A method for creating reverberation impulse responses from a variety of audio source materials forms the basis of a family of novel reverberation effects. In auto-reverberation, segments of audio are selected and processed to form an evolving sequence of reverberation impulse responses that are applied to the original source material—that is, the audio is reverberating itself. In cross-reverberation, impulse responses derived from one audio track are applied to another audio track. The reverberation impulse responses are formed by summing randomly selected segments of the source audio, and imposing reverberation characteristics, including reverberation time and wet equalization. By controlling the number and timing of the selected source audio segments, the method produces an array of impulse responses that represent a trajectory through the source material. In so doing, the evolving impulse responses will have the character of room reverberation while also expressing the changing timbre and dynamics of the source audio. Processing architectures are described, and off-line and real-time virtual acoustic sound examples derived from the music of Bach and Dick Dale are presented.
Authors:
Callery, Eoin F.; Abel, Jonathan S.; Spratt, Kyle S.
Affiliations:
Irish World Academy of Music and Dance, University of Limerick, Ireland; CCRMA, Stanford University, USA; Applied Research Laboratories, The University of Texas at Austin, USA(See document for exact affiliation information.)
AES Convention:
151 (October 2021)
Paper Number:
10539
Publication Date:
October 13, 2021
Subject:
Multichannel and spatial audio processing and applications
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