Games and virtual worlds require low-cost, good-quality and low-delay audio engines. The short-time Fourier transform (STFT) -based implementation of Directional Audio Coding (DirAC) for virtual worlds fulfills the two first demands. Unfortunately, the delay can be perceivably large. In this paper, a modification to DirAC is introduced that uses different time-frequency resolutions for STFT concurrently, which are not aligned in time in reproduction. This leads to the high-frequency non-diffuse content being reproduced as soon as possible and thus reduces the perceived delay. Informal tests show that the delay was short enough for a musician to play an instrument through the processing. Moreover, the results of formal listening tests show that the reduction in quality is perceptible but not annoying.
Authors:
Pihlajamäki, Tapani; Pulkki, Ville
Affiliation:
Aalto University School of Electrical Engineering, Espoo, Finland
AES Convention:
130 (May 2011)
Paper Number:
8413
Publication Date:
May 13, 2011
Subject:
Posters: Speech and Coding
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