Abstract
A method for the simulation of the acoustical quality produced by a virtual sound source and for the localizing of this source with respect to one or more listeners, and one or more original sound sources. This method consists in: 1) fixing values of perceptual parameters defining the acoustical quality to be simulated and values of parameters defining the localization of a virtual source, 2) converting these values into a pulse response described by its energy distribution as a function of the time and the frequency, 3) carrying out a context compensation so as to take account of an existing room effect, 4) obtaining an artificial reverberation from elementary signals so as to achieve a virtual acoustic environment in real time and control the localizing of the virtual source. This method can be used to modify sound signals coming from a real source, or to create sound effects on recording media. An acoustic virtual processor which enables implementation of this method comprises a signal processing "room" module that enables the obtaining of an artificial reverberation and a signal processing "pan" module enabling the controlling of the localization and the movement of the sound source and that carries out a format conversion into another reproduction mode. The acoustic virtual processor can be used to fit out all types of entertainment halls or games halls.
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