Implementation of aural attributes for simulation of room effects in virtual environments

Kenji Suzuki, Yuji Nishoji, J. Herder
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Abstract

The audio design for vitural environments includes simulation of acoustical room properties besides specifying sound sources and sinks and their behavior. Virtual environments supporting room reverberation not only gain realism but also provide additional information to the user about surrounding space. Catching the different sound properties by the different spaces requires partitioning the space by the properties of aural spaces. We define soundscape and aural attributes as an application and multimedia content interface. Calculated data on an abstract level is sent to spatialization backends. Part of this research was the implementation of a device driver for the Roland Sound Space Processor. This device not only directionalizes sound sources, but also controls room effects like reverberation.
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实现在虚拟环境中模拟房间效果的听觉属性
除了指定声源、声汇及其行为外,虚拟环境的音频设计还包括声学房间特性的模拟。支持室内混响的虚拟环境不仅可以获得真实感,还可以为用户提供有关周围空间的额外信息。通过不同的空间捕捉不同的声音属性需要通过听觉空间的属性来划分空间。我们将音景和听觉属性定义为应用程序和多媒体内容接口。抽象层次上的计算数据被发送到空间化后端。这项研究的一部分是罗兰声音空间处理器的设备驱动程序的实现。这个装置不仅可以定向声源,还可以控制混响等室内效果。
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