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Approximation Functions for Virtual Acoustic Modelling
Virtual audio is becoming widely used in computer games and in similar contexts. In broadcasting virtual production is also becoming commonplace. This paper describes the use of simple filters to model some acoustic effects. It discusses the need for simple implementations to achieve high rates of scene update for real-time application and the acoustic propagation effects that need to be modeled. It especially discusses simple approximations for diffraction around obstructing objects.:
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