Binaural room scanning renderer¶
In the second example the BRS renderer will use BRIR recordings to simulate a
source placed within a (reverberant) room. Again, the scene is defined via an
XML-file, this time named
<?xml version="1.0" encoding="utf-8"?> <scene Renderer="ssr_brs" BlockSize="4096" SampleRate="44100" LengthOfSimulation="5.0"> <source Type="point" Name="SoundSource" IRs="impulse_responses/qu_kemar_rooms/auditorium3/QU_KEMAR_Auditorium3_src2_xs+4.30_ys+3.42.sofa"> <buffer ChannelMapping="1" Type="noise"/> </source> <sink Name="Head" Position="0 0 0" UnitX="0 1 0" UnitZ="0 0 1"/> </scene>
The renderer type is set to
ssr_brs and the BRIR is specified within the
<source> section. A source position is no longer required, as it is inherently
given by the
corresponding BRIR measurement.
Note that the KEMAR dummy head was looking towards the y-axis during the BRIR
measurement. In the scene description, the
UnitX vector defines the looking
direction of the virtual head; thus
[0 1 0].
The audio material used is synthesised by the simulator’s built-in white noise
generator. That way, an infinitely long signal is generated, and the
property has to be specified.
The following commands allow to listen to the final simulation; the perceptual
impression should correspond to a noise source placed in a larger room to the
front-right of the listener:
>> sim = simulator.SimulatorConvexRoom('brs_renderer.xml',1); >> signal = sim.getSignal(); >> sound(signal, sim.SampleRate);
sim.set('Init', true) line has been omitted; the
1 used in
simulator initialisation serves the same purpose.
|[Horbach1999]||Horbach, U., Karamustafaoglu, A., Pellegrini, R., Mackensen, P., Theile, G. (1999), “Design and Applications of a Data-based Auralization System for Surround Sound,” 106th AES Convention, Paper 4976|
|[Wierstorf2014]||Wierstorf, H. (2014), “Perceptual Assessment of Sound Field Synthesis,” PhD-thesis, TU Berlin|