Presented here is a technique that employs audio capture and adaptive recursive filter design to render in real time dynamic, interactive, and content rich soundscapes within non-anechoic environments. Typically implementations of wave field synthesis utilize convolution to mitigate for the amplitude errors associated with the application of linear loudspeaker arrays. Although recursive filtering approaches have been suggested before, this paper aims to build on the work by presenting an approach that exploits Quasi Newton adaptive filter design to construct components of the filtering chain that help compensate for both the particular system configuration and mediating environment. Early results utilizing in-house developed software running on a 112-channel wave field synthesis system show the potential to improve the quality of real-time 3-D sound rendering in less than ideal contexts.
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