2019The Journal of the Acoustical Society of AmericaRequires access

A method to virtually extend reverberation time of measured impulse responses without losing room coloration

Lévy LeBlanc, Philippe-Aubert Gauthier, Alain Berry

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Abstract

For various audio and acoustical applications, it is useful to modify the reverberation time of a measured room impulse response. For example, it can be interesting for creating various modified impulse responses for convolution reverbs in video games or sound designs. With this in mind, it is proposed to modify an impulse response reverberation time while keeping the other reverberation characteristics, such as the frequency response, unaffected. Knowing how a typical impulse response is related to the room characteristics, we propose a new method. First, the impulse response of a room is measured. Then, the reverberation time is evaluated. This reverberation time is next approximated by Sabine-Eyring equation, resulting in an absorption coefficient. A new absorption coefficient is then manually provided to reach a new target reverberation time. Finally, the late reverberation of the original impulse response is convolved with a gaussian white noise to the desired length and stitched with appropriate decaying envelopes to the end of the initially measured impulse response. This paper illustrates that the method works based on simulations and that the modified impulse response is realistic and can be related to the actual room.

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What this paper is about

For various audio and acoustical applications, it is useful to modify the reverberation time of a measured room impulse response. For example, it can be interesting for creating various modified impulse responses for convolution reverbs in video games or sound designs. With this in mind, it is proposed to modify an impulse response reverberation time while keeping the other reverberation characteristics, such as the frequency response, unaffected. Knowing how a typical impulse response is related to the room characteristics, we propose a new method. First, the impulse response of a room is measured. Then, the reverberation time is evaluated. This reverberation time is next approximated by Sabine-Eyring equation, resulting in an absorption coefficient. A new absorption coefficient is then manually provided to reach a new target reverberation time. Finally, the late reverberation of the original impulse response is convolved with a gaussian white noise to the desired length and stitched with appropriate decaying envelopes to the end of the initially measured impulse response. This paper illustrates that the method works based on simulations and that the modified impulse response is realistic and can be related to the actual room.

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Available abstract

For various audio and acoustical applications, it is useful to modify the reverberation time of a measured room impulse response. For example, it can be interesting for creating various modified impulse responses for convolution reverbs in video games or sound designs. With this in mind, it is proposed to modify an impulse response reverberation time while keeping the other reverberation characteristics, such as the frequency response, unaffected. Knowing how a typical impulse response is related to the room characteristics, we propose a new method. First, the impulse response of a room is measured. Then, the reverberation time is evaluated. This reverberation time is next approximated by Sabine-Eyring equation, resulting in an absorption coefficient. A new absorption coefficient is then manually provided to reach a new target reverberation time. Finally, the late reverberation of the original impulse response is convolved with a gaussian white noise to the desired length and stitched with appropriate decaying envelopes to the end of the initially measured impulse response. This paper illustrates that the method works based on simulations and that the modified impulse response is realistic and can be related to the actual room.

Key concepts: Reverberation, Impulse response, Acoustics, Impulse (physics), Room acoustics, Computer science, Convolution (computer science), Finite impulse response

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