stuff like effects and so on. Does this make sense? Are there other solutions?

A list of sounds that can be triggered by a system is stored close to the system and used internally. Some form of ad-hoc configuration might accompany the list of sounds, but it is otherwise fairly fire-and-forget.

Essentially every notable event in your game becomes logged to some central EventStore. This may already be in place for save systems or other databasing needs, but this can be an extremely powerful well from which a SoundEventManager can parse events, decide if they warrant a sound, infer context from surrounding events, and trigger + manage sounds appropriately.

All that said, I won't hesitate to recommend mature sound integration platforms like WWise or FMOD. Sound integration is such a deep and nuanced practice that tooling around it has become very full-featured and truly helps lighten the load as a [solo] developer just trying to get work done.

I'm looking into developing an application that will require live streaming of audio. I would prefer to use some cross-platform (windows/linux/BSD) open source library written in C or C++ even though writing it using the respective OSs' Sound APIs is still an option.

My main concern is that these mentioned APIs seem to be mainly targeted for Games (where sound is usually loaded from disk and there is not much, if any, sound recording involved rather than streamed over the network with equal importance between recording and playback.

Consider your goal of low latency. Games require a very low latency to ensure sound effects are matched well with actions on the screen. I presume this is a similar reason you want this (so your sound matches your video stream and there are no pauses in the voice channel).

I would strongly suggest you develop it on the cross platform (Linux/Mac/Windows) Qt framework and using its own Qt libraries.In the QtMultimedia module, you can use QAudioInput to capture raw audio from a microphone.You can again use QtMultimedia for processing.

Apply crossfades automatically when transitions are added: When you add a transition to a video clip with attached audio, a crossfade is automatically applied to the audio. If the audio is detached or expanded from the video, the crossfade is not applied. See Add video transitions and fades in Final Cut Pro for Mac.

Final Cut Pro creates the crossfade at the edit point between the selected clips using media handles. To view the overlapping audio components, select the clips in the timeline and choose Clip > Expand Audio Components (or press Control-Option-S).

In this study, we investigated the brain region associated with sound symbolism by contrasting the incongruent condition with the congruent. The bilateral anterior cingulate cortex (ACC) was activated under the incongruent minus congruent condition for all target sizes (Fig. 3A, Table 1).

The left MTG was more strongly activated under the 20% incongruent condition than under the 20% congruent condition. The results of the ROI analysis of the peak region are plotted in Fig. 4. The left MTG has been identified in previous studies as a brain region related to semantic association (see review by Price)22. This region is also very similar to the area that was activated under the incongruent condition in a priming study using EEG23, in which congruence was based on the relationship between a picture and an environmental sound (i.e., an animal and its vocalization). That study demonstrated that the left MTG is involved in cross-modal semantic-matching processes. Our results imply that sound symbolically matching between the target size and a phoneme is also processed in the MTG.

The right STG was more strongly activated under the 20% incongruent condition than under the 20% congruent condition. The ROI analysis of the peak region (Table 2) revealed that the activation of the STG (incongruent minus congruent) was more prominent as the size difference between the targets increased from 5% to 20% (Fig. 4), indicating that the efficacy of the sound symbolism correlated with the activation of the region. Many previous studies have identified the STG as a primary region for speech perception22. Interestingly, activities in the right STG have been associated with the incongruence between emotional prosodic cues and other information (speech content24 and facial expression)25. Our results suggest that the right STG is part of a brain network involved in processing conflict in phonemic sound symbolism in addition to emotional prosodic information.

Each element plays a crucial role in creating a realistic and engaging soundscape for film, television, or video games. Dialogue is the spoken words of actors or characters, while sound effects and foley are sounds that are recorded or created to illustrate specific actions and movements in the scene. Music, on the other hand, sets the emotional tone and enhances the mood of the scene.

