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Acoustical Models The acoustic model is parametric and divides the signal path from a virtual sound source to the listener into:
The direct sound is the sound wave that propagates directly from
the sound source to the listener.
In a room the reflections from the walls are reflected themselves and in this way an infinite response is created. Each time a wave is reflected some energy is absorbed by the wall and so the energy of the wave is getting lower and lower. The amount of energy absorbed depends on the wall material, the angle of incidence and its frequency dependent. Only the first reflections, called early reflections, are modelled while the remaining part of the response is modelled as diffuse field reverberation. The figure below sketches the direct wave path, the path of a wave reflected once (first order reflection) and the path of a second order reflection.
IMPULSE RESPONSE FROM A ROOM The first high peak in the figure above represents the response
of the direct wave while the remaining part is reflections.
FIRST PART OF ROOM IMPULSE RESPONSE
A point source sends out spherical sound waves. But in relation to HRTF's the wave can be regarded as plane for distances above 2 meter. Above this distance the difference in Interaural Time Delay (ITD) between spherical and plane sound waves is negligible because it is no longer detectable by the human hearing (ITD error being less than approximately 20 micro seconds). For plane waves the HRTF's are independent of distance. The human distance perception is based on both absolute cues and relative cues. To detect the absolute cues it is required that the listener has some kind of a priori knowledge about the sound source. Relative cues are present when the distance between the listener and the sound source changes. Modified sound source model
In the current 3D Sound engine all sound sources are regarded omni directional. Reflection model
When a sound wave is reflected against a wall the wall absorbs some energy. The reflections are modelled as locally reacting and frequency dependent. Only specular reflections are considered. Each wall material has its own frequency dependent absorption coefficient and a database of filters is obtained from the measured absorption coefficient in 8 octave bands from 62,5 Hz to 8 kHz. Wide range materials are supported. Calculation of early reflection wave
properties
The properties of the reflections are fed to a number of instances of the basic BSE, which will handle the sound rendering. Reverberation
One method is using a BRIR measurement made in a room that have similar acoustics as the one being modelled. The diffuse field part of the BRIR is extracted and by use of a fast convolution technique the dry sound signal is filtered with the diffuse field BRIR. The BRIR filtered signal is added to the output signal from the basic BSE instances. The second method is similar to the first except a professional reverberation unit is used to simulate the reverberation tail. Using this approach the selected reverberation will have to rely on expert listening. The result may however be just as convincing as using a BRIR measurement. |
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