Many applications require, or would be improved by the inclusion of, a full 3-D presentation of aural information. For virtual-reality (VR) applications, these sound sources should not only have an identifiable direction and distance from the listener, they should be convincingly rendered, simulating the reverberation and delay characteristics of the room or situation. Moreover, many VR applications require the listener and/or the sound source to be able to move within the virtual environment. For complete realism, this movement should introduce the appropriate Doppler shift to the frequency content of the signal. This paper describes a system that provides all of these features, with the additional benefit of presentation over an array of loudspeakers, so that the listener is not required to be connected to headphone and head-tracking apparatus. If headphones are required by the application, then this can be accommodated with a slight extension to the method.
Authors:
Reilly, Andrew; McGrath, David; Dalenbäch, Bengt-Inge
Affiliations:
Lake DSP Pty. Ltd., Maroubra, NSW, Australia ; CATT (Computer Aided Theatre Technique), Gotebiirg, Sweden(See document for exact affiliation information.)
AES Convention:
99 (October 1995)
Paper Number:
4127
Publication Date:
October 1, 1995
Subject:
Auralization and Room Acoustics
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