Possibilities and Limitations of a Game Engine and Middleware for Auralizing Virtual Acoustic Laboratories in VR

Abstract

The possibilities and limitations of realtime-auralizations of an acoustic laboratory with the “WWISE Spatial Audio” are discussed by 3D-modelling and auralizing a test rig designed for sound reduction index measurements in VR. The simulated results were compared to real measurements with the acoustic parameters: Reverberation Time [T30] and Sound Reduction Index [SRI], each with three binauralization methods used and further optimizations done with Dolby Atmos for headphones. The results showed a deviation and partly a correlation within the “Just Noticeable Differences [JND]” and a precise reproduction of the sound reduction index within WWISE was possible for test components with the lowest real SRI-values. The frequency dependent SRI-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. mehr

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Titel Possibilities and Limitations of a Game Engine and Middleware for Auralizing Virtual Acoustic Laboratories in VR
Medien Proceedings of DAS|DAGA 2025
Herausgeber Deutsche Gesellschaft für Akustik e.V. (DEGA), Berlin, 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, 1580-1583. DOI: DOI:10.71568/dasdaga2025.376