Spatial audio - Artificial reverberation

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Spatial audio - Artificial reverberation

Author : Thibaut CARPENTIER

Publication date: February 10, 2023 | Lire en français

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Overview

ABSTRACT

Artificial reverberation consists of adding to a sound signal an effect that emulates the acoustical reverberation of a space. This technique is an essential component in the fields of audiovisual production, virtual reality, or video games, since it contributes to the creation of a convincing and immersive sound space. Artificial reverberators are based either on numerical simulations which aim for an objectively precise result, or on signal processing algorithms which emulate certain acoustic criteria considered to be relevant from a perceptual standpoint.

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AUTHOR

  • Thibaut CARPENTIER : CNRS Research Engineer - STMS Lab (sciences and technologies of music and sound) – CNRS, IRCAM, Sorbonne University Paris, France

 INTRODUCTION

Artificial reverberation consists of adding an effect to a sound signal that emulates the acoustic reverberation phenomena of a space. This practice has been necessary since the earliest days of recorded and broadcast music: studio recordings and the use of close microphones produce sounds that, without an acoustic environment, seem "dry" and unnatural. Numerous techniques have therefore been developed to produce a convincing effect of artificial reverberation. In the field of audiovisual production (music or film mixing), the use of artificial reverberation has become essential to create a perceptually "plausible" sensation of acoustics, or simply to create a "pleasant" sound space, or even an effect with no real concern for realism (e.g. infinite reverberation) .

Artificial reverberation techniques are also used in virtual reality applications, video games and architectural modeling tools to simulate – with varying degrees of realism – acoustic environments. This is known as "virtual acoustics" or "auralization". This term is used by analogy with visualization; it designates processes that aim to make audible, from measured or modeled data, the sound field produced by one (or more) source(s) in a space, by simulating the auditory experience at a listening point

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KEYWORDS

Delay networks   |   Geometrical Acoustics   |   Convolution   |   Auralization

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