自适应房间声响应模拟:虚拟三维应用

G. Costantini, D. Casali, A. Uncini
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引用次数: 2

摘要

在本文中,我们提出了一种方法来模拟一个三维声环境,其中声源定位在明确的侧面。由于实现的操作的计算成本低,我们的方法是面向实时应用的。人脑给声音分配的空间位置主要受到达听者耳朵的声音信号之间的差异影响,这与声源相对于听者头部的角度有关。另一方面,混响效果取决于环境的类型。为了给人一种声音来自特定环境中特定位置的错觉,所有这些元素都必须进行模拟。为了获得这个结果,我们执行了一个合适的声音处理,它可以分为两个主要任务:混响和空间化。第一个主要与环境本身有关:它取决于环境的形状和墙壁的吸收系数。如果我们想要精确地再现它,这是计算量最大的部分,所以我们用自适应IIR滤波器来近似它。通过空间化,听者听到的声音来自一个特定的方向。这项任务通过使用头部相关传递函数(hrtf)来完成,必须以不同的方式应用于每个声源。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Adaptive room acoustic response simulation: a virtual 3D application
In this paper we propose a method to simulate a 3D acoustical environment in which sound sources are positioned in well defined sides. Our method is real-time applications oriented, due to the low computational cost of the implemented operations. The spatial position that the human brain assigns to a sound is influenced mainly by the differences between the sound signals that reach the listener's ears, related to the sound source angulation with respect to the listener's head. The reverberation effect, on the other side, depends on the type of environment. All this elements have to be simulated in order to give the illusion that a sound comes from a particular position in a particular environment. To obtain this result, we perform a suitable sound processing, that can be separated in two main tasks: reverberation and spatialization. The first one is mainly related to the environment itself: it depends on the shape of the environment and on the absorption coefficients of the walls. This is the most computational intensive component, if we want to reproduce it accurately, so we approximate it by an adaptive IIR filter. By the spatialization, the listener hears the sound as coming from a particular direction. This task, carried out by using the head related transfer functions (HRTFs), has to be applied to every sound source differently.
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