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虚拟声环境中晚期混响的空间分辨率。

Spatial Resolution of Late Reverberation in Virtual Acoustic Environments.

机构信息

Medizinische Physik and Cluster of Excellence Hearing4All, 385626Carl von Ossietzky Universität Oldenburg, Oldenburg, Germany.

Akustik and Cluster of Excellence Hearing4All, 385626Carl von Ossietzky Universität Oldenburg, Oldenburg, Germany.

出版信息

Trends Hear. 2021 Jan-Dec;25:23312165211054924. doi: 10.1177/23312165211054924.

Abstract

Late reverberation involves the superposition of many sound reflections, approaching the properties of a diffuse sound field. Since the spatially resolved perception of individual late reflections is impossible, simplifications can potentially be made for modelling late reverberation in room acoustics simulations with reduced spatial resolution. Such simplifications are desired for interactive, real-time virtual acoustic environments with applications in hearing research and for the evaluation of hearing supportive devices. In this context, the number and spatial arrangement of loudspeakers used for playback additionally affect spatial resolution. The current study assessed the minimum number of spatially evenly distributed virtual late reverberation sources required to perceptually approximate spatially highly resolved isotropic and anisotropic late reverberation and to technically approximate a spherically isotropic sound field. The spatial resolution of the rendering was systematically reduced by using subsets of the loudspeakers of an 86-channel spherical loudspeaker array in an anechoic chamber, onto which virtual reverberation sources were mapped using vector base amplitude panning. It was tested whether listeners can distinguish lower spatial resolutions of reproduction of late reverberation from the highest achievable spatial resolution in different simulated rooms. The rendering of early reflections remained unchanged. The coherence of the sound field across a pair of microphones at ear and behind-the-ear hearing device distance was assessed to separate the effects of number of virtual sources and loudspeaker array geometry. Results show that between 12 and 24 reverberation sources are required for the rendering of late reverberation in virtual acoustic environments.

摘要

后期回响涉及到许多声音反射的叠加,接近漫射声场的特性。由于不可能对个别后期回响的空间分辨感知进行简化,因此可以在具有较低空间分辨率的房间声学模拟中对后期回响进行建模,从而进行简化。这种简化对于具有交互、实时虚拟声环境的听力研究和听力支持设备的评估是很有必要的。在这种情况下,用于播放的扬声器的数量和空间布置也会影响空间分辨率。本研究评估了为感知上近似空间高度分辨各向同性和各向异性后期回响并在技术上近似球对称各向同性声场而需要的空间均匀分布的虚拟后期回响源的最小数量。通过使用消声室内的 86 通道球形扬声器阵列的扬声器子集,并使用矢量基幅度声像 pans 将虚拟混响源映射到其上,系统地降低了渲染的空间分辨率。测试了听众是否可以从不同模拟房间中可达到的最高空间分辨率区分后期回响的较低空间分辨率的再现。早期反射的渲染保持不变。评估了一对麦克风之间的声场相干性,以区分声源数量和扬声器阵列几何形状的影响。结果表明,在虚拟声学环境中,需要 12 到 24 个混响源才能进行后期混响的渲染。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/cef3/8721423/85415e49117d/10.1177_23312165211054924-fig1.jpg

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