Datasets:
Physics Audio Sim
English
Sound effects generated by computer models of physics and physics-inspired sound design: things hitting, rolling, breaking, bubbling, blowing, rain, thunder, fire and machines running. They are not recordings. Each row is one WAV file plus the settings used to make it, so you always know what produced the sound.
Release v0.8.1 has 15750 sounds in the main set. They were made with the Sound Design Toolkit (SDT) (6750), Andy Farnell's Designing Sound Pure Data examples (4500), the Synthesis ToolKit (STK) PhISEM models (3825) and the Faust physical modeling library (675).
What is inside
| Subset | Sound | Rows | Made with |
|---|---|---|---|
airflow |
Blowing wind | 225 | SDT |
airflow |
Whip crack | 225 | SDT |
airflow |
Wind blowing across a tube or bottle | 225 | SDT |
airflow |
Broadband wind | 225 | SDT |
airflow |
Wind whistling past a thin object | 225 | SDT |
deformation |
Crumpling or crushing | 225 | SDT |
deformation |
Crunching | 225 | STK PhISEM |
electrical |
Electrical hum and sparks | 225 | Farnell (Pure Data) |
explosion |
Explosion heard from a distance | 225 | SDT |
explosion |
Explosion with fireball | 225 | Farnell (Pure Data) |
explosion |
Gunfire | 225 | Farnell (Pure Data) |
explosion |
Gunfire | 225 | SDT |
fire |
Fire burning | 225 | Farnell (Pure Data) |
fluid |
A single bubble in water | 225 | SDT |
fluid |
Bubbling water | 225 | Farnell (Pure Data) |
fluid |
Dripping water | 225 | SDT |
fluid |
Water filling a container | 225 | SDT |
fluid |
Running or pouring liquid (many bubbles) | 225 | SDT |
fluid |
Gushing water | 225 | SDT |
fluid |
Pouring water into a container | 225 | Farnell (Pure Data) |
fluid |
Water drops | 225 | STK PhISEM |
fluid |
Running water | 225 | Farnell (Pure Data) |
friction |
Tin can rolling | 225 | Farnell (Pure Data) |
friction |
Rubbing with set force and pressure | 225 | SDT |
friction |
Creaking door | 225 | Farnell (Pure Data) |
friction |
Guiro scraped | 225 | STK PhISEM |
friction |
Ratchet wrench | 225 | STK PhISEM |
friction |
Ball rolling on a surface | 225 | SDT |
friction |
Rubbing back and forth | 225 | SDT |
friction |
Rubbing and scraping together | 225 | SDT |
friction |
Sandpaper | 225 | STK PhISEM |
friction |
Scraping along a surface | 225 | SDT |
impact |
Tuned bamboo rattle (angklung) | 225 | STK PhISEM |
impact |
Ball bouncing until it stops | 225 | Farnell (Pure Data) |
impact |
Bamboo wind chimes | 225 | STK PhISEM |
impact |
Object dropped and bouncing | 225 | SDT |
impact |
Can with loose bits shaken | 225 | STK PhISEM |
impact |
Struck object with set pitch and decay | 225 | SDT |
impact |
Djembe | 225 | Faust physmodels |
impact |
Something breaking apart | 225 | SDT |
impact |
Free metal bar | 225 | Faust physmodels |
impact |
Marimba bar | 225 | Faust physmodels |
impact |
Two ringing objects hitting each other | 225 | SDT |
impact |
Coffee mug rattle | 225 | STK PhISEM |
impact |
Big rocks | 225 | STK PhISEM |
impact |
Small pebbles | 225 | STK PhISEM |
impact |
Cabasa | 225 | STK PhISEM |
impact |
Maraca | 225 | STK PhISEM |
impact |
Shekere | 225 | STK PhISEM |
impact |
Sleigh bells | 225 | STK PhISEM |
impact |
Tambourine | 225 | STK PhISEM |
impact |
Bundle of sticks | 225 | STK PhISEM |
impact |
Single hit | 225 | SDT |
impact |
Struck string | 225 | SDT |
impact |
Old telephone bell | 225 | Farnell (Pure Data) |
machine |
Blender | 225 | SDT |
machine |
Car engine heard inside the car | 225 | SDT |
machine |
Clock ticking | 225 | Farnell (Pure Data) |
machine |
Combustion engine | 225 | SDT |
machine |
Electric fan | 225 | Farnell (Pure Data) |
machine |
Small electric motor | 225 | SDT |
machine |
Refrigerator hum | 225 | SDT |
machine |
Helicopter | 225 | Farnell (Pure Data) |
