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  4. Possibilities and limitations of a game engine and middleware for auralizing virtual acoustic laboratories in VR
 
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2025
Conference Paper
Title

Possibilities and limitations of a game engine and middleware for auralizing virtual acoustic laboratories in VR

Abstract
The possibilities and limitations of realtime-auralizations of an acoustic laboratory with the WWISE Spatial Audio are discussed by 3D-modelling and auralizing a test rig designed for sound reduction index measurements in VR. The simulated results were compared to real measurements with the acoustic parameters: Reverberation Time [T30] and Sound Reduction Index [SRI], each with three binauralization methods used and further optimizations done with Dolby Atmos for headphones. The results showed a deviation and partly a correlation within the Just Noticeable Differences [JND] and a precise reproduction of the sound reduction index within WWISE was possible for test components with the lowest real SRI-values. The frequency dependent SRI-values were subtracted from the audio file using bandpass filters - before using WWISE for sound playback in VR. The results of this work can be a seen as a technical analysis and fundament for future research regarding realtime-auralization capabilities of audio middlewares.
Author(s)
Singer, Michael
Fraunhofer-Institut für Integrierte Schaltungen IIS  
Poepel, Cornelius
Hochschule Ansbach
Müller, Benjamin
Fraunhofer-Institut für Bauphysik IBP  
Mainwork
DAS/DAGA 2025, 51st Annual Meeting on Acoustics. Proceedings  
Conference
Annual Meeting on Acoustics 2025  
DOI
10.71568/dasdaga2025.376
Language
English
Fraunhofer-Institut für Bauphysik IBP  
Fraunhofer-Institut für Integrierte Schaltungen IIS  
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