The possibilities and limitations of auralizing an acoustic
laboratory with the “WWISE Spatial Audio” are discussed
by 3d modeling and auralizing a door test laboratory in VR,
designed for sound reduction index measurements. The
simulated results are compared to real measurements with
the acoustic parameters: Reverberation Time [T30] and
Sound Reduction Index [R], with three binauralization
methods compared and further optimizations conducted
with Dolby Atmos for Headphones. The results showed a
deviation and partly a correlation within the “Just
Noticeable Differences [JND]” for T30 values and a precise
reproduction of the sound reduction index within WWISE
was possible for test components with the lowest real R
values. The frequency dependent Rw values were subtracted
from the audio file using bandpass filters - before using
“WWISE” for sound playback in VR. The results of this
work can be a seen as a technical analysis and fundament
for future research regarding realtime auralization
capabilities of audio middlewares.
Titel | Possibilities and Limitations of a Game Engine and Middleware for Auralizing Virtual Acoustic Laboratories in VR |
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Medien | Proceedings of DAS|DAGA 2025 |
Herausgeber | Deutsche Gesellschaft für Akustik e.V. (DEGA), Berlin, 2025 |
Band | 2025 |
Verfasser | Michael Singer, Prof. Dr. Cornelius Pöpel, Dr. Benjamin Müller |
Seiten | 1580 - 1583 |
Veröffentlichungsdatum | 20.03.2025 |
Zitation | Singer, Michael; Pöpel, Cornelius; Müller, Benjamin (2025): Possibilities and Limitations of a Game Engine and Middleware for Auralizing Virtual Acoustic Laboratories in VR. Proceedings of DAS|DAGA 2025 2025, 1580 - 1583. |