实现波场模拟的听觉透明化,让虚拟声音空间更真实。
Perceptually Transparent Binaural Auralization of Simulated Sound Fields
- 通过球面或立方体表面采样声压/质点速度,生成双耳听觉信号
- 在混响条件下所有网格均实现听觉透明,自由场下需高密度采样
- 方法开源,适合音频渲染与虚拟现实开发者使用
与基于几何声学的模拟不同,波场模拟的空间信息难以直接听觉化。本文总结了多种双耳听觉化方法,包括有无中间球谐表示的体积采样声压或声压与质点速度联合采样。通过三角测试(N=19)验证,在混响条件下,所有测试网格对三个入射角度均实现听觉透明;在自由场条件下,仅高密度球面和立方体网格达到透明效果。所有方法均开源提供于随文附带的查尔默斯听觉化工具箱中。
原文摘要 · Abstract (English)
Contrary to geometric acoustics-based simulations where the spatial information is available in a tangible form, it is not straightforward to auralize wave-based simulations. A variety of methods have been proposed that compute the ear signals of a virtual listener with known head-related transfer functions from sampling either the sound pressure or the particle velocity (or both) of the simulated sound field. This article summarizes the most common binaural auralization methods with and without intermediate ambisonic representation of volumetrically sampled sound pressure or sound pressure and particle velocity sampled on spherical or cubical surfaces and presents a perceptual validation thereof. A triangular test ($N=19$) confirmed that all evaluated grids resulted in a perceptually transparent auralization for the three tested sound incidence angles under reverberant conditions. Under anechoic conditions, only the high-density spherical and cubical surface grids lead to transparent auralization. All tested methods are available open source in the Chalmers Auralization Toolbox that accompanies this article.
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