Backend#
These backends can be used to simulate audio propagation within a Scene:
Available Backends#
A WorldState where audio propagation is simulated inside a 3D-scanned mesh using acoustic ray-tracing. |
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A WorldState where audio propagation is simulated using pre-rendered RIRs saved in a .SOFA file. |
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A WorldState where audio propagation is simulated inside a parameterized (user-controllable) "shoebox" room. |
Base Classes#
Represents a 3D space defined by a room, microphone position(s), and emitter position(s). |
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Represents an individual position for a sound source within a mesh. |