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| System | |
| Operation Systems: | Windows 2000/XP/Vista |
| Sound Sources: |
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| Sound Outputs: |
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| Sample Rate: | Sound Sources: arbitrary, resampled to engine rate
as needed Engine (processing and output): arbitrary Spatial Renderer (HRTF and material filters): 8000, 8192, 11025, 22050, 44100, 48000 Hz |
| API Latency: | 4.3ms (ASIO buffer size = 64 samples, fs = 44.1kHz), 23ms (DirectSound buffer size = 1024 stereo samples, fs = 44.1kHz) |
| Full-Duplex Latency: | 6.1ms (ASIO buffer size = 64 samples, fs = 44.1kHz) |
| Delay Lines: | 2x upsampled (optional), linearly interpolated |
| Frame Size: | 32 samples |
| Acoustic Scene | |
| Number of Sound Sources: | arbitrary, limited by CPU resources |
| Number of Listeners: | 1 |
| Room: | rectangular room, image model, 6 first-order reflections |
| Environment Modeling: | sound source location (x,y,z), wall location (length, width, depth), listener position (x,y,z,pitch,roll,yaw), head tracker sensor location (x,y,z); Render Plugin parameters for sound propagation delay, spherical spreading loss, wall materials, head and pinna (HRTF database HRIR and ITD interpolation) |
| Scene Update Rate: | arbitrary, 120 Hz typical |
| Numerical Precision: | double-precision floating-point scene geometry calculations |
| Spatial Render Plugin | |
| Environment Modeling: | sound propagation delay, spherical spreading loss, wall materials, head and pinna (HRIR and ITD) |
| DSP Update Rate: | delay line indexing = every sample (22.7us), FIR taps = every 64 samples (1.45ms), leaky integrator parameter tracking |
| HRIR FIR Taps: | variable, typical: direct sound path = 128 taps, reflections = 32 taps |
| Wall Materials Filter: | first-order IIR filter |
| Numerical Precision: | single-precision floating-point signal processing calculations |
Last Updated: November 21, 2009