An adaptation of a parametric spatial audio coding method, Directional Audio Coding (DirAC), has been previously developed and validated for virtual-world applications. Although the quality in most cases is very good, it was noticed that some auditory scenes, e.g., ones containing multiple sources in acoustically dry conditions, are not produced optimally. In this paper, the architecture of this virtual-world DirAC is restructured and modified to avoid previous problems. In addition, these modifications achieve better scalability for the algorithm.
Authors:
Pihlajamäki, Tapani; Laitinen, Mikko-Ville; Pulkki, Ville
Affiliation:
Aalto University, Espoo, Finland
AES Conference:
49th International Conference: Audio for Games (February 2013)
Paper Number:
3-1
Publication Date:
February 6, 2013
Subject:
Spatial Audio in Games
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