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Room simulation for multichannel film and music, Introduction – TC Electronic Broadcast 6000 User Manual

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paGe Head

rOOm sImulaTIOn fOr mulTICHannel musIC and fIlm

Room Simulation

for Multichannel Film and Music

Presented at the AES 107th Convention, New York, NY,

1999 September 24-27. Republished with permission

from the AES, www.aes.org

KNUD BANK CHRISTENSEN AND THOMAS LUND
TC Electronic A/S

Sindalsvej 34,

DK-8240 Risskov,

DENMARK

To fully exploit new Reverb and Spatial algorithms for

5.1 and 7.1 environments in music and film, effect mixing

procedures may have to be changed slightly.

The paper will describe production techniques for

positioning of sources and listener in virtual rooms, and an

algorithm structure to achieve this.

0. INTRODUCTION
Typical production techniques involve only one or two

inputs to the room simulation system, thereby limiting the

precision of source positioning to be only a matter of send

level differences and power panning. This “one source -

one listener” model is not very satisfying when producing

for mono or stereo, but even worse when the reproduction

system is multichannel.

Multichannel recording and reproduction is an opportunity

for the production engineer to discriminate deliberately

between scenes or instruments heard from a distance, and

sources directly engaging the listener.

For film work, engaging audio has a very pronounced effect

for stimulating the viewer emotionally, and may therefore

significantly add to the illusion presented by the picture.

In the search of more authenticity in artificial room

generation, long term studies of natural early reflection

patterns have led us to propose new production and

algorithm techniques. Using ray tracing in conjunction with

careful adjustments by ear, we have achieved simulation

models with higher naturalness and flexibility, which is the

basis of true source positioning.

The paper will discuss two aspects of precise room

simulation for multi source, multichannel environments to

cover distant and engaged listening:

• Present different production techniques

• Describe an algorithm structure to achieve the objectives

1. SINGLE SOURCE REVERB
By having only one or two inputs in a room simulator,

the rendering is based upon multiple sources sharing the

same early reflection pattern, and therefore it is not really

convincing.

In the real world, all actors or instruments are not piled up

on top of each other.

Introduction

For more than 10 years TC Electronic has put considerable

research resources into perfecting digital room simulation.

Our achievements have been made possible by combining

scientific room models with intensive listening tests and

perceptual adjustments.

This is also the case with the VSS5.1 room simulator

which is the crown jewel of the algorithms included with

System 6000.

For this specific research project, the work started in 1995

on powerful Silicon Graphics computers, so we could ready

ourselves for today with plenty of real-time DSP power

available. Some of our work was made public in an AES

paper written in April 1999 and published September at

AES in New York City.

The unique combination of objective tests and scientific

modeling described has won acceptance in our industry

and is now the angle generally used for finding the right

balance between emotional impact, controllability and

range of credible results.

VSS5.1 covers from natural over super-natural to wild, wild

spaces.