Source Directivity and Spatial Audio for Interactive Wave-based Sound Propagation
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This paper presents an approach to model time-varying source directivity and HRTF-based spatial audio for wave-based sound propagation at interactive rates. The source directivity is expressed as a linear combination of elementary spherical harmonic sources. The propagated sound field due to each spherical harmonic source is precomputed and stored in an offline step. At runtime, the timevarying source directivity is decomposed into spherical harmonic coefficients. These coefficients are combined with precomputed spherical harmonic sound fields to generate propagated sound field at the listener position corresponding to the directional source. In order to compute spatial audio for a moving and rotating listener, an efficient plane-wave decomposition approach based on the derivatives of the sound field is presented. The source directivity and spatial audio approach have been integrated with the Half-Life 2 game engine and the Oculus Rift head-mounted display to enable realistic acoustic effects for virtual environments and games.