AcousticSimulator icon indicating copy to clipboard operation
AcousticSimulator copied to clipboard

Numerical Simulation of Sound Propagation

Results 11 AcousticSimulator issues
Sort by recently updated
recently updated
newest added

Sound simulation

This will be tough, and probably split into smaller tasks later. We need to build an engine that can import our simulation files, and then given an audio source and...

After running the simulation, we need to determine what sort of output file we will have. Notes: - 7D function needs to be saved. There is a 3D function of...

Straight forward. Once we have a demo scene to work with, we need to use the game engine to build up a demo where the user can simply walk around...

This is likely harder than it seems. We have to evaluate various game engines, and figure out which would work best for a simple walking/listening demo. Unity or Unreal are...

Everything is 2D for now, as this allows for more rapid testing and debugging. In practice, we will need to upscale everything into 3D.

We need to be able to take some scene, perhaps an obj or fbx file, and partition any open areas into rectangular partitions. See the paper for details.

To simulate absorbing boundaries, we need to create a small pressure layer at the boundaries. On the boundary of this pressure layer, the forcing terms are multiplied by a reflectivity...

Right now, the entire simulation runs on its own thread, separate from the rendering and main threads. However, it should also launch each partition to run in their own threads.

Once the project is in a working state, we need to test it on a few demo scenes and record some demos. We'll have to decide on some sounds or...