Projecting Simulated or Recorded Spatial Sound onto 3D-Surfaces
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T. Pihlajamäki, and V. Pulkki, "Projecting Simulated or Recorded Spatial Sound onto 3D-Surfaces," Paper 4-5, (2012 March.). doi:
T. Pihlajamäki, and V. Pulkki, "Projecting Simulated or Recorded Spatial Sound onto 3D-Surfaces," Paper 4-5, (2012 March.). doi:
Abstract: Directional Audio Coding (DirAC) for virtual worlds provides a new set of tools to synthesize sound sources in virtual worlds. In this paper, two methods are proposed that use projection of real and virtual auditory environments onto 3D-surfaces in a virtual world. The first method projects a B-format recordings onto an arbitrary surface by analyzing the spatial properties of time-frequency tiles of the input signals and by distributing them to the surface. The result is an ability to move in relation to the original microphone position in B-format recordings. The second method similarly projects room reverberation onto a surface in a doorway between two rooms, thus simulating the audible reverberation to the listener through a doorway. Informal listening suggests that the proposed methods provide a perceptually believable result.
@article{pihlajamäki2012projecting,
author={pihlajamäki, tapani and pulkki, ville},
journal={journal of the audio engineering society},
title={projecting simulated or recorded spatial sound onto 3d-surfaces},
year={2012},
volume={},
number={},
pages={},
doi={},
month={march},}
@article{pihlajamäki2012projecting,
author={pihlajamäki, tapani and pulkki, ville},
journal={journal of the audio engineering society},
title={projecting simulated or recorded spatial sound onto 3d-surfaces},
year={2012},
volume={},
number={},
pages={},
doi={},
month={march},
abstract={directional audio coding (dirac) for virtual worlds provides a new set of tools to synthesize sound sources in virtual worlds. in this paper, two methods are proposed that use projection of real and virtual auditory environments onto 3d-surfaces in a virtual world. the first method projects a b-format recordings onto an arbitrary surface by analyzing the spatial properties of time-frequency tiles of the input signals and by distributing them to the surface. the result is an ability to move in relation to the original microphone position in b-format recordings. the second method similarly projects room reverberation onto a surface in a doorway between two rooms, thus simulating the audible reverberation to the listener through a doorway. informal listening suggests that the proposed methods provide a perceptually believable result.},}
TY - paper
TI - Projecting Simulated or Recorded Spatial Sound onto 3D-Surfaces
SP -
EP -
AU - Pihlajamäki, Tapani
AU - Pulkki, Ville
PY - 2012
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - March 2012
TY - paper
TI - Projecting Simulated or Recorded Spatial Sound onto 3D-Surfaces
SP -
EP -
AU - Pihlajamäki, Tapani
AU - Pulkki, Ville
PY - 2012
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - March 2012
AB - Directional Audio Coding (DirAC) for virtual worlds provides a new set of tools to synthesize sound sources in virtual worlds. In this paper, two methods are proposed that use projection of real and virtual auditory environments onto 3D-surfaces in a virtual world. The first method projects a B-format recordings onto an arbitrary surface by analyzing the spatial properties of time-frequency tiles of the input signals and by distributing them to the surface. The result is an ability to move in relation to the original microphone position in B-format recordings. The second method similarly projects room reverberation onto a surface in a doorway between two rooms, thus simulating the audible reverberation to the listener through a doorway. Informal listening suggests that the proposed methods provide a perceptually believable result.
Directional Audio Coding (DirAC) for virtual worlds provides a new set of tools to synthesize sound sources in virtual worlds. In this paper, two methods are proposed that use projection of real and virtual auditory environments onto 3D-surfaces in a virtual world. The first method projects a B-format recordings onto an arbitrary surface by analyzing the spatial properties of time-frequency tiles of the input signals and by distributing them to the surface. The result is an ability to move in relation to the original microphone position in B-format recordings. The second method similarly projects room reverberation onto a surface in a doorway between two rooms, thus simulating the audible reverberation to the listener through a doorway. Informal listening suggests that the proposed methods provide a perceptually believable result.
Authors:
Pihlajamäki, Tapani; Pulkki, Ville
Affiliation:
Aalto University School of Electrical Engineering, Espoo, Finland
AES Conference:
45th International Conference: Applications of Time-Frequency Processing in Audio (March 2012)
Paper Number:
4-5
Publication Date:
March 1, 2012Import into BibTeX
Subject:
Spatial Sound
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=16198