machine |
Jet engine | 225 | Farnell (Pure Data) |
machine |
Electric motor starting and stopping | 225 | Farnell (Pure Data) |
machine |
Photocopier | 225 | SDT |
machine |
Piston engine | 225 | Farnell (Pure Data) |
weather |
Rain, light to heavy | 225 | Farnell (Pure Data) |
weather |
Thunderclap and rumble | 225 | Farnell (Pure Data) |
weather |
Outdoor wind | 225 | Farnell (Pure Data) |
How to load
You need pip install "datasets[audio]".
from datasets import load_dataset
ds = load_dataset("audio-harvest/physics-audio-sim", "impact", split="train", revision="v0.8.1")
print(ds[0]["description_en"])
Load one group at a time by its name: airflow, deformation, electrical, explosion, fire, fluid, friction, impact, machine, weather. There is no combined subset; to use everything, load each group and concatenate them.
Every subset has train, validation and test splits (60/20/20). They are made inside each sound type:
each combination of settings is in exactly one split, and every individual setting value appears in train.
Bounce benchmark (bounce_benchmark)
A separate set for testing whether audio embeddings keep physical information. A ball is dropped and bounces. Only two things change:
- drop height
drop_height_m: 15 values, 0.1 to 1.5 m - coefficient of restitution
restitution: 15 values, 0.3 to 0.9
That gives 15 x 15 = 225 sounds. The ball, floor and recording setup are the same in every file, so differences come only from height and restitution. Each text is just the two values, for example "A ball is dropped from 0.5 m; the coefficient of restitution is 0.814."
| Split | Rows | Use |
|---|---|---|
train |
135 | Fit your probe |
validation |
45 | Tune the probe |
test |
45 | Final score only |
- Each (height, restitution) pair is in exactly one split. Test pairs are never in train, but every height value and every restitution value appears in train.
- Volume is not adjusted per file here. All 225 files share one gain, so a higher drop is louder, as in reality. The loudest file peaks at -3 dBFS.
benchmark/bounce_he_v1/test_pairs.jsonllists 113 test pairs that differ in only one value (51 differ in height, 62 in restitution). Give a model both sounds and both texts and check whether it matches them correctly; guessing gets 50%.- Files are 12 s long so the longest bounce sequence fits.
from datasets import load_dataset
bench = load_dataset("audio-harvest/physics-audio-sim", "bounce_benchmark", revision="v0.8.1")
print(bench["train"][0]["drop_height_m"], bench["train"][0]["restitution"])
Main columns
| Column | Meaning |
|---|---|
audio |
The sound (48 kHz, mono) |
description_en, description_zh |
A short sentence describing the settings, in English and Traditional Chinese |
split |
train, validation or test |
phenomenon, event_type |
Sound group and type, as in the table above |
generation_backend |
Which library made it: sdt, farnell_pd, stk_phisem or faust |
model |
Which model or example inside that library |
spectral_centroid_hz |
Spectral centroid measured with SDT's analysis tools, for every row (pitch and more are in metadata) |
gain_linear |
How much the volume was changed (see below) |
metadata |
All settings and measurements, as JSON text (json.loads(row["metadata"])) |
Good to know
- Volume: one gain per sound type. Inside one sound type (one
scene_id) loudness is comparable, so a harder hit is louder. Different sound types have different gains, so do not compare loudness across them. To get the raw simulator level, divide the audio bygain_linear. - The descriptions are generated from the settings. Nobody listened to each file to write them, and the settings are not measured from real objects. For example, a "resonator preset" is not a real wood or metal sample.
