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Convolution Processing for Realistic Reverberation Abstract Arbitrary reverberation impulse responses may be applied to real time audio data by the use of long convolution. This paper outlines the techniques for measuring, generating and manipulating reverberation functions. In addition, some less traditional functions are proposed as reverberation impulse responses for use as musical effects.
1. Introduction One area of audio technology that has seen substantial benefits from DSP technology in the recent past is reverberation processing. Unlike other areas in audio, where DSP methods are often used to simply mimic the equivalent analog circuit, reverberation systems implemented with DSP are popular because they are capable of creating effects that were not previously achievable with analog circuits. The main differences between traditional DSP reverberation techniques and the new methods proposed in this paper are illustrated in Figure 1. The traditional methods rely on carefully designed DSP structures built from delays, feedback paths and gain blocks. In addition, careful manipulation of delay and gain parameters is required to map the parameters selected by the user (decay time, room size, room shape etc...). Hence, the quality of the reverberation is determined by both the DSP code and the methods used by the controlling process to map user settings to DSP delay/gain parameters. In contrast, the new methods proposed in this paper do not rely on any specific qualities in the DSP code being tailored towards reverberation.
This new technique for reverberation processing breaks
the system into two components.
This paper is divided into nine sections. Part
2 of the paper explains the way that real room reverberation can
be mimicked by long FIR filters. Part 3 examines the new methods
used for artificial reverberation and computer room modelling
systems that simulate room reverberation. Part 4 looks at some
simple methods that may be used to modify pre-computed or measured
room responses to achieve some control over the reverberation
characteristics of the system. Part 5 includes a brief description
of the FIR filters implemented on the Lake Huron Digital Audio
Convolution Workstation. Part 6 introduces a new concept for reverberation/effects
processing by using sampled sounds as convolution coefficients.
2. Implementing reverberation responses as FIR coefficients
Apart from ad-hoc work-arounds to address deficiencies
in some simplified DSP techniques, a reverberator can be classified
as a linear time invariant system. This implies that the system
can be described by its impulse response. (Some reverberation
systems do contain time varying components, to provide more randomisation
of the tail of the reverberator, thus disguising unwanted colouration
that might be introduced by the reverberation algorithms used.)
If we consider the impulse response of the reverberator
to be finite in duration (and for most systems this will be true
if we ignore inaudible information at the end of the tail of the
response) then we can implement the desired reverberation function
using a Finite Impulse Response (FIR) filter. The behaviour of
linear time invariant systems is well understood, and systems
with finite impulse response can be measured and simulated in
a straightforward manner.
As an example of the way we can measure the impulse
response of a complex system, consider a sound system in a reverberant
acoustic space. We define the system as consisting of the following
components:
If we consider this entire configuration of components
to be one linear system, then we can apply a stimulus at the input
terminals of the amplifier and measure the response at the output
lead of the microphone. In the particular case where the stimulus
is an impulse, the response measured is referred to as the impulse
response. The impulse response will typically appear as shown
in Figure 2.
Figure 2
The impulse response of a linear system is important
because it can be used directly by an FIR filter to implement
an equivalent system. For example, the impulse response shown
in Figure 2 can be loaded as filter coefficients into an FIR filter,
and that filter will then mimic the entire electro-acoustic system,
including the amplifier, speaker, room and microphone. Because
the electro-acoustic system that we measured included a reverberant
acoustic space, this FIR filter is performing the function of
a reverberator, taking dry input audio and making it more reverberant.
All of the qualities of brightness, diffusion, reverberation decay
time etcetera of the original system will be preserved in the
FIR implementation.
By measuring real acoustic spaces, we are then able
to optimise our reverberation responses by the following means:
The choice of microphone arrangement for room measurement
can be made in exactly the same way that we would arrange the
microphones for making recordings in the same room. If we choose
a specific stereo microphone technique for making our measurement,
or even if we use a dummy head to make a binaural measurement,
then the room response that we measure will contain all of the
characteristics of that microphone technique.
Figure 3 shows the relationship between the measurement
technique and the playback method. The result achieved when the
dry vocal audio is processed through the pair of FIR filters is
identical to the result that we would expect if the same vocalist
was recorded in the real acoustic space, with the following exceptions:
3. Simulated architectural acoustics
As an alternative to measuring real acoustic spaces,
new methods for simulation of acoustic spaces are now making it
possible to create acoustic impulse responses based on a computer
model of the space. These techniques have the advantage that the
acoustic space under analysis does not have to exist in reality.
The acoustic simulation programs available today
are generally tailored towards the goal of allowing an acoustics
practitioner to analyse the characteristics of a new or modified
space prior to the expensive construction or renovation of the
space. These programs produce a large amount of numerical and
graphical data that can provide the user with insights into parameters
of the room such as reverberation decay time, ratio of direct
to reflected energy, and speech intelligibility.
As with the case of a measured room, this acoustic
analysis is based on a specific source location and directivity
as well as the listener/microphone location, directivity and configuration.
