| The virtual environments which are created, e.g., in current
computer games, focus to a large extend on the visual modality.
A great effort is made to achieve plausible and yet impressive
visual effects. The generation of plausible and yet impressive
aural effects can further enhance the user's quality of experience.
Just as graphic artists design a visual environment to stimulate
certain emotions, a sound designer or "aural architect"
can do the same acoustically. Deriving an acoustical model
only from the geometry data which was used to create the visual
environment limits the aural architect's scope for design.
For entertainment purposes, an auralization software which
offers more freedom for the design is more appropriate than
a physically accurate acoustical simulation. Our latest auralization
software, "tinyAVE", focuses on the generation of
artistic and yet natural sounding reverberation (Borß
and Martin, 2009; Borß, 2009).
"tinyAVE" uses the room geometry, the frequency
dependent reverberation time, and the echo density profile
as design parameters and is constructed from three signal
processing blocks. The first block renders the direct sound
and the early reflections and takes the most prominent geometry
and position dependent cues into account using an efficient
resampling approach for simulating Doppler effects with low
signal distortion (Borß,
2008). The second block simulates higher-order specular
reflections without taking the actual positions of the listener
and the sound sources into account. The third block adds diffuse
late reverberation.
The following examples were rendered with "tinyAVE"
using anechoic
classical music recorded by Tapio Lokki, Jukka Pätynen,
and Ville Pulkki at the Helsinki University of Technology
in Finnland (Pätynen, Pulkki,
and Lokki, 2008). Two synthetic rooms of different size
(912 m³ and 7299 m³) and reverberation times (T60
= 1.4 sec and T60 = 1.8 sec) were used as virtual concert
halls. For both rooms, we have auralized the concert for three
listening positions (conductor, loge, and backseat of the
auditorium). The examples are available as "AC-3"
files for a 5.1 surround system and as "MP3" files
for headphones.
Small concert hall (T60 = 1.4 sec):
| Format |
Position: Conductor |
Position: Loge |
Position: Backseat |
MP3 (Headphones) |
 |
 |
 |
AC-3 (Multi-Speaker) |
 |
 |
 |
Large concert hall (T60 = 1.8 sec):
| Format |
Position: Conductor |
Position: Loge |
Position: Backseat |
MP3 (Headphones) |
 |
 |
 |
AC-3 (Multi-Speaker) |
 |
 |
 |
Further audio examples
rendered with "tinyAVE" can be found on the homepage
of the HearCom
and the HybridReverb project.
References
Borß,
C., Martin, R. (2009). "An Improved Parametric Model
for Perception-Based Design of Virtual Acoustics", in
AES 35th Int. Conference, London, UK, Feb. 2009.
Pätynen, J., Pulkki, V.,
and Lokki, T. (2008). "Anechoic Recording System for Symphony Orchestra",
Acta Acustica united with Acustica, vol. 94, nr. 6, pp. 856-865, Nov./Dec. 2008.
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