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Mixed-reality audio systems require a binaural simulation process that perceptually matches the reverberation properties of the local environment surrounding the listener. This is necessary to create experiences where digital audio objects are perceptually congruent with real sounds heard in the user’s environment. Since the playback environment is not determined until rendering time, we need an audio scene description and rendering model that decouples the acoustical properties of individual sound objects from those of the environment. An important aspect of this model is the control of reverberation loudness for each sound object. We provide a method for reverberation loudness parametrization and real-time control in mixed-reality and other interactive audio applications where the decoupling of sound-source properties and environment properties is desired.
Author (s): Audfray, Rémi;
Jot, Jean-Marc;
Affiliation:
Magic Leap, Inc., Sunnyvale, CA, USA
(See document for exact affiliation information.)
Publication Date:
2019-08-06
DOI:
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Audfray, Rémi; Jot, Jean-Marc; 2019; Reverberation Loudness Model for Mixed-Reality Audio [PDF]; Magic Leap, Inc., Sunnyvale, CA, USA; Paper 28; Available from: https://aes.org/publications/elibrary-page/?id=20515
Audfray, Rémi; Jot, Jean-Marc; Reverberation Loudness Model for Mixed-Reality Audio [PDF]; Magic Leap, Inc., Sunnyvale, CA, USA; Paper 28; 2019 Available: https://aes.org/publications/elibrary-page/?id=20515
@inproceedings{Audfray2019reverberation,
title={{Reverberation Loudness Model for Mixed-Reality Audio}},
author={Audfray, Rémi and Jot, Jean-Marc},
year={2019},
month={aug},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 28; AES Conference: 2019 AES INTERNATIONAL CONFERENCE ON HEADPHONE TECHNOLOGY; August 2019},
number={28},
organization={AES},
}
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