- The struck string (
string_strike) uses a connection inside SDT that we designed ourselves; SDT has no example for it. - Sounds with a
scene_idstarting withsdt_scene_(dripping, blender, car and so on) rebuild the example patches that ship with SDT. Small helper parts that exist only in Max (timers, ramps, random walks) were rebuilt in Python;metadata.routingnames the example each one comes from. - Rows made with
farnell_pdrender the Pure Data examples from Andy Farnell's book Designing Sound (rain, fire, engines, helicopters and so on). These are sound designs inspired by physics, not physics simulations. Some controls (for example "ball pitch x") are multipliers we added to the original constants; each row lists every change inmetadata.approximations. - Rows made with
stk_phisemuse Perry Cook's PhISEM particle model from the Synthesis ToolKit (STK): shakers, rocks, sandpaper, water drops and more. "Object setting" is the model's 0-128 control. - Rows made with
faustuse percussion models from the Faust physical modeling library: a marimba bar, a djembe, and an ideal free metal bar whose vibration modes we set from beam theory.
License and citation
Audio and annotations: CC BY 4.0. The generator code keeps its own license and is not part of this one:
SDT is GPL-3.0, STK is MIT-style, the Faust libraries are LGPL with an exception for generated code,
and Andy Farnell's Pure Data examples may be freely distributed and modified (see ATTRIBUTIONS.md).
AudioHarvest. Physics Audio Sim. Release v0.8.1. https://huggingface.co/datasets/audio-harvest/physics-audio-sim
繁體中文
這是用物理模型和參考物理的音效設計「算」出來的聲音,不是錄音。內容包括撞擊、滾動、碎裂、氣泡、 風聲、雨、雷、火和機器運轉聲。每一筆是一個 WAV 檔,加上產生它的參數。
v0.8.1 版主資料共有 15750 筆。產生方式:Sound Design Toolkit(SDT)(6750 筆)、Andy Farnell《Designing Sound》的 Pure Data 範例(4500 筆)、Synthesis ToolKit(STK) 的 PhISEM 模型(3825 筆)、Faust 物理模型庫(675 筆)。
內容
| 子集 | 聲音 | 筆數 | 生成方式 |
|---|---|---|---|
airflow |
吹氣風聲 | 225 | SDT |
airflow |
甩鞭聲 | 225 | SDT |
airflow |
風吹過管口或瓶口 | 225 | SDT |
airflow |
寬頻風聲 | 225 | SDT |
airflow |
風吹過細長物體的哨音 | 225 | SDT |
deformation |
揉皺或壓碎 | 225 | SDT |
deformation |
壓碎聲 | 225 | STK PhISEM |
electrical |
電流嗡嗡聲與火花 | 225 | Farnell(Pure Data) |
explosion |
從遠處聽到的爆炸 | 225 | SDT |
