A Method for Virtual Acoustic Auralisation in VR

Callum Forsyth
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引用次数: 1

Abstract

In today's industry, the use of prediction software in architectural acoustics is universal. Programs such as Odeon, CATT and CadnaA have become an integral part of the design process. These programs combine general acoustic theory with CAD modelling software to calculate the trajectory and intensity of sound waves as they travel around the room. By deciding upon positioning for sound sources for and listening positions, acousticians can track both the direction and level of a sound wave as it arrives at the listener. The basic theory then is that with this information we can map out a three-dimensional representation of how the source would sound to the listener before the room is built. This is known as virtual auralisation, creating a sonic map of a virtual room that is understandable to the listener because it mimics the acoustic standards of the real world. If the aim is to immerse the listener in the virtual world then the key is localisation. Allowing the listener to pinpoint which direction both the sound and its subsequent reflections are coming from is crucial to analysing the effect that acoustic design elements have on the overall sound. While surround sound could be looked to as an option, Odeon will also output to ambisonics b-format which can then be encoded for virtual reality. As a medium VR has been around for a while, however it is only recently with the release of relatively affordable platforms such as the HTC Vive and Oculus Rift that VR has gained mainstream appeal and with it, the support and infrastructure to encourage third party support for everything from games to VR experiences to virtual learning environments. In terms of acoustics, VR allows the listener to hear the sound source from any chosen position in the virtual space with full localisation and in three dimensions, effectively creating a fully realised, acoustically accurate virtual environment. One of the first companies to utilise this technology was the global architecture firm Arup. The SoundLab project is the most famous example of virtual auralisation for acoustic modelling and has become a benchmark for the industry and a showpiece for Arup. Though still utilising ambisonics, the SoundLab neglects to use VR headtracking and a binaural output. Instead opting to place the listener in the centre of an anechoic chamber with around twelve speakers surrounding them. While this is a far more expensive option, it does offer greatly increased sound quality. Through this project I will aim to apply the concept of Viral Auralisation through the medium of virtual reality to discuss the possibility of real time VR auralisation and its potential.
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一种虚拟现实中的虚拟听觉化方法
在今天的行业中,在建筑声学中使用预测软件是普遍的。像Odeon、CATT和CadnaA这样的项目已经成为设计过程中不可或缺的一部分。这些程序将一般声学理论与CAD建模软件结合起来,计算声波在房间内传播时的轨迹和强度。通过确定声源的位置和聆听位置,声学家可以在声波到达听众时跟踪它的方向和水平。基本的理论是,有了这些信息,我们就可以在房间建成之前绘制出一个三维的声音分布图。这就是所谓的虚拟听觉化,创建一个虚拟房间的声音地图,听者可以理解,因为它模仿了现实世界的声学标准。如果目标是让听众沉浸在虚拟世界中,那么关键就在于本土化。对于分析声学设计元素对整体声音的影响来说,让听者准确地指出声音及其随后的反射来自哪个方向是至关重要的。虽然环绕声可以作为一种选择,但Odeon也将输出到双声b格式,然后可以为虚拟现实编码。作为一种媒介,VR已经存在了一段时间,但直到最近,随着HTC Vive和Oculus Rift等相对便宜的平台的发布,VR才获得了主流的吸引力,有了它,支持和基础设施鼓励第三方支持从游戏到VR体验到虚拟学习环境的一切。在声学方面,VR允许听者从虚拟空间的任何位置听到声源,具有完整的定位和三维空间,有效地创造了一个完全实现的,声学精确的虚拟环境。全球建筑公司奥雅纳是最早使用这项技术的公司之一。SoundLab项目是声学建模的虚拟听觉化最著名的例子,已经成为行业的标杆和奥雅纳的展示品。虽然仍然使用立体声,但SoundLab忽略了使用VR头部跟踪和双耳输出。相反,选择将听者放在消声室的中心,周围有大约12个扬声器。虽然这是一个昂贵得多的选择,但它确实大大提高了音质。通过这个项目,我的目标是通过虚拟现实的媒介应用病毒听觉化的概念,讨论实时VR听觉化的可能性及其潜力。
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