Synchronized Swept-Sine: Theory, Application, and Implementation - October 2015
Effect of Microphone Number and Positioning on the Average of Frequency Responses in Cinema Calibration - October 2015
The Measurement and Calibration of Sound Reproducing Systems - July 2015
Implementation of an Interactive 3-D Reverberator for Video Games Using Statistical Acoustics
An interactive reverberator, which applies realistic computed acoustic responses interactively to video game scenes, is a very important technology for the processing of in-game sounds. The mainframe of an interactive reverberator, which the authors developed, is designed based on statistical acoustics theory, so that it is possible to compute fast enough to realize real-time processing in fast-changing game scenes. Though statistical reverbs generally do not provide a high level of reality, the authors have achieved a quantum leap of sound quality by applying Hanyu's algorithm to conventional theories. The reverberator features: (1) No pre-computing jobs including room modeling are required. (2) Three-dimensional responses are generated automatically. (3) Complex factor of a room's shape, open-air areas, and effects of neighboring reverberations are expressed. The authors implemented the reverberator into a Capcom’s middleware experimentally and have verified it can run effectively. In this paper the algorithm, background theories, and implementation techniques are introduced.
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