R. Selfridge, J. Cook, K. McAlpine, and M. Newton, “Creating Historic Spaces in Virtual Reality Using Off-the-Shelf Audio Plugins,” in Proc. AES Conference: 2019 AES International Conference on Immersive and Interactive Audio, Mar. 2019, Paper 50. [Online]. Available: https://aes.org/publications/elibrary-page/?id=20419
Selfridge R, Cook J, McAlpine K, Newton M. Creating Historic Spaces in Virtual Reality Using Off-the-Shelf Audio Plugins. In: AES Conference: 2019 AES International Conference on Immersive and Interactive Audio. Audio Engineering Society; 2019. Paper 50. Available from: https://aes.org/publications/elibrary-page/?id=20419
@inproceedings{Selfridge2019_20419,
author = {Selfridge, Rod and Cook, James and McAlpine, Kenny and Newton, Michael},
title = {{Creating Historic Spaces in Virtual Reality Using Off-the-Shelf Audio Plugins}},
booktitle = {AES Conference: 2019 AES International Conference on Immersive and Interactive Audio},
note = {Paper 50},
year = {2019},
month = mar,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=20419}
}
TY - CPAPER
TI - Creating Historic Spaces in Virtual Reality Using Off-the-Shelf Audio Plugins
AU - Selfridge, Rod
AU - Cook, James
AU - McAlpine, Kenny
AU - Newton, Michael
T2 - AES Conference: 2019 AES International Conference on Immersive and Interactive Audio
M1 - Paper 50
PY - 2019
DA - 2019/03/06
UR - https://aes.org/publications/elibrary-page/?id=20419
PB - Audio Engineering Society
LA - en
AB - The ability for the public to experience historical pieces of music in the spaces for which they were initially written or within which they were conceivably performed, blending VR visual recreations with spatialised audio, is shown to be very popular. This research examines the effectiveness of the standard game engine plugins Google Resonance and Steam Audio for the spatialisation of audio in immersive virtual reality (VR) environments. Compared to commercial room acoustics simulation software, objective and subjective tests have been carried out and find that the flexibility of Steam Audio to assign custom properties increases its statistical accuracy but doesn't replicate the acoustic difference in the historical space to the same extent as a commercial acoustic simulation software.
ER -