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Realistisk formidling af virtuelle lydkilder - 4-to-one

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nyttigt <strong>af</strong> have teknikker til troværdig <strong>formidling</strong> <strong>af</strong> lydens rumlige karakter med i vores værktøjskasse.<br />

Det bliver spændende at følge, hvad der sker på området i de kommende år.<br />

English summary<br />

English title: Realistic mediation of virtual sound sources. An experimental exploration of binaural synthesis<br />

and head tracking, and of how this combination can be used in a system for communication of realistic 3D<br />

sound.<br />

Since the first systems for s<strong>to</strong>ring and playing back sound were invented in the second half of the 19th<br />

century, we have become increasingly better at reproducing sound, resulting in an increasing degree of<br />

fidelity. However, we still have difficulties reproducing the spatial properties of a sound phenomenon –<br />

the experience of the exact spatial location of the individual sound sources.<br />

This paper describes the development of a system that aims at doing exactly this. It uses binaural syn-<br />

thesis, head tracking and acoustics simulation in an attempt <strong>to</strong> create a realistic sense of the spatiality of<br />

sound played though headph<strong>one</strong>s – this, within an experience-oriented context. It is not the first system<br />

of its kind. These technologies have been combined before in different systems for reproducing 3D<br />

sound for different purposes. The system described in this paper is based on the knowledge and experi-<br />

ences gained in the development of such similar systems. However, I also hope <strong>to</strong> be able <strong>to</strong> present<br />

solutions and experiences that might be a help <strong>to</strong> any future work in this area.<br />

The following is a dense summary of the system’s construction and functionality.<br />

The system is built in the programming environment Max, also known as Max/MSP 78 .<br />

The binaural synthesis is based on convolution with impulse responses from the CIPIC HRTF database 79 .<br />

Inspired by the article, Rendering Localized Spatial Audio in a Virtual Audi<strong>to</strong>ry Space 80 , it was decided <strong>to</strong> per-<br />

form the convolution in the frequency domain, since this is ‘cheaper’ than time domain convolution pro-<br />

cessor-wise. The impulse responses from the CIPIC database were, beforehand, interpolated in Matlab 81 ,<br />

by first aligning the responses in time, and then interpolating (still in the time domain). The cropped time<br />

delay of each impulse response is saved separately and re-implemented real-time (<strong>af</strong>ter convolution)<br />

where an interpolation is performed on this parameter. Then the responses were then converted <strong>to</strong> the<br />

frequency domain via FFT (so that this should not be d<strong>one</strong> real-time) with a FFT size of 2048 and ex-<br />

ported <strong>to</strong> Max. In Max, the data of a given CIPIC subject is ‘held’ by jit.matrix objects. The binaural syn-<br />

78 http://cycling74.com<br />

79 http://interface.cipic.ucdavis.edu/sound/hrtf.html<br />

80 Zotkin, Duraiswami, and Davis.<br />

81 http://www.mathworks.se/products/matlab/index.html<br />

57

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