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B. SIMULATION OF REVERBERANT SPACES
AND LOCALIZED SOUND SOURCES
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In this part of the proposal we will discuss our approaches to the
computer simulation of reverberant spaces and localized sound
sources. The goal of our research is the development of computer
algorithms which can simulate a wide variety of natural reverberant
spaces, and which are able to project arbitrary sound sources into
such spaces at any localized stationary position or upon any moving
path. One or our concerns is the simulation of high-quality
reverberation which can be controlled via perceptually meaningful
parameters by the user. Another concern is to maximize the area in
which listeners receive convincing illusions of localized sources
that are at apparent positions specified by the user. Both of these
fundamental concerns must be accomplished with the minimal number of
speaker-channels and an optimization of computer resources. This is
one of the central problems for our research efforts.
The discussion which follows will be divided into two main topics:
the simulation of reverberant spaces and the simulation of localized
sound sources. We will first describe the fundamental computer
algorithems for the generation of reverberation, and indicate the
perceptual correlates to the parameters which control these
algorithms. We will then discuss the approaches which have been
taken to utilize these basic algorithms in compound and multi-channel
reverberation systems. Coloration of timbre, the qualitative effect
of reverberation on the source signal, will be discussed as a
consideration in designing complex reverberation systems. Future
research concerns are then presented. One matter of concern is the
ability to acoustically `tune' the simulated space, using spectral
shaping techniques, to increase user-control over the qualities of
the resultant reverberant environment. An extended concern is the
simulation of a virtual space, a complex and naturalistic reverberant
environment which provides the listener with the qualitative
perceptual cues of the user-specified real-world situaltion. One
important matter with respect to this extended concern is the
development of optimization techniques for the production of
uncorrelated reverberation. Perceptual scaling techniques will be
enlisted to determine the perceptual distinctiveness and relative
importances of various features of reverberation networks, as an aid
to the development of optimal reverberation systems and as a test of
the adequacy of particular systems. We will conclude this section
with a discussion of our plans for the development of higher-order
algorithms for the simulation of reverberant spaces, based on the
above research, which give the user perceptually meaningful
parametric controls.
The next section will present a discussion of our approach to the
simulation of localized sound sources, projected within a reverberant space
at user-specified stationary positions or paths of motion. We begin
with a description of the features of a computer algorithm which we
have designed for this simulation using four loudspeakers.
Several perceptual cues for localization are controlled in parallel,
using empirically-based functions to specify quantitative parameters
of sound to the speakers. Future research includes a rigorous investigation
of these functions by perceptual scaling techniques. Especially of
interest are questions of optimization: maximization of the area for
viable listening positions and minimization of the number of independent
speaker-channels needed. The further investigation of cues for
localization is next discussed, including cues for azimuth, distance,
and altitude.
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