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This paper presents a family of algorithms that enable music-, film- and game producers to create engaging virtual acoustic environments around the end user and control the positioning of sound sources therein. The problems of addressing multiple formats are discussed, as is image precision vs. real-time motion capability. Progress in lateral source positioning capability and centre channel integration is reported.
Author (s): Christensen, Knud Bank
Affiliation:
v. d. Gragt, Cornelis-Royal Conservatory of Music
(See document for exact affiliation information.)
Publication Date:
2001-06-06
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Session subject:
Surround Sound
Permalink: https://aes2.org/publications/elibrary-page/?id=10074
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Christensen, Knud Bank; 2001; Reverb and Room Simulation in the Multichannel Era [PDF]; v. d. Gragt, Cornelis-Royal Conservatory of Music; Paper 1915; Available from: https://aes2.org/publications/elibrary-page/?id=10074
Christensen, Knud Bank; Reverb and Room Simulation in the Multichannel Era [PDF]; v. d. Gragt, Cornelis-Royal Conservatory of Music; Paper 1915; 2001 Available: https://aes2.org/publications/elibrary-page/?id=10074