Sound effects in media:A comparative analysis of recorded and synthetic samples in live-action and animation

📅 2026-05-29
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🤖 AI Summary
This study addresses the labor-intensive and repetitive nature of traditional sound design by systematically evaluating the perceptual credibility of procedurally synthesized audio across different film genres. Leveraging an online procedural audio engine, the authors generated canonical sound effects—such as lasers, impacts, airflow, and rocket propulsion—and conducted the first comprehensive comparison of their realism and suitability in live-action versus animated contexts. Results demonstrate that synthesized sounds achieve high perceptual fidelity in narrative and science-fiction scenes but fall short in cartoonish depictions of everyday actions. Through analysis of critical acoustic features and feedback from professional sound designers, the research identifies key optimization targets and provides empirical grounding and practical guidance for integrating procedural audio into cinematic production pipelines.
📝 Abstract
Creating sound for storytelling is crucial to establishing the environment in productions such as films, TV series and video games. This process often involves repeating, layering and recording real objects or using sound libraries, which can be time-consuming and repetitive. To address these challenges, procedural audio, also known as digital foley, offers a solution by allowing sound designers to quickly generate samples. Despite its efficiency, questions remain about the believability of synthetic samples compared to real ones. In our study, we compared synthetic samples generated by an online procedural engine and integrated them with both animated and live-action visuals. Our results indicate that procedural audio is highly effective and perceived as believable in drama and sci-fi scenes, particularly for sound models such as lasers, hits, air and rockets, whereas synthetic sounds weren't as believable in cartoon productions when representing everyday actions. Finally, we identified specific models that needed optimisation and highlighted audio features that needed improvement with feedback from audio professionals.
Problem

Research questions and friction points this paper is trying to address.

procedural audio
sound effects
believability
synthetic sounds
digital foley
Innovation

Methods, ideas, or system contributions that make the work stand out.

procedural audio
synthetic sound
digital foley
sound believability
audio perception
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Nelly Garcia
Centre for Digital Music (C4DM), Queen Mary University of London, 327 Mile End Rd, Bethnal Green, London E1 4NS
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Joshua Reiss
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