{"title":"软件中声学多普勒效应的合成","authors":"P. Sonnek, S. V. Rice","doi":"10.1145/1900008.1900103","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":333104,"journal":{"name":"ACM SE '10","volume":"71 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-04-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Synthesizing the acoustic Doppler effect in software\",\"authors\":\"P. Sonnek, S. V. Rice\",\"doi\":\"10.1145/1900008.1900103\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":333104,\"journal\":{\"name\":\"ACM SE '10\",\"volume\":\"71 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-04-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM SE '10\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1900008.1900103\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SE '10","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1900008.1900103","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.