A typical reverberation processor simulates some room-specific early reflections realized as a FIR filter and a "room-unspecific" (independent of source/receiver position) random reverberation process implemented as a recursive algorithm. High quality reverberation can also be obtained by using a pseudo-random reverberation process, combined with a simulation of early reflections. The starting point is a random impulse response segment with a short length TL. A complete reverberation tail is generated by periodic repetition of down-scaled versions of the random (exponentially weighted) impulse response segment. Listening tests show that high quality synthetic reverberation requires an echo density exceeding app. 2000 pr. second. The repetition frequency must be lower than about 10 per sec. It was found that this value is highly dependent on the reverberation time.
Authors:
Rubak, Per; Johansen, Lars G.
Affiliations:
Aalborg University, Aalborg, Denmark ; Audio Nord, Aalborg, Denmark(See document for exact affiliation information.)
AES Convention:
104 (May 1998)
Paper Number:
4725
Publication Date:
May 1, 1998
Subject:
Architectural Acoustics
Click to purchase paper as a non-member or you can login as an AES member to see more options.
No AES members have commented on this paper yet.
To be notified of new comments on this paper you can subscribe to this RSS feed. Forum users should login to see additional options.
If you are not yet an AES member and have something important to say about this paper then we urge you to join the AES today and make your voice heard. You can join online today by clicking here.