You need to agree to share your Hugging Face information to access this dataset

This repository is publicly accessible, but you have to accept the conditions to access its files and content.

Log in or Sign Up to review the conditions and access this dataset content.

Physics Audio Sim

English | 繁體中文

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.jsonl lists 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 by gain_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_id starting with sdt_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.routing names the example each one comes from.
  • Rows made with farnell_pd render 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 in metadata.approximations.
  • Rows made with stk_phisem use 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 faust use 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