Community

AES Journal Forum

Synthesis of Complex Sound Scenes with Transformation of Recorded Spatial Sound in Virtual Reality

Document Thumbnail

When constructing virtual realities, the task of the sound designer is usually to create a suitable immersive sound scene to fit the situation in the virtual world. This paper presented a real-time method (spatially modified synthesis, i.e., SpaMoS) for modifying the reproduction of a spatial sound recording based on the listener movement in the virtual reality to provide the perception of believable movement inside the recorded sound scene. The method decomposes the omnidirectional signal of a B-format recording into granular virtual omnidirectional sources and then places them on an arbitrary surface defining a convex hull. The placement is based on an energetic analysis performed on the B-format signal. This synthesis is complemented with a separate diffuse synthesis that ideally reproduces the ambience and reverberation from the original signal. Listening experiments show that the method is plausible and the quality of the method is very good when the listener is inside the specific cylinder-shaped surface.

Authors:
Affiliation:
JAES Volume 63 Issue 7/8 pp. 542-551; July 2015
Publication Date:

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.

Subscribe to this discussion

RSS Feed To be notified of new comments on this paper you can subscribe to this RSS feed. Forum users should login to see additional options.

Start a discussion!

If you would like to start a discussion about this paper and are an AES member then you can login here:
Username:
Password:

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.

AES - Audio Engineering Society