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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.
Author (s): Jot, Jean-Marc;
Philp, Adam;
Walsh, Martin;
Affiliation:
Creative ATC; Creative Labs - Sensaura
(See document for exact affiliation information.)
AES Convention: 121
Paper Number:6950
Publication Date:
2006-10-06
Session subject:
Signal Processing
DOI:
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Jot, Jean-Marc; Philp, Adam; Walsh, Martin; 2006; Binaural Simulation of Complex Acoustic Scenes for Interactive Audio [PDF]; Creative ATC; Creative Labs - Sensaura; Paper 6950; Available from: https://aes.org/publications/elibrary-page/?id=13784
Jot, Jean-Marc; Philp, Adam; Walsh, Martin; Binaural Simulation of Complex Acoustic Scenes for Interactive Audio [PDF]; Creative ATC; Creative Labs - Sensaura; Paper 6950; 2006 Available: https://aes.org/publications/elibrary-page/?id=13784
@inproceedings{Jot2006binaural,
title={{Binaural Simulation of Complex Acoustic Scenes for Interactive Audio}},
author={Jot, Jean-Marc and Philp, Adam and Walsh, Martin},
year={2006},
month={oct},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 6950; AES Convention 121; October 2006},
number={6950},
organization={AES},
}
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