Binaural Simulation of Complex Acoustic Scenes for Interactive Audio
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J. Jot, A. Philp, and M. Walsh, "Binaural Simulation of Complex Acoustic Scenes for Interactive Audio," Paper 6950, (2006 October.). doi:
J. Jot, A. Philp, and M. Walsh, "Binaural Simulation of Complex Acoustic Scenes for Interactive Audio," Paper 6950, (2006 October.). doi:
Abstract: We describe a computationally efficient spatial reverberation and 3-D positional audio mixing architecture for real-time virtual acoustics using headphones or loudspeakers. A new method for binaural synthesis of massive numbers of sound sources is introduced. Extensions of the processing architecture are described for modeling spatially extended sound events, simulating near-field emitters, rendering multi-room reverberation and incorporating the perceptually salient features of early reflections and acoustic obstructions in the listener's immediate virtual environment. The proposed approach enables the implementation of scalable interactive 3D audio rendering systems in personal computers, game consoles, set top boxes or mobile phones. The associated scene representation model is compatible with current interactive audio standards, including OpenAL, MPEG-4 and JSR-234.
@article{jot2006binaural,
author={jot, jean-marc and philp, adam and walsh, martin},
journal={journal of the audio engineering society},
title={binaural simulation of complex acoustic scenes for interactive audio},
year={2006},
volume={},
number={},
pages={},
doi={},
month={october},}
@article{jot2006binaural,
author={jot, jean-marc and philp, adam and walsh, martin},
journal={journal of the audio engineering society},
title={binaural simulation of complex acoustic scenes for interactive audio},
year={2006},
volume={},
number={},
pages={},
doi={},
month={october},
abstract={we describe a computationally efficient spatial reverberation and 3-d positional audio mixing architecture for real-time virtual acoustics using headphones or loudspeakers. a new method for binaural synthesis of massive numbers of sound sources is introduced. extensions of the processing architecture are described for modeling spatially extended sound events, simulating near-field emitters, rendering multi-room reverberation and incorporating the perceptually salient features of early reflections and acoustic obstructions in the listener's immediate virtual environment. the proposed approach enables the implementation of scalable interactive 3d audio rendering systems in personal computers, game consoles, set top boxes or mobile phones. the associated scene representation model is compatible with current interactive audio standards, including openal, mpeg-4 and jsr-234.},}
TY - paper
TI - Binaural Simulation of Complex Acoustic Scenes for Interactive Audio
SP -
EP -
AU - Jot, Jean-Marc
AU - Philp, Adam
AU - Walsh, Martin
PY - 2006
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2006
TY - paper
TI - Binaural Simulation of Complex Acoustic Scenes for Interactive Audio
SP -
EP -
AU - Jot, Jean-Marc
AU - Philp, Adam
AU - Walsh, Martin
PY - 2006
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2006
AB - We describe a computationally efficient spatial reverberation and 3-D positional audio mixing architecture for real-time virtual acoustics using headphones or loudspeakers. A new method for binaural synthesis of massive numbers of sound sources is introduced. Extensions of the processing architecture are described for modeling spatially extended sound events, simulating near-field emitters, rendering multi-room reverberation and incorporating the perceptually salient features of early reflections and acoustic obstructions in the listener's immediate virtual environment. The proposed approach enables the implementation of scalable interactive 3D audio rendering systems in personal computers, game consoles, set top boxes or mobile phones. The associated scene representation model is compatible with current interactive audio standards, including OpenAL, MPEG-4 and JSR-234.
We describe a computationally efficient spatial reverberation and 3-D positional audio mixing architecture for real-time virtual acoustics using headphones or loudspeakers. A new method for binaural synthesis of massive numbers of sound sources is introduced. Extensions of the processing architecture are described for modeling spatially extended sound events, simulating near-field emitters, rendering multi-room reverberation and incorporating the perceptually salient features of early reflections and acoustic obstructions in the listener's immediate virtual environment. The proposed approach enables the implementation of scalable interactive 3D audio rendering systems in personal computers, game consoles, set top boxes or mobile phones. The associated scene representation model is compatible with current interactive audio standards, including OpenAL, MPEG-4 and JSR-234.
Authors:
Jot, Jean-Marc; Philp, Adam; Walsh, Martin
Affiliations:
Creative ATC; Creative Labs - Sensaura(See document for exact affiliation information.)
AES Convention:
121 (October 2006)
Paper Number:
6950
Publication Date:
October 1, 2006Import into BibTeX
Subject:
Signal Processing
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=13784