Virtual audio is becoming widely used in computer games and in similar contexts. In broadcasting virtual production is also becoming commonplace. This paper describes the use of simple filters to model some acoustic effects. It discusses the need for simple implementations to achieve high rates of scene update for real-time application and the acoustic propagation effects that need to be modeled. It especially discusses simple approximations for diffraction around obstructing objects.:
Author:
Walker, R.
Affiliation:
BBC Research and Development Department, Kingswood Warren, UK
AES Convention:
108 (February 2000)
Paper Number:
5138
Publication Date:
February 1, 2000
Subject:
Psychoacoustics
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