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For 6-DOF (degrees of freedom) interactive virtual acoustic environments (VAEs), the spatial rendering of diffuse late reverberation in addition to early (specular) reflections is important. In the interest of computational efficiency, the acoustic simulation of the late reverberation can be simplified by using a limited number of spatially distributed virtual reverb sources (VRS) each radiating incoherent signals. A sufficient number of VRS is needed to approximate spatially anisotropic late reverberation, e.g., in a room with inhomogeneous distribution of absorption at the boundaries. Here, a highly efficient and perceptually plausible method to generate and spatially render late reverberation is suggested, extending the room acoustics simulator RAZR [Wendt et al., J. Audio Eng. Soc., 62, 11 (2014)]. The room dimensions and frequency-dependent absorption coefficients at the wall boundaries are used to determine the parameters of a physically-based feedback delay network (FDN) to generate the incoherent VRS signals. The VRS are spatially distributed around the listener with weighting factors representing the spatially subsampled distribution of absorption coefficients on the wall boundaries. The minimum number of VRS required to be perceptually distinguishable from the maximum (reference) number of 96 VRS was assessed in a listening test conducted with a spherical loudspeaker array within an anechoic room. For the resulting low numbers of VRS suited for spatial rendering, optimal physically-based parameter choices for the FDN are discussed.
Late reverberation involves the superposition of many sound reflections resulting in a diffuse sound field. Since the spatially resolved perception of individual diffuse reflections is impossible, simplifications can potentially be made for modelling
The use of spatial information with multiple microphones can improve far-field automatic speech recognition (ASR) accuracy. However, conventional microphone array techniques degrade speech enhancement performance when there is an array geometry misma
A method of binaural rendering from microphone array signals of arbitrary geometry is proposed. To reproduce binaural signals from microphone array recordings at a remote location, a spherical microphone array is generally used for capturing a soundf
The muzzle blast caused by the discharge of a firearm generates a loud, impulsive sound that propagates away from the shooter in all directions. The location of the source can be computed from time-of-arrival measurements of the muzzle blast on multi
Audio-visual speech recognition (AVSR) can effectively and significantly improve the recognition rates of small-vocabulary systems, compared to their audio-only counterparts. For large-vocabulary systems, however, there are still many difficulties, s