45
IN
DEPTH
ROOM SIMULATION FOR MULTICHANNEL MUSIC AND FILM
2000 low- and higher-level parameters. However, this is not
the time or place to go into more details. When this paper
is presented at the 107th AES Convention in about 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