explosion |
爆炸與火球 | 225 | Farnell(Pure Data) |
explosion |
槍聲 | 225 | Farnell(Pure Data) |
explosion |
槍聲 | 225 | SDT |
fire |
火在燒 | 225 | Farnell(Pure Data) |
fluid |
水中單顆氣泡 | 225 | SDT |
fluid |
水中冒泡 | 225 | Farnell(Pure Data) |
fluid |
滴水 | 225 | SDT |
fluid |
倒水裝滿容器 | 225 | SDT |
fluid |
流動或倒水聲(大量氣泡) | 225 | SDT |
fluid |
湧水 | 225 | SDT |
fluid |
把水倒進容器 | 225 | Farnell(Pure Data) |
fluid |
水滴 | 225 | STK PhISEM |
fluid |
流水 | 225 | Farnell(Pure Data) |
friction |
鐵罐滾動 | 225 | Farnell(Pure Data) |
friction |
可調推力與壓力的摩擦 | 225 | SDT |
friction |
門的嘎吱聲 | 225 | Farnell(Pure Data) |
friction |
刮瓜 | 225 | STK PhISEM |
friction |
棘輪扳手 | 225 | STK PhISEM |
friction |
球在表面上滾動 | 225 | SDT |
friction |
來回摩擦 | 225 | SDT |
friction |
摩擦加刮擦 | 225 | SDT |
friction |
砂紙 | 225 | STK PhISEM |
friction |
沿表面刮擦 | 225 | SDT |
impact |
竹搖琴(昂格隆) | 225 | STK PhISEM |
impact |
球彈跳到停住 | 225 | Farnell(Pure Data) |
impact |
竹風鈴 | 225 | STK PhISEM |
impact |
物體落下並彈跳 | 225 | SDT |
impact |
搖晃裝著顆粒的鋁罐 | 225 | STK PhISEM |
impact |
可調音高與衰減的敲擊 | 225 | SDT |
impact |
非洲鼓 | 225 | Faust physmodels |
impact |
物體斷裂碎開 | 225 | SDT |
impact |
自由金屬棒 | 225 | Faust physmodels |
impact |
馬林巴琴鍵 | 225 | Faust physmodels |
impact |
兩個會響的物體互撞 | 225 | SDT |
impact |
馬克杯碰撞聲 | 225 | STK PhISEM |
impact |
大石頭 | 225 | STK PhISEM |
impact |
小石子 | 225 | STK PhISEM |
impact |
卡巴薩 | 225 | STK PhISEM |
impact |
沙鈴 | 225 | STK PhISEM |
impact |
葫蘆珠網搖鈴 | 225 | STK PhISEM |
impact |
雪橇鈴 | 225 | STK PhISEM |
impact |
鈴鼓 | 225 | STK PhISEM |
impact |
一把木棒 | 225 | STK PhISEM |
impact |
單次敲擊 | 225 | SDT |
impact |
被敲擊的弦 | 225 | SDT |
impact |
老式電話鈴 | 225 | Farnell(Pure Data) |
machine |
果汁機 | 225 | SDT |
machine |
車內聽到的引擎聲 | 225 | SDT |
machine |
時鐘滴答 | 225 | Farnell(Pure Data) |
machine |
內燃引擎 | 225 | SDT |
machine |
電風扇 | 225 | Farnell(Pure Data) |
machine |
小型電動馬達 | 225 | SDT |
machine |
冰箱運轉聲 | 225 | SDT |
machine |
直升機 | 225 | Farnell(Pure Data) |
machine |
噴射引擎 | 225 | Farnell(Pure Data) |
machine |
電動馬達啟動到停下 | 225 | Farnell(Pure Data) |
machine |
影印機 | 225 | SDT |
machine |
活塞引擎 | 225 | Farnell(Pure Data) |
weather |
雨(小雨到大雨) | 225 | Farnell(Pure Data) |
weather |
打雷與隆隆聲 | 225 | Farnell(Pure Data) |
weather |
戶外的風 | 225 | Farnell(Pure Data) |
