软件中声学多普勒效应的合成

ACM SE '10 Pub Date : 2010-04-15 DOI:10.1145/1900008.1900103
P. Sonnek, S. V. Rice
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引用次数: 4

摘要

我们提出了声学多普勒效应的理论和实现,其中在声源处记录的一系列数字音频样本被转换为一系列样本,以表示观察者感知到的声音。考虑到移动源、移动观测器和移动传播介质的同时影响,计算模型改变了原始序列的频率和幅度。一个应用是实时生成电脑游戏中移动物体的声音,就像游戏玩家所感知的那样。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Synthesizing the acoustic Doppler effect in software
We present the theory and implementation of the acoustic Doppler effect in which a sequence of digital audio samples recorded at a sound source is transformed into a sequence of samples to represent the sounds perceived by an observer. The computational model alters the frequencies and amplitude of the original sequence, taking into account the simultaneous effects of a moving source, a moving observer, and a moving medium of propagation. One application is the real-time generation of the sounds of moving objects in a computer game as perceived by players of the game.
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