Synthesized Convolution Reverb by Raytracing #43549
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Reference: blender/blender-addons#43549
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The Programm I’ve implemented as a Prototype in Python is meant to generate a synthesized reverb in an artificial room modeled in Blender3D.
So it calculates a reverb cararacteristic for a given Signal (eg. an Impuls) and a given set of Data (eg. size of the room, topology, position of the signal source, position of the reciver … ).
Changed status to: 'Open'
Added subscriber: @schwenk
Here’s my fist attempt to extend Blender’s functionallity with a new feature I would call:
Synthesized Convolution Reverb by Raytracing
For everyone who isn’t familiar with convolution reverb in AUDIO technology, i recommend to read the wikipedia article for a brief introduction.
So lets start:
What it does ?
The Programm I’ve implemented as a Prototype in Python is meant to generate a synthesized reverb in an artificial room modeled in Blender3D. So it calculates a reverb cararacteristic for a given Signal (eg. an Impuls) and a given set of Data (eg. size of the room, topology, position of the signal source, position of the reciver … ).
How it works ?
To answer this question I want to show some snippets of my code and explain what it does. But first I want to sketch the idea of the whole process:
The whole programm coud be seen as a hybrit of a Pathtracer and a Delay-Effect. Basically it does, atm, nothing else then:
Tracing Rays in the scene FROM the reciver(which is a Mesh) TO the source(which is a Point-Object, in my case a Lamp-Object)
Calculating the length of the Rays reaching the reciver-object.
Delaying the Signal for each ray according to it’s length.
For the moment that’s all it does. But lets have a look at the Blender-Scene, the sourcecode and the results:
The image above shows a basic scene made with Blender3d. The selected objects in the scene are the audio-source (highligted) and the reciver (dark highligted). The non selected object is the geometrie in which the rays are reflected. For my model I assume that each soundray is reflected by the geometrie.
The next image showas a result for a given (highligted) signal, in my case a rect-impulse, which is the darkly highligted graph.
Notice that it’s delayed and noisier and finish slowly after some time. (Y-Axis: Deflection ; X-Axis : Time)
At the end I want to show you an example for a set of paths, reflected by geometrie, which reach the audio-source-mesh.
Above the current .blend :
SoundRayAlpha1.blend
First result:
VirtualReverb(SoundRayProject).wav
IR:
IR_ReverbStereo.wav
Added subscriber: @AdamKalisz
Changed status from 'Open' to: 'Archived'
Added subscriber: @ideasman42
These kinds of projects are interesting, but not really something we can include in our releases in its current state (blendfile & script).
Maybe some 3D/Audio simulation addon could be included with Blender eventually but there would need to be some good practical use-case.
Archiving, however you might like to post this on user-forums and see if others are interested to use/collaborate.