Based on the selection of source and microphone locations
etcetera, more recent acoustic simulation systems are now capable
of producing an impulse response (or stereo pair of impulse responses)
describing the response at the microphone (or dummy head) based
on an impulse transmitted at the source. The goal of acoustic
simulation systems is to make these impulse responses sufficiently
accurate to allow the user to make subjective judgements regarding
the acoustic qualities of the space.
The technique of listening to computer simulated
impulse responses, processed through FIR filters, is known as
Auralization[1]. Auralization is available today with a number
of simulation packages, including the Bose Auditioner system[2],
CATT Acoustic room simulation[3], and the
ADA EASE system[4].
Initially, a goal of the research into auralization
was to simply present the user with an acoustic experience that
conveyed some important aspects of the room acoustics. The auralization
did not necessarily have to sound exactly like the real room,
provided the listener was well trained and understood what differences
might be expected to exist between the simulation and the real
room. In this case, the impulse response generated by the simulation
software may not be considered as 'high-quality' in the context
of reverberation processing.
However, as auralization technology improved, simulation
software (including the four systems mentioned above) has been
refined to make the room impulse responses more accurate, to the
point where most listeners could not distinguish between measured
and synthetic impulse responses, when they are used in FIR filters
to process reverberation.
These developments in acoustic simulation are now
yielding a new capability for artificial reverberation to be created
based on accurate room parameters, with the reverberation responses
being entirely computer generated. For example a reverberator
can be implemented based on a user's input, specifying the size
and shape of a room, the placement of speakers, the placement
of the microphone/dummy head, and the acoustic properties of the
wall, floor and ceiling materials.
Potentially, this method for implementing reverberation
offers all of the benefits of the room-measurement methods, with
the added convenience of being able to select and adjust room
parameters very quickly.
4. Manipulating reverberation responses
Any subjective judgements that can be made about
the aesthetics of an acoustic space are generally based on some
notional ideal acoustic space. The ideal space that is referenced
for comparisons will differ depending on the anticipated application
that the space is intended for. Concert halls, jazz clubs, business
offices, chamber music venues all have different ideal impulse
responses.
This raises the question : If an acoustic space is
generally considered to be less than ideal in its acoustic properties,
is it possible to take the measured impulse response of this hall
and manipulate it in a way that improves its response?
Many of the common problems that can occur with acoustic
spaces include:
Note that the methods used to fix these acoustic
'problems' do not require any fixes to the geometry or acoustic
properties of the hall. Rather, the correction is done only to
the measured response, effectively removing the symptom rather
than the cause.
Another method that could be used, in the case of
acoustic simulation software, would be to allow the user to examine
the acoustic properties of the space and then modify these acoustic
properties in some way before the simulation software computes
its impulse response.
For example, if the acoustic simulation software
is capable of predicting resonances, reverberation times or the
occurrence of localised echoes, then it is possible that the software
could then be capable of removing these artefacts during the process
of computing the impulse response.
Taking this a step further, it would also be possible
to remove any direct computation on room geometry from the simulation
software, and allow impulse responses to be created based solely
on the user's requested parameters of room size, room shape, reverberation
decay time etcetera. In this case, the software that generates
the impulse response is less suitable for scientific purposes
and more suited to reverberation as an artistic tool in audio.
Many of the important lessons that have come out of the research
into auralization will enable these computer generated reverberation
responses to be more like real rooms, and more natural in their
sound compared to the response of the current reverberation processors
that use delay-lines and feedback.
5. The FIR filter implementation
The interest in applying long FIR processing to reverberation
has been spurred on recently by the advancing capability of modern
DSP systems. Lake DSP has built a variety of different systems
for performing long FIR processing. Early systems built by Lake
were based on fast convolution, a method that makes use of Fast
Fourier Transforms (FFTs) to speed up the very compute intensive
task of convolution. Traditional fast convolution techniques operate
on data in blocks, which causes considerable delays through the
processing.
More recently, Lake has produced a DSP system known
as Huron which is capable of implementing long convolution without
delay. FIR filters with up to 262144 taps can be implemented on
the Huron system, making it possible to simulate rooms with reverberation
times greater than 5 seconds (running at a 48kHz sample rate).
These filters can now be used in real-time live audio applications.
6. Sampled reverberation effects
A new area of research at Lake is the use of sampled
audio clips as FIR filter responses. This technique allows any
piece of audio (usually fairly short in duration) to be loaded
into the FIR filters and used as the FIR coefficients. As an example,
a single short spoken word can be sampled and loaded into the
FIR filter. When this filter is provided with an impulsive sound
at its input, the output of the filter will be the original spoken
word. Musical instruments with impulsive characteristics (such
as piano, guitar, drums) can be processed with a vocoder-type
effect by applying this technique. 7. Future work
Further work occurring now and planned for the near
future at Lake includes the following:
8. Conclusion
A method has been described for implementing reverberation
by using FIR filters, thus allowing all of the aesthetic requirements
for the reverberation responses to be handled in a non real time
manner. Four methods for creating reverberation responses were
presented, (1) measurement of existing spaces, (2) computer simulation
of existing or virtual spaces, (3) modified real or simulated
responses, and (4) the use on alternative audio signals as reverberation
responses.
9. References
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