Analytical Lie-algebraic solution of a 3D sound propagation problem in the ocean

2017 ◽  
Vol 381 (23) ◽  
pp. 1921-1925 ◽  
Author(s):  
P.S. Petrov ◽  
S.V. Prants ◽  
T.N. Petrova
2000 ◽  
Vol 7 (4) ◽  
pp. 247-261 ◽  
Author(s):  
António Tadeu ◽  
Julieta António ◽  
Luís Godinho

2016 ◽  
Vol 25 (3) ◽  
pp. 327-339
Author(s):  
Astrid Ziemann ◽  
Arthur Schady ◽  
Dietrich Heimann

2022 ◽  
Vol 10 (1) ◽  
pp. 82
Author(s):  
Denis Manul’chev ◽  
Andrey Tyshchenko ◽  
Mikhail Fershalov ◽  
Pavel Petrov

3D sound propagation modeling in the context of acoustic noise monitoring problems is considered. A technique of effective source spectrum reconstruction from a reference single-hydrophone measurement is discussed, and the procedure of simulation of sound exposure level (SEL) distribution over a large sea area is described. The proposed technique is also used for the modeling of pulse signal waveforms at other receiver locations, and results of a direct comparison with the pulses observed in the experimental data is presented.


2021 ◽  
Author(s):  
Hasan Baran Fırat ◽  
Luigi Maffei ◽  
Massimiliano Masullo

AbstractThis study analyses one of the most popular game engines and an audio middleware to reproduce sound according to sound propagation physics. The analysis focuses on the transmission path between the sound source and the receiver. Even if there are several ready-to-use real-time auralization platforms and software, game engines' use with this aim is a recent study area for acousticians. However, audio design needs with game engines and the limits of their basic releases require additional tools (plugins and middleware) to improve both the quality and realism of sound in virtual environments. The paper discusses the use of Unreal Engine 4 and Wwise's 3D audio production methods in a set of different test environments. It assesses their performance in regard to a commercial geometrical acoustics software. The results show that the investigated version of the game engine and its sound assets are insufficient to simulate real-world cases and that significant improvements can be achieved with use of the middleware.


2013 ◽  
Author(s):  
Agoston Torok ◽  
Daniel Mestre ◽  
Ferenc Honbolygo ◽  
Pierre Mallet ◽  
Jean-Marie Pergandi ◽  
...  

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