Abstract

Traditional approaches for rendering room reverberations for spatial audio inputs typically use large numbers of convolutions for higher order ambisonics, requiring a significant computation effort. This disclosure describes techniques to efficiently render room reverberations for ambisonic and surround audio inputs, enabling scene-based spatial audio rendering for ambisonic and surround audio in devices such as headsets, earphones, augmented reality (AR) glasses, etc. Dry (unprocessed) surround audio, ambisonic audio, or object-based surround sound input is processed to generate early reflections and late reverberations. The direct path, the early reflections, and the late reverberations are combined such that a listener using a headset can perceive immersive and stereophonic spatial audio.

Creative Commons License

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.

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