INNER ROOM EXTENSION OF A GENERAL MODEL FOR SPATIAL PROCESSING OF SOUNDS Shahrokh Yadegari Center for Research in Computing and the Arts California Institute of Telecommunications and Information Technology Department of Theatre and Dance, University of California, San Diego ABSTRACT F. Richard Moore proposed a general model for spatial processing of sounds in 1982. [5] This model separates space in two nested areas. The outer room is an imagimary acoustic space within which the inner room (or the real performance space) is located. The inner room is denoted by the location of the speakers which simulate the sound heard in the inner room as if the speakers were "openings" connecting the inner and the outer room. The spatial impression is produced by diffusing simulated direct sound rays, early echos, and global reverbration of the sound sources as heard at each speaker location. The model does not allow sound to travel through the walls of the inner room, and thus, when sound sources are near the walls of the inner room, or travel through these walls, unexpected results may be heard in opposing speakers. Furthermore, the simulation of sound sources inside the inner room are not as convincing as simulation of sound sources outside the inner room. This paper discusses an inner room extension of the general model. This extension defines the inner room as multiple nested imaginary rooms, and it provides an improved ray intersection algorithm. It also slightly alters the algorithm by which the delay time and attenuation factors of the direct and reflected rays are calculated. This extension ameliorates a number of undesirable effects and, according to our subjective tests, provides a more convincing spatialization impression when the sound sources are inside the inner room. 1. INTRODUCTION This paper describes an extension to F. Richard Moore's "general model for spatial processing of sound". Moore's general model simulates the most perceptibly recognized effects of room acoustic to produce the desired spatial impressions and it draws on the works of Gardner [2], Blauert [1], and Stevens [8], on psychophysics of spatial perception, and those of Schroeder [7] and Moorer [6], on simulation and the use of artificial reverberation. The general model does not simulate spatial impressions for a specific listener position; however, it produces spatial impressions for a concert setting where audiences are located in various locations of the performance space. The algorithm separates the space in two nested rooms. The outer room is an imaginary acoustic space, inside which the inner room is located. The speakers are located on or near the perimeter of the inner room, and are considered to be "openings" connecting the inner and the outer room. No sound is to be propagated through the walls of the inner room. The sound of the imaginary outer room is heard through the sound propagated through the "openings" at the location of the speakers by which the simulated sound of the outer room is diffused inside the inner room. Thus Moore's model achieves spatial impressions which are minimally dependent on the location of the audience in the performance space. The strength of this model is to realistically localize sound sources in the area inside of the outer room and outside of the inner room. If we were to follow the same algorithm for calculation and diffusion of direct rays and reflected rays for sources inside the room, as we did for sources outside the room, the simulated sound rays no longer would mimic a physically realistic scheme; meaning that when a source is inside the inner room, the general model cannot be applied to it. This is due to the fact that in a realistic situation, even if the speakers were openings to the outer room, the sound is no longer heard through these "openings." This situation causes the produced spatial effects simulated for sound sources inside the inner room not be as effective as those simulated for sources outside the inner room. Furthermore, since no sound travels through the walls of inner room, any time a sound source comes close to an inner wall or travels through it, undesired effects could result in the simulated sounds rays for speakers located opposite of this inner wall. This paper discusses an extension of the general model which improves the impression of simulated spatial effects for sound sources located inside the inner room, and provides an algorithm to produce smooth curves for turning speakers on and off as the sound sources pass through the walls of the inner performance room. This extension makes two modifications to the original Moore's algorithm and provides an improved ray intersection algorithm. The modifications are as follows: 1) the inner room is defined as multiple nested imaginary rooms with imaginary speakers on their perimeter; when a source is inside the outmost inner room (the primary inner room), the largest imaginary room is chosen so that the source is outside of that room, and delay and attenuation factors are adjusted to diffuse the sound as if the sound was being
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