SALTE Pt. 2: On the Design of the SALTE Audio Rendering Engine for Spatial Audio Listening Tests in VR
×
Cite This
Citation & Abstract
T. Rudzki, C. Earnshaw, D. Murphy, and G. Kearney, "SALTE Pt. 2: On the Design of the SALTE Audio Rendering Engine for Spatial Audio Listening Tests in VR," Engineering Brief 537, (2019 October.). doi:
T. Rudzki, C. Earnshaw, D. Murphy, and G. Kearney, "SALTE Pt. 2: On the Design of the SALTE Audio Rendering Engine for Spatial Audio Listening Tests in VR," Engineering Brief 537, (2019 October.). doi:
Abstract: The dedicated audio rendering engine for conducting listening experiments using the SALTE (Spatial Audio Listening Test Environment) open-source virtual reality framework is presented. The renderer can be used for controlled playback of Ambisonic scenes (up to 7th order) over headphones and loudspeakers. Binaural-based Ambisonic rendering facilitates the use of custom HRIRs contained within separate WAV ?les or SOFA ?les as well as head tracking. All parameters of the audio rendering software can be controlled in real-time by the SALTE graphical user interface. This allows for perceptual evaluation of Ambisonic scenes and different decoding schemes using custom HRTFs.
@article{rudzki2019salte,
author={rudzki, tomasz and earnshaw, chris and murphy, damian and kearney, gavin},
journal={journal of the audio engineering society},
title={salte pt. 2: on the design of the salte audio rendering engine for spatial audio listening tests in vr},
year={2019},
volume={},
number={},
pages={},
doi={},
month={october},}
@article{rudzki2019salte,
author={rudzki, tomasz and earnshaw, chris and murphy, damian and kearney, gavin},
journal={journal of the audio engineering society},
title={salte pt. 2: on the design of the salte audio rendering engine for spatial audio listening tests in vr},
year={2019},
volume={},
number={},
pages={},
doi={},
month={october},
abstract={the dedicated audio rendering engine for conducting listening experiments using the salte (spatial audio listening test environment) open-source virtual reality framework is presented. the renderer can be used for controlled playback of ambisonic scenes (up to 7th order) over headphones and loudspeakers. binaural-based ambisonic rendering facilitates the use of custom hrirs contained within separate wav ?les or sofa ?les as well as head tracking. all parameters of the audio rendering software can be controlled in real-time by the salte graphical user interface. this allows for perceptual evaluation of ambisonic scenes and different decoding schemes using custom hrtfs.},}
TY - paper
TI - SALTE Pt. 2: On the Design of the SALTE Audio Rendering Engine for Spatial Audio Listening Tests in VR
SP -
EP -
AU - Rudzki, Tomasz
AU - Earnshaw, Chris
AU - Murphy, Damian
AU - Kearney, Gavin
PY - 2019
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2019
TY - paper
TI - SALTE Pt. 2: On the Design of the SALTE Audio Rendering Engine for Spatial Audio Listening Tests in VR
SP -
EP -
AU - Rudzki, Tomasz
AU - Earnshaw, Chris
AU - Murphy, Damian
AU - Kearney, Gavin
PY - 2019
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2019
AB - The dedicated audio rendering engine for conducting listening experiments using the SALTE (Spatial Audio Listening Test Environment) open-source virtual reality framework is presented. The renderer can be used for controlled playback of Ambisonic scenes (up to 7th order) over headphones and loudspeakers. Binaural-based Ambisonic rendering facilitates the use of custom HRIRs contained within separate WAV ?les or SOFA ?les as well as head tracking. All parameters of the audio rendering software can be controlled in real-time by the SALTE graphical user interface. This allows for perceptual evaluation of Ambisonic scenes and different decoding schemes using custom HRTFs.
The dedicated audio rendering engine for conducting listening experiments using the SALTE (Spatial Audio Listening Test Environment) open-source virtual reality framework is presented. The renderer can be used for controlled playback of Ambisonic scenes (up to 7th order) over headphones and loudspeakers. Binaural-based Ambisonic rendering facilitates the use of custom HRIRs contained within separate WAV ?les or SOFA ?les as well as head tracking. All parameters of the audio rendering software can be controlled in real-time by the SALTE graphical user interface. This allows for perceptual evaluation of Ambisonic scenes and different decoding schemes using custom HRTFs.
Authors:
Rudzki, Tomasz; Earnshaw, Chris; Murphy, Damian; Kearney, Gavin
Affiliation:
University of York, York, UK
AES Convention:
147 (October 2019)eBrief:537
Publication Date:
October 8, 2019Import into BibTeX
Subject:
Posters: Spatial Audio
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=20560
The Engineering Briefs at this Convention were
selected on the basis of a submitted synopsis,
ensuring that they are of interest to AES members,
and are not overly commercial. These briefs have
been reproduced from the authors' advance
manuscripts, without editing, corrections, or
consideration by the Review Board. The AES takes no
responsibility for their contents. Paper copies are
not available, but any member can freely access
these briefs. Members are encouraged to provide
comments that enhance their usefulness.