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Reverberation CuesVBAP | ||||
Sound Examples | ||||
Extensions and Limitations | ||||
The biggest drawback to my implementation is that I require the user to define the speaker triples for a new group of speakers. This can be done automatically with a method desrcibed by Pullki in his paper. The problem is essentially one of finding a maximally connected graph on the surface of a sphere. One shortcoming of Pullki's formulation is that he does not take into account the possibility that not all speakers are equidistant from the listener. In fact, his VBAP can very easily be generalized to speakers of varying distances from the listening position. Instead of scaling all speaker vectors to unit vectors, as Pullki does, one could normalize all of the speaker vectors by the shortest speaker vector. One final limitation of both Pullki's and my implementation is that the system needs two different modes: one for a three-dimensional speaker geometry and one for a two-dimensional speaker geometry. I chose to implement the three-dimensional case, seeing as it is more general and it was possible to use it to for a two-dimenionsal geometry. In order to create the examples for the ballroom (a two-dimensional geometry), I defined a fifth speaker directly above the listening location. All of my sound location vectors were then defined to lie in the plane of the four speakers in the ballroom. After the usual calculations, I discarded the fifth channel (which contained only silence). |