Synthesized auto-sport, racing, cross sound effects are created without the use of microphones (in most cases). Instead , sound designers use synthesizers to generate tonal or noise-based sounds , manipulate them using software tools, and layer them to create complex effects. Other auto-sport, racing, cross sound effects are created by recording real-world sounds using microphones and then editing and processing them in software. Foley artists create sound effects by mimicking the actual sound source in a recording studio . Often there are many little sound effects that happen within any given scene , each designed to enhance the mood of the scene.

Auto-sport, racing, cross sound effects are added to create a more immersive and engaging experience for the viewer or listener. They help to convey action, emotions, and enhance the atmosphere of a scene. In movies, TV shows or video games, sound effects are used to make the action and dialogue more realistic and impactful. They can also help to clarify what is happening on screen without relying solely on visual cues. In short, sound effects are added to make the overall experience more enjoyable and memorable.

Sound effects started being introduced in films in the late 1920s, shortly after the introduction of synchronized sound in movies. Prior to this, films were often accompanied by live music or had recorded music added in post-production. Microphone technology had advanced to a point where it was possible to capture sound on set, which led to the use of sound effects in film. The first known instance of sound effects being added to a film was for the Australian premiere of the movie "The Kelly Gang" in 1906, where a symphony orchestra played live sound effects. However, it wasn't until the late 1920s that sound effects became a regular part of the film industry.

Auto-sport, racing, cross sound effects are typically created by sound designers, foley artists, or a combination of both. Sound designers create synthetic sounds and manipulate existing sounds using software tools, while foley artists recreate sounds using a variety of props. Both sound designers and foley artists work collaboratively with directors to craft aural landscapes that enhance the story being conveyed. Additionally, field recordists are often tasked with capturing specific real-world sounds that can be used as raw material for sound designers and foley artists to work with.

A solo herring gull talking and squawking. The Herring Gull is the quintessential basic seagull, with no distinctive characters that immediately set it apart from other gull species. The characteristic gull of the North Atlantic, it can be found across much of North America. Field recording by Tony Phillips

Which information dominates in evaluating performance in music? Both experts and laypeople consistently report believing that sound should be the most important domain when judging music competitions, but experimental studies of Western participants rating video-only vs. audio-only versions of 6-second excerpts of Western classical performances have shown that in at least some cases visual information can play a stronger role. However, whether this phenomenon applies generally to music competitions or is restricted to specific repertoires or contexts is disputed. In this Registered Report, we focus on testing the generalizability of sight vs. sound effects by replicating previous studies of classical piano competitions with Japanese participants, while also expanding the same paradigm using new examples from competitions of a traditional Japanese folk musical instrument: the Tsugaru shamisen. For both classical piano and Tsugaru shamisen, we ask participants to choose the winner between the 1st- and 2nd- placing performers in 5 competitions and the 1st-place and low-ranking performers in 5 competitions (i.e., 40 performers total from 10 piano and 10 shamisen competitions). We tested the following three predictions twice each (once for piano and once for shamisen): 1) an interaction was predicted between domain (video-only vs. audio-only) and variance in quality (choosing between 1st and 2nd place vs. choosing between 1st and low-placing performers); 2) visuals were predicted to trump sound when variation in quality is low (1st vs. 2nd place); and 3) sound was predicted to trump visuals when variation in quality is high (1st vs. low-placing). Our experiments (n = 155 participants) confirmed our first predicted interaction between audio/visual domain and relative performer quality for both piano and shamisen conditions, suggesting that this interaction is cross-culturally general. In contrast, the second prediction was only supported for the piano stimuli and the third prediction was only supported for the shamisen condition, suggesting culturally dependent factors in the specific balance between sight and sound in the judgment of musical performance. Our results resolve discrepancies and debates from previous sight-vs-sound studies by replicating and extending them to include non-Western participants and musical traditions. Our findings may also have practical applications to evaluation criteria for performers, judges, and organizers of competitions, concerts, and auditions. 006ab0faaa

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