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Dependence on Early and Late Reverberation of Single-Channel Speaker Distance Estimation MIST: Multimodal Interactive Speech-based Tool-calling Conversational Assistants for Smart Homes LiVeAction: a Lightweight, Versatile, and Asymmetric Neural Codec Design for Real-time Operation Weight-Decay Turns Transformer Loss Landscapes Villani: Functional-Analytic Foundations for Optimization and Generalization PairAlign: A Framework for Sequence Tokenization via Self-Alignment with Applications to Audio Tokenization WavCube: Unifying Speech Representation for Understanding and Generation via Semantic-Acoustic Joint Modeling Predictive-Generative Drift Decomposition for Speech Enhancement and Separation Minimizing Modality Gap from the Input Side: Your Speech LLM Can Be a Prosody-Aware Text LLM X-Voice: Enabling Everyone to Speak 30 Languages via Zero-Shot Cross-Lingual Voice Cloning JASTIN: Aligning LLMs for Zero-Shot Audio and Speech Evaluation via Natural Language Instructions Phoneme-Level Deepfake Detection Across Emotional Conditions Using Self-Supervised Embeddings When Audio-Language Models Fail to Leverage Multimodal Context for Dysarthric Speech Recognition Dimensionality-Aware Anomaly Detection in Learned Representations of Self-Supervised Speech Models Mitigating Multimodal LLMs Hallucinations via Relevance Propagation at Inference Time Virtual Speech Therapist: A Clinician-in-the-Loop AI Speech Therapy Agent for Personalized and Supervised Therapy LASE: Language-Adversarial Speaker Encoding for Indic Cross-Script Identity Preservation Towards Improving Speaker Distance Estimation through Generative Impulse Response Augmentation Beyond Decodability: Reconstructing Language Model Representations with an Encoding Probe MMAudioReverbs: Video-Guided Acoustic Modeling for Dereverberation and Room Impulse Response Estimation Alethia: A Foundational Encoder for Voice Deepfakes From Birdsong to Rumbles: Classifying Elephant Calls with Out-of-Species Embeddings Beyond the Baseband: Adaptive Multi-Band Encoding for Full-Spectrum Bioacoustics Classification Predicting Upcoming Stuttering Events from Three-Second Audio: Stratified Evaluation Reveals Severity-Selective Precursors, and the Model Deploys Fully On-Device The False Resonance: A Critical Examination of Emotion Embedding Similarity for Speech Generation Evaluation DiffAnon: Diffusion-based Prosody Control for Voice Anonymization Recurrence-Based Nonlinear Vocal Dynamics as Digital Biomarkers for Depression Detection from Conversational Speech One Voice, Many Tongues: Cross-Lingual Voice Cloning for Scientific Speech Similarity Choice and Negative Scaling in Supervised Contrastive Learning for Deepfake Audio Detection Walking Through Uncertainty: An Empirical Study of Uncertainty Estimation for Audio-Aware Large Language Models Praxy Voice: Voice-Prompt Recovery + BUPS for Commercial-Class Indic TTS from a Frozen Non-Indic Base at Zero Commercial-Training-Data Cost
Spatial resolution of late reverberation in virtual acous...
Christoph Kirsch, Josef Poppitz, Torben Wendt, Steven van de Par · 2021-06-30 · via eess.AS updates on arXiv.org

Late reverberation involves the superposition of many sound reflections resulting in a diffuse sound field. Since the spatially resolved perception of individual diffuse reflections is impossible, simplifications can potentially be made for modelling late reverberation in room acoustics simulations with reduced spatial resolution. Such simplifications are desired for interactive, real-time virtual acoustic environments with applications in hearing research and for the evaluation of hearing supportive devices. In this context, the number and spatial arrangement of loudspeakers used for playback additionally affect spatial resolution. The current study assessed the minimum number of spatially evenly distributed virtual late reverberation sources required to perceptually approximate spatially highly resolved isotropic and anisotropic late reverberation and to technically approximate a spherically isotropic diffuse sound field. The spatial resolution of the rendering was systematically reduced by using subsets of the loudspeakers of an 86-channel spherical loudspeaker array in an anechoic chamber. It was tested whether listeners can distinguish lower spatial resolutions for the rendering of late reverberation from the highest achievable spatial resolution in different simulated rooms. Rendering of early reflections was kept fixed. The coherence of the sound field across a pair of microphones at ear and behind-the-ear hearing device distance was assessed to separate the effects of number of virtual sources and loudspeaker array geometry. Results show that between 12 and 24 reverberation sources are required.