Journal Forum

Synthetic Reverberator - January 1960
1 comment

Multichannel Sound Reproduction Quality Improves with Angular Separation of Direct and Reflected Sounds - June 2015
1 comment

Clean Audio for TV broadcast: An Object-Based Approach for Hearing-Impaired Viewers - April 2015

Access Journal Forum

AES E-Library

Scattering Delay Network: An Interactive Reverberator for Computer Games

Document Thumbnail

Many 3D computer games incorporate audio renderers simulating room acoustics to provide the user with a high level of immersiveness and realism. Full-scale interactive room auralisation systems are impractical for use in computer games due to their high computational cost. As a low-cost alternative, artificial reverberators can be used. This paper is concerned with the design of a scalable interactive reverberator inspired by digital waveguide mesh (DWM) models and feedback delay networks (FDN). This reverberator is by construction tightly linked to the acoustics of the enclosure that it simulates. Simulation of unequal and frequency-dependent wall absorption, as well as directional sources and microphones can also be incorporated. It is shown that the response of the proposed reverberator accurately renders the early reflections and room modes, as well as providing RT60 values consistent with Sabine and Eyring equations.

AES Conference:
Paper Number:
Publication Date:

Click to purchase paper or login as an AES member. If your company or school subscribes to the E-Library then switch to the institutional version. If you are not an AES member and would like to subscribe to the E-Library then Join the AES!

This paper costs $20 for non-members, $5 for AES members and is free for E-Library subscribers.

Learn more about the AES E-Library

E-Library Location:

Start a discussion about this paper!

Facebook   Twitter   LinkedIn   Google+   YouTube   RSS News Feeds  
AES - Audio Engineering Society