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Synthesis of room responses using virtual source distribution with application in 3D audio reverberator design

机译:使用虚拟源分布在3D音频混响器设计中的虚拟源分布的综合

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The reverberator is a key element in 3D audio reproduction. Conventional methods for synthesizing reverberation are either computationally expensive or fail to produce natural sensation of environmental settings. This paper proposes a technique to overcome these difficulties by employing a virtual source approach. Unlike other complex numerical schemes, e.g., BEM or FEM, this method is based on a simple representation of the sound field with a distribution of discrete simple sources on the boundary. The complex strengths of the virtual sources are then calculated by solving a matrix inverse problem. The constant-Q filtering property of human hearing is also exploited during reverberator synthesis to further simplify the computation. A shoebox model and a concert hall model were used to verify the proposed method. Subjective tests demonstrated that the present synthesis technique is capable of conferring remarkable realism of reverberation, as compared to the measured room response.
机译:混响器是3D音频再现的关键元素。用于合成混响的常规方法是计算昂贵的或不能产生环境环境的自然感觉。本文提出了一种通过采用虚拟源方法来克服这些困难的技术。与其他复杂的数值方案不同,例如BEM或FEM,该方法基于声场的简单表示,具有边界上的离散简单源的分布。然后通过求解矩阵逆问题来计算虚拟源的复杂强度。在混响器综合期间也利用人体听力的常数Q过滤特性,以进一步简化计算。使用鞋盒模型和音乐厅模型来验证所提出的方法。主体测试证明,与测量的房间响应相比,本合成技术能够赋予混响的显着现实主义。

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