讀取方式
需要先 pip install "datasets[audio]",程式碼同上方英文段落。
一次讀取一類,名稱為:airflow, deformation, electrical, explosion, fire, fluid, friction, impact, machine, weather。沒有合併全部的子集;要用全部資料,請分別讀取各類再合併。
每個子集都有 train、validation、test(60/20/20),在每一種聲音內各自切分:
每一組參數組合只會出現在一個 split,每一個參數值都會出現在 train。
彈跳 benchmark(bounce_benchmark)
另外一組資料,用來測音訊 embedding 有沒有保留物理資訊。 球落下後連續彈跳,只改兩件事:
- 落下高度
drop_height_m:15 種,0.1 到 1.5 公尺 - 恢復係數
restitution:15 種,0.3 到 0.9
共 15 × 15 = 225 段。球、地面和錄音條件全部相同,所以聲音差異只來自高度和恢復係數。 文字描述只寫這兩個數值,例如「球從 0.5 公尺落下,恢復係數為 0.814。」
| Split | 筆數 | 用途 |
|---|---|---|
train |
135 | 訓練 probe |
validation |
45 | 調整 probe |
test |
45 | 只用來算最終分數 |
- 每個(高度, 恢復係數)組合只會出現在一個 split。test 的組合沒有出現在 train, 但每一個高度值和每一個恢復係數值都有出現在 train。
- 這組資料沒有逐檔調音量。 225 個檔案共用同一個增益,所以落得越高越大聲,和真實情況一樣;最大聲的檔案峰值是 −3 dBFS。
benchmark/bounce_he_v1/test_pairs.jsonl列出 113 組只差一個數值的 test 配對 (51 組只差高度、62 組只差恢復係數)。把兩段聲音和兩句描述給模型配對,亂猜的正確率是 50%。- 每段 12 秒,確保最長的彈跳過程也能完整收錄。
主要欄位
| 欄位 | 說明 |
|---|---|
audio |
音檔(48 kHz、單聲道) |
description_en、description_zh |
依參數產生的一句英文/繁中說明 |
split |
train、validation 或 test |
phenomenon、event_type |
聲音類別,對應上表 |
generation_backend |
用哪個函式庫做的:sdt、farnell_pd、stk_phisem 或 faust |
model |
該函式庫裡的哪個模型或範例 |
spectral_centroid_hz |
用 SDT 分析工具量到的頻譜重心(音高等其他特徵在 metadata) |
gain_linear |
音量調整倍率(見下方) |
metadata |
完整參數與量測值,存成 JSON 文字(用 json.loads(row["metadata"]) 讀取) |
使用前請注意
- 音量:同一種聲音共用一個增益。 同一個
scene_id之內可以比較音量,例如敲得越用力越大聲; 不同種類的聲音增益不同,不能互相比較。要還原模擬器原始音量,把音訊除以gain_linear。 - 文字說明是依參數自動產生的,不是人聽完寫的;參數也不是量測真實物體得到的。 例如「共振體 preset」並不代表真的木頭或金屬。
- 被敲擊的弦(
string_strike)在 SDT 裡的接法是我們自己設計的,SDT 沒有官方範例。 scene_id以sdt_scene_開頭的聲音(滴水、果汁機、車內引擎等),是照 SDT 附帶的範例重建的。 範例裡只有 Max 才有的小元件(計時、漸變、隨機變化)改用 Python 重做;metadata.routing會寫出來源範例。farnell_pd的聲音來自 Andy Farnell《Designing Sound》書中的 Pure Data 範例(雨、火、引擎、直升機等)。 它們是參考物理設計的音效,不是物理模擬。部分參數(例如「球的音高 ×」)是我們在原始常數上加的倍率; 每一筆的所有改動都寫在metadata.approximations。stk_phisem的聲音用 Synthesis ToolKit(STK)裡 Perry Cook 的 PhISEM 粒子模型:沙鈴、石頭、砂紙、水滴等。 「物件設定」是模型的 0–128 控制值。faust的聲音用 Faust 物理模型庫的敲擊模型:馬林巴琴鍵、非洲鼓, 以及一根依樑理論自己設定振動模態的理想自由金屬棒。
授權
音檔與標註採 CC BY 4.0。產生聲音的程式各有自己的授權,不在此範圍內:SDT 是 GPL-3.0,STK 是 MIT 類授權,
Faust 函式庫是 LGPL(產生的程式碼另有例外),Andy Farnell 的 Pure Data 範例可自由散布與修改(見 ATTRIBUTIONS.md)。
- Downloads last month
- 114