Virtual Acoustics: Recreating Natural Phenomena in the Digital Domain - Aidan Baker - ADC23

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Virtual Acoustics: Recreating Natural Phenomena in the Digital Domain - Aidan Baker - ADC 2023
Audio in the VR / AR domain may become a dominant section of this industry in the coming years. While methods for processing spatial audio already exist (and formal standards have been created and utilized) another factor of immersive audio remains (mostly) untouched: Virtual acoustic systems that mimic the virtual spaces.
This talk will go over various techniques for handling room acoustics in both real-time and offline settings, and going over both their benefits, as well as their drawbacks. Additionally, we will look over how to go about approximating room acoustics without breaking the proverbial (cpu) bank.
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Aidan Baker
I am an audio developer who is fascinated by sound's physical phenomena. Presently I run a company called Lese which develops audio plugins + acoustic simulation software.
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Streamed & Edited by Digital Medium Ltd: online.digital-medium.co.uk
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Organized and produced by JUCE: juce.com/
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Special thanks to the ADC23 Team:
Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra
#adc #acoustic #dsp #audio

Пікірлер: 5

  • @PASHKULI
    @PASHKULIАй бұрын

    Def. good discussion. Would love to see Binaural simulation as well, because most of us today use headphones when listening to music or gaming… maybe not so much when watching a movie but 80% of the time we deal with headphones.

  • @PASHKULI
    @PASHKULIАй бұрын

    on 12:30 regarding "Linear complexity" is it linear or Exponential, because we multiply three variables in sequence: refl. depth * triangles & rays.

  • @krol-mk5lv
    @krol-mk5lvАй бұрын

    Why would you need 44100^3 nodes to simulate wave propagation in a 1m^3 space? The speed of sound is 340 m/s so I would assume you need more like (44100/340)^3 nodes per cubic meter?

  • @loveforallbxlmannif
    @loveforallbxlmannifАй бұрын

    A little question, in 3d real time, delays might change if the character move, could this provoke pitch modulation ? Do we have to make special delay that blend to a different time without pitch modulation ? Or the effect of those modulation/interpolation are not so much pronounced at normal speed ?

  • @lese-audio

    @lese-audio

    Ай бұрын

    Yes, and this is called the doppler effect. If you move around, recalculate the delay time as often as you can and smooth the delay time out, putting that delay into a modulating delay line will accurately recreate this phenomenon

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