L. Picinali, R. Hrafnkelsson, and A. Reyes-Lecuona, “The 3D Tune-In Toolkit VST Binaural Audio Plugin,” in Proc. AES Conference: 2019 AES International Conference on Immersive and Interactive Audio, Mar. 2019, Paper 29. [Online]. Available: https://aes.org/publications/elibrary-page/?id=20423
Picinali L, Hrafnkelsson R, Reyes-Lecuona A. The 3D Tune-In Toolkit VST Binaural Audio Plugin. In: AES Conference: 2019 AES International Conference on Immersive and Interactive Audio. Audio Engineering Society; 2019. Paper 29. Available from: https://aes.org/publications/elibrary-page/?id=20423
@inproceedings{Picinali2019_20423,
author = {Picinali, Lorenzo and Hrafnkelsson, Ragnar and Reyes-Lecuona, Arcadio},
title = {{The 3D Tune-In Toolkit VST Binaural Audio Plugin}},
booktitle = {AES Conference: 2019 AES International Conference on Immersive and Interactive Audio},
note = {Paper 29},
year = {2019},
month = mar,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=20423}
}
TY - CPAPER
TI - The 3D Tune-In Toolkit VST Binaural Audio Plugin
AU - Picinali, Lorenzo
AU - Hrafnkelsson, Ragnar
AU - Reyes-Lecuona, Arcadio
T2 - AES Conference: 2019 AES International Conference on Immersive and Interactive Audio
M1 - Paper 29
PY - 2019
DA - 2019/03/06
UR - https://aes.org/publications/elibrary-page/?id=20423
PB - Audio Engineering Society
LA - en
AB - This demo paper aims at introducing a novel VST binaural audio plugin based on the 3D Tune-In (3DTI) Toolkit, a multiplatform open-source C++ library which includes several functionalities for headphone-based sound spatialisation, together with generalised hearing aid and hearing loss simulators. The VST plugin integrates all the binaural spatialisation functionalities of the 3DTI Toolkit for one single audio source. The spatialisation is based on direct convolution with any user-imported Head Related Transfer Function (HRTF) set. Interaural Time Differences (ITDs) are customised in real-time according to the listener’s head circumference. Binaural reverberation is performed using a virtual-loudspeakers Ambisonic approach and convolution with user-imported Binaural Room Impulse Responses (BRIRs). Additional processes for near- and far-field sound sources simulations are also included.
ER -