Backend

Backend#

These backends can be used to simulate audio propagation within a Scene:

Available Backends#

audiblelight.worldstate.WorldStateRLR(mesh)

A WorldState where audio propagation is simulated inside a 3D-scanned mesh using acoustic ray-tracing.

audiblelight.worldstate.WorldStateSOFA(sofa)

A WorldState where audio propagation is simulated using pre-rendered RIRs saved in a .SOFA file.

audiblelight.worldstate.WorldStateShoebox()

A WorldState where audio propagation is simulated inside a parameterized (user-controllable) "shoebox" room.

Base Classes#

audiblelight.worldstate.WorldState()

Represents a 3D space defined by a room, microphone position(s), and emitter position(s).

audiblelight.worldstate.Emitter(alias, ...)

Represents an individual position for a sound source within a mesh.