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Room Acoustics Simulation Using

Nowadays it is possible to design acoustic environment and room acoustic simulations using various programs, as such CATT Acoustic, Izofonik, Androl-noise 1.0. [Pg.141]

This paper has discussed algorithms for rendering reverberation in real-time. A straightforward method for simulating room acoustics is to sample a room impulse response and render the reverberation using convolution. Synthetic impulse responses can be created using auralization techniques. The availability of efficient, zero delay convolution algorithms make this a viable method for real-time room simulation. The drawback of this method is the lack of parameterized control over perceptually salient characteristics of the reverberation. This can be a problem when we attempt to use these systems in interactive virtual environments. [Pg.81]

When the room to be simulated doesn t exist, we can attempt to predict its impulse response based on purely physical considerations. This requires detailed knowledge of the geometry of the room, properties of all surfaces in the room, and the positions and directivities of the sources and receivers. Given this prior information, it is possible to apply the laws of acoustics regarding wave propagation and interaction with surfaces to predict how the sound will propagate in the space. This technique has been termed auralization in the literature and is an active area of research [Kleiner et al., 1993]. Typically, an auralization system first computes the impulse response of the specified room, for each source-receiver pair. These finite impulse response (FIR) filters are then used to render the room reverberation. [Pg.344]


See other pages where Room Acoustics Simulation Using is mentioned: [Pg.141]    [Pg.141]    [Pg.59]    [Pg.120]    [Pg.120]    [Pg.437]    [Pg.213]    [Pg.65]   


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