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Realistisk formidling af virtuelle lydkilder - 4-to-one

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thesis is performed in pfft~ objects with an overlap of 4 windows. The pfft~ objects obtain the HRTFs<br />

by pointing <strong>to</strong> relevant data in the jit.matrix objects.<br />

Head tracking of the listener’s orientation was implemented in order <strong>to</strong> compensate for the fact that<br />

headph<strong>one</strong>s, and thereby the whole sound environment, move along when the listener rotates his/her<br />

head. The x-IMU 82 sensor was mounted on <strong>to</strong>p of headph<strong>one</strong>s and special Java externals based on the x-<br />

IMU API 83 were created in order <strong>to</strong> be able <strong>to</strong> communicate with the sensor in Max.<br />

Simulation of room acoustics was implemented <strong>to</strong> achieve a realistic sense of the sound sources being<br />

placed in the room outside the listener’s head, and also <strong>to</strong> support localization capabilities. Since it is<br />

mostly the room’s early reflections that change with changing listener rotation and position 84 , only these<br />

early reflections were calculated dynamically and real-time. Reflections up <strong>to</strong> 2 nd order were calculated<br />

for each sound source using the image-source method as described in Modeling Techniques for Virtual<br />

Acoustics 85 . As it is not possible (processor-wise) <strong>to</strong> perform binaural synthesis on each of the 36 reflec-<br />

tions from each sound source, all reflections were summed per surface in the room before performing<br />

<strong>one</strong> binaural synthesis for each surface in regard <strong>to</strong> the surface’s position in relation <strong>to</strong> the listener’s<br />

position and orientation. This resulted in six syntheses overall for room simulation instead of 36 for<br />

each sound source in a regular box-shaped room. The ‘tail’ of the reverberation was handled by a static<br />

VST convolution reverb.<br />

Two examples of sound content were created with the aim of investigating the system’s (and the tech-<br />

nology’s) potential ability <strong>to</strong> communicate an experience <strong>to</strong> the listener. One of these is a kind of sound<br />

narrative, where my grandmother talks about her life – both her present life and experiences from her<br />

youth. Occasionally, the narrative ‘dives in<strong>to</strong>’ specific narrated situations, creating a kind of audi<strong>to</strong>ry<br />

flashbacks. An important aspect of this narrative as sound content is Augmented Reality. The listener<br />

will experience the narrative in the same physical room as the basic ‘room of narration’. The idea was<br />

that the listener should have an impression of the physical room being sonically augmented in such a way<br />

that, for example, my grandmother is perceived as sitting in the empty chair that is physically present in<br />

the room.<br />

The other sound content that was created was an example of how music could be mediated in such a<br />

system. More precisely, it consisted of a four-voiced choir (SATB) that was positi<strong>one</strong>d as individual<br />

sound sources in the system/room.<br />

82 http://www.x-io.co.uk/node/9<br />

83 http://www.x-io.co.uk/res/sw/ximu_api_13_1.zip<br />

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

85 Savioja<br />

58

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