In this paper we present an architecture for the generation of artificial acoustics which can be used for plausible as well as artistic virtual environments. In our approach, we create synthetic acoustics derived from few acoustical design parameters like the room geometry, the frequency dependent reverberation time, and the echo density profile. We describe how the intended design parameters are mapped to our signal generation architecture and how audio signals can be rendered for presentation with an arbitrary number of loudspeakers or with headphones.
Authors:
Borß, Christian; Martin, Rainer
Affiliation:
Ruhr-Universität Bochum, Bochum, Germany
AES Conference:
35th International Conference: Audio for Games (February 2009)
Paper Number:
3
Publication Date:
February 1, 2009
Subject:
Audio for Games: Interactive Reverb Algorithms
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