Rendering a couple of virtual sound sources for wave field synthesis (WFS) in real time is nowadays feasible using the calculation power of state-of-the-art personal computers. If immersive atmospheres containing thousands of sound particles like rain and applause should be rendered in real time for a large listening area with a high spatial accuracy, calculation complexity increases enormously. A new algorithm based on continuously generated impulse responses and following convolutions, which renders many sound particles in an efficient way will be presented in this paper. The algorithm was verified by first listening tests and its calculation complexity was evaluated as well.
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