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rOOm sImulaTIOn fOr mulTICHannel musIC and fIlm

4 months, we will have more real life experience with the

system.

If integrated positioning is used with multi-source room

simulation, our experiments have already shown how much

there is to gain in terms of realism and working speed. But

even with the less radical additive approach, virtual rooms

may be rendered more convincingly with multi-source

simulators.

For applications where picture is added to the sound, the

most stimulating source will be one, where audio and video

are treated with equal attention to quality and detail.

The new possibilities available from multi-source room

processors may be exploited to generate a real quality

improvement at the end listener, especially when his

reproduction system is multichannel.

More convincing sound generates more convincing picture.

REFERENCES
[1] http://www.dat.dtu.dk/~odeon/

[2] Ville Pulkki: “Virtual Sound Source Positioning Using

Vector Base Amplitude Panning”, JAES Vol. 45, No. 6,

pp. 456, 1997.

[3] Jérôme Daniel, Jean-Bernard Rault & Jean-Dominique

Polack:

“Ambisonics Encoding of Other Audio Formats for

Multiple Listening Conditions”, AES Preprint no. 4795,

1998.

[4] Küpfmüller, Karl: “Nachrichtenverarbeitung im

Menschen”,

University of Darmstadt, 1975.

Fig 1
Overall block diagram of Room Simulation Algorithm