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    A system for room acoustic simulation for one's own voice

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    The real-time simulation of room acoustical environments for one’s own voice, using generic software, has been difficult until very recently due to the computational load involved: requiring real-time convolution of a person’s voice with a potentially large number of long room impulse responses. This thesis is presenting a room acoustical simulation system with a software-based solution to perform real-time convolutions with headtracking; to simulate the effect of room acoustical environments on the sound of one’s own voice, using binaural technology. In order to gather data to implement headtracking in the system, human head- movements are characterized while reading a text aloud. The rooms that are simulated with the system are actual rooms that are characterized by measuring the room impulse response from the mouth to ears of the same head (oral binaural room impulse response, OBRIR). By repeating this process at 2o increments in the yaw angle on the horizontal plane, the rooms are binaurally scanned around a given position to obtain a collection of OBRIRs, which is then used by the software-based convolution system. In the rooms that are simulated with the system, a person equipped with a near- mouth microphone and near-ear loudspeakers can speak or sing, and hear their voice as it would sound in the measured rooms, while physically being in an anechoic room. By continually updating the person’s head orientation using headtracking, the corresponding OBRIR is chosen for convolution with their voice. The system described in this thesis achieves the low latency that is required to simulate nearby reflections, and it can perform convolution with long room impulse responses. The perceptual validity of the system is studied with two experiments, involving human participants reading aloud a set-text. The system presented in this thesis can be used to design experiments that study the various aspects of the auditory perception of the sound of one’s own voice in room environments. The system can also be adapted to incorporate a module that enables listening to the sound of one’s own voice in commercial applications such as architectural acoustic room simulation software, teleconferencing systems, virtual reality and gaming applications, etc
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