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Rendering a couple of virtual sound sources for wave field synthesis (WFS) in real time is nowadays feasible using the calculation power of state-of-the-art personal computers. If immersive atmospheres containing thousands of sound particles like rain and applause should be rendered in real time for a large listening area with a high spatial accuracy, calculation complexity increases enormously. A new algorithm based on continuously generated impulse responses and following convolutions, which renders many sound particles in an efficient way will be presented in this paper. The algorithm was verified by first listening tests and its calculation complexity was evaluated as well.
Author (s): Beckinger, Michael;
Brix, Sandra;
Affiliation:
Fraunhofer IDMT
(See document for exact affiliation information.)
AES Convention: 125
Paper Number:7558
Publication Date:
2008-10-06
Session subject:
Multichannel Sound Reproduction
DOI:
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Beckinger, Michael; Brix, Sandra; 2008; An Efficient Method to Generate Particle Sounds in Wave Field Synthesis [PDF]; Fraunhofer IDMT; Paper 7558; Available from: https://aes.org/publications/elibrary-page/?id=14710
Beckinger, Michael; Brix, Sandra; An Efficient Method to Generate Particle Sounds in Wave Field Synthesis [PDF]; Fraunhofer IDMT; Paper 7558; 2008 Available: https://aes.org/publications/elibrary-page/?id=14710
@inproceedings{Beckinger2008an,
title={{An Efficient Method to Generate Particle Sounds in Wave Field Synthesis}},
author={Beckinger, Michael and Brix, Sandra},
year={2008},
month={oct},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 7558; AES Convention 125; October 2008},
number={7558},
organization={AES},
}
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