90 research outputs found

    Source excitation strategies for obtaining impulse responses in finite difference time domain room acoustics simulation,”

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    a b s t r a c t This paper considers source excitation strategies in finite difference time domain room acoustics simulations for auralization purposes. We demonstrate that FDTD simulations can be conducted to obtain impulse responses based on unit impulse excitation, this being the shortest, simplest and most efficiently implemented signal that might be applied. Single, rather than double, precision accuracy simulations might be implemented where memory use is critical but the consequence is a remarkably increased noise floor. Hard source excitation introduces a discontinuity in the simulated acoustic field resulting in a shift of resonant modes from expected values. Additive sources do not introduce such discontinuities, but instead result in a broadband offset across the frequency spectrum. Transparent sources address both of these issues and with unit impulse excitation the calculation of the compensation filters required to implement transparency is also simplified. However, both transparent and additive source excitation demonstrate solution growth problems for a bounded space. Any of these approaches might be used if the consequences are understood and compensated for, however, for room acoustics simulation the hard source is the least favorable due to the fundamental changes it imparts on the underlying geometry. These methods are further tested through the implementation of a directional sound source based on multiple omnidirectional point sources

    Modeling Sparsely Reflecting Outdoor Acoustic Scenes using the Waveguide Web

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    Computer games and virtual reality require digital reverberation algorithms, which can simulate a broad range of acoustic spaces, including locations in the open air. Additionally, the detailed simulation of environmental sound is an area of significant interest due to the propagation of noise pollution over distances and its related impact on well-being, particularly in urban spaces. This paper introduces the waveguide web digital reverberator design for modeling the acoustics of sparsely reflecting outdoor environments; a design that is, in part, an extension of the scattering delay network reverberator. The design of the algorithm is based on a set of digital waveguides connected by scattering junctions at nodes that represent the reflection points of the environment under study. The structure of the proposed reverberator allows for accurate reproduction of reflections between discrete reflection points. Approximation errors are caused when the assumption of point-like nodes does not hold true. Three example cases are presented comparing waveguide web simulated impulse responses for a traditional shoebox room, a forest scenario, and an urban courtyard, with impulse responses created using other simulation methods or from real-world measurements. The waveguide web algorithm can better enable the acoustic simulation of outdoor spaces and so contribute toward sound design for virtual reality applications, gaming, and auralization, with a particular focus on acoustic design for the urban environment

    Source excitation strategies for obtaining impulse responses in finite difference time domain room acoustics simulation

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    This paper considers source excitation strategies in finite difference time domain room acoustics simulations for auralization purposes. We demonstrate that FDTD simulations can be conducted to obtain impulse responses based on unit impulse excitation, this being the shortest, simplest and most efficiently implemented signal that might be applied. Single, rather than double, precision accuracy simulations might be implemented where memory use is critical but the consequence is a remarkably increased noise floor. Hard source excitation introduces a discontinuity in the simulated acoustic field resulting in a shift of resonant modes from expected values. Additive sources do not introduce such discontinuities, but instead result in a broadband offset across the frequency spectrum. Transparent sources address both of these issues and with unit impulse excitation the calculation of the compensation filters required to implement transparency is also simplified. However, both transparent and additive source excitation demonstrate solution growth problems for a bounded space. Any of these approaches might be used if the consequences are understood and compensated for, however, for room acoustics simulation the hard source is the least favourable due to the fundamental changes it imparts on the underlying geometry. These methods are further tested through the implementation of a directional sound source based on multiple omnidirectional point sources

    Boundary Absorption Approximation in the Spatial High-Frequency Extrapolation Method for Parametric Room Impulse Response Synthesis

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    The Spatial High-frequency Extrapolation Method (SHEM) extrapolates low-frequency band-limited spatial room impulse responses (SRIRs) to higher frequencies based on a frame-by-frame time/frequency analysis that determines directional reflected components within the SRIR. Such extrapolation can be used to extend finite- difference time domain (FDTD) wave propagation simulations, limited to only relatively low frequencies, to the full audio band. For this bandwidth extrapolation, a boundary absorption weighting function is proposed based on a parametric approximation of the energy decay relief of the SRIR used as the input to the algorithm. Results using examples of both measured and FDTD simulated impulse responses demonstrate that this approach can be applied successfully to a range of acoustic spaces. Objective measures show a close approximation to reverberation time, and acceptable early decay time values. Results are verified through accompanying auralizations that demonstrate the plausibility of this approach when compared to the original reference case

    Audibility of dispersion error in room acoustic finite-difference time-domain simulation as a function of simulation distance

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    Finite-difference time-domain (FDTD) simulation has been a popular area of research in room acoustics due to its capability to simulate wave phenomena in a wide bandwidth directly in the time-domain. A downside of the method is that it introduces a direction and frequency dependent error to the simulated sound field due to the non-linear dispersion relation of the discrete system. In this study, the perceptual threshold of the dispersion error is measured in three-dimensional FDTD schemes as a function of simulation distance. Dispersion error is evaluated for three different explicit, non-staggered FDTD schemes using the numerical wavenumber in the direction of the worst-case error of each scheme. It is found that the thresholds for the different schemes do not vary significantly when the phase velocity error level is fixed. The thresholds are found to vary significantly between the different sound samples. The measured threshold for the audibility of dispersion error at the probability level of 82% correct discrimination for three-alternative forced choice is found to be 9.1 m of propagation in a free field, that leads to a maximum group delay error of 1.8 ms at 20 kHz with the chosen phase velocity error level of 2%.Peer reviewe
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