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In this paper, we consider physical reproduction of sound fields via planar and linear distributions of secondary sources (i.e., loudspeakers). The presented approach employs a formulation of the reproduction equation in spatial frequency domain which is explicitly solved for the secondary source driving signals. Wave field synthesis (WFS), the alternative(More)
In this paper, we present the theoretical basics and implementation strategies for sound field reproduction using circular and spherical loudspeaker arrays. The presented approach can be seen as an analytical formulation of what is known as higher order Ambisonics. It relies on the assumption of a continuous distribution of secondary sources on which(More)
For high-quality multimedia communication systems such as teleconferencing or virtual reality applications, multichannel sound reproduction is highly desirable. While progress has been made in stereo and multichannel acoustic echo cancellation (MC AEC) in recent years, the corresponding sound reproduction systems still imply a restrained listening area(More)
The acoustic theory for multichannel sound reproduction systems usually assumes free-field conditions for the listening environment. However, their performance in real-world listening environments may be impaired by reflections at the walls. This impairment can be reduced by suitable compensation measures. For systems with many channels, active compensation(More)
The SoundScape Renderer is a versatile software framework for real-time spatial audio rendering. The modular system architecture allows the use of arbitrary rendering methods. Three rendering modules are currently implemented: Wave Field Synthesis, Vector Base Amplitude Panning and Binaural Rendering. After a description of the software architecture, the(More)
In this paper, we present the derivation and investigation of analytical expressions for the loudspeaker driving signals for higher order Ambisonics. The approach relies on the assumption of a continuous distribution of secondary sources on which sampling is performed to yield the actual loudspeaker signals for real-world implementations. For source-free(More)
Common room compensation algorithms are capable of dereverberating the listening room at some discrete points only. Outside these equalization points the sound quality is often even worse compared to the unequalized case. As wave £eld synthesis in principle allows to control the wave £eld within the listening area it can also be used to compensate for the(More)