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Interactive environmental audio spatialization technology has become commonplace in personal computers, where its primary current application is video game sound track rendering. The most advanced PC audio platforms available can spatialize 100 or more sound sources simultaneously over headphones or multi-channel home theater systems, and employ multiple reverberation engines to simulate complex acoustical environments. This paper reviews the main features of the EAX environmental audio programming interface and its relation to the I3DL2 and MPEG-4 standards. A statistical reverberation model is introduced to account for per-source distance and directivity effects. An efficient spatial reverberation and mixing architecture is described for the spatialization of multiple sound sources around a virtual listener navigating across multiple connected virtual rooms including acoustic obstacles.
Author (s): Jot, Jean-Marc;
Trivi, Jean-Michel;
Affiliation:
Creative ATC
(See document for exact affiliation information.)
AES Convention: 120
Paper Number:6660
Publication Date:
2006-05-06
Session subject:
Audio in Computers and Audio Networking
DOI:
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Jot, Jean-Marc; Trivi, Jean-Michel; 2006; Scene Description Model and Rendering Engine for Interactive Virtual Acoustics [PDF]; Creative ATC; Paper 6660; Available from: https://aes.org/publications/elibrary-page/?id=13464
Jot, Jean-Marc; Trivi, Jean-Michel; Scene Description Model and Rendering Engine for Interactive Virtual Acoustics [PDF]; Creative ATC; Paper 6660; 2006 Available: https://aes.org/publications/elibrary-page/?id=13464
@inproceedings{Jot2006scene,
title={{Scene Description Model and Rendering Engine for Interactive Virtual Acoustics}},
author={Jot, Jean-Marc and Trivi, Jean-Michel},
year={2006},
month={may},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 6660; AES Convention 120; May 2006},
number={6660},
organization={AES},
}
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