T. Hanyu, “A New Algorithm for Generating Realistic Three-Dimensional Reverberation Based on Image Sound Source Distribution in Consideration of Room Shape Complexity,” in Proc. AES Convention 133, Oct. 2012, Paper 8803. [Online]. Available: https://aes.org/publications/elibrary-page/?id=16545
Hanyu T. A New Algorithm for Generating Realistic Three-Dimensional Reverberation Based on Image Sound Source Distribution in Consideration of Room Shape Complexity. In: AES Convention 133. Audio Engineering Society; 2012. Paper 8803. Available from: https://aes.org/publications/elibrary-page/?id=16545
@inproceedings{Hanyu2012_16545,
author = {Hanyu, Toshiki},
title = {{A New Algorithm for Generating Realistic Three-Dimensional Reverberation Based on Image Sound Source Distribution in Consideration of Room Shape Complexity}},
booktitle = {AES Convention 133},
note = {Paper 8803},
year = {2012},
month = oct,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=16545}
}
TY - CPAPER
TI - A New Algorithm for Generating Realistic Three-Dimensional Reverberation Based on Image Sound Source Distribution in Consideration of Room Shape Complexity
AU - Hanyu, Toshiki
T2 - AES Convention 133
M1 - Paper 8803
PY - 2012
DA - 2012/10/06
UR - https://aes.org/publications/elibrary-page/?id=16545
PB - Audio Engineering Society
LA - en
AB - A new algorithm for generating realistic three-dimensional reverberation based on statistical room acoustics is proposed. The author has clarified the relationship between reflected sound density and mean free path in consideration of room shape complexity [Hanyu et al., Acoust. Sci. & Tech. 33, 3 (2012),197–199]. Using this relationship the new algorithm can statistically create image sound source distributions that reflect the room shape complexity, room’s absorption, and room volume by using random numbers of three-dimensional orthogonal coordinates. The image sound source distribution represents characteristics of three-dimensional reverberation of the room. Details of this algorithm and how to apply this to multichannel audio, binaural audio, game sound, and so on are introduced.
ER -