Perceptual audio source culling for virtual environments

Metan, Ali Can
Game engines and virtual environment software that are in use today, use various techniques to synthesize spatial audio. One such technique, is through the use of head related transfer functions, in conjunction with artificial reverberators. For any virtual environment, synthesizing large amounts of spatial audio through these methodologies, will impose a performance penalty for the underlying hardware. The aim of this study is to develop a methodology that improves overall performance by culling inaudible and perceptually less prominent sound sources to be rendered in order to avoid performance implications. Through the use of distance attenuation and auditory masking, minimal decrease in perceived sound quality was intended to be achieved. The algorithm proposed in this paper is benchmarked and compared with the existing approaches to this problem. Subjective evaluation of the audio quality is also provided with the MUSHRA tests.
Citation Formats
A. C. Metan, “Perceptual audio source culling for virtual environments,” M.S. - Master of Science, Middle East Technical University, 2016.