ebook img

An Audio Architecture Integrating Sound and Live Voice for Virtual PDF

197 Pages·2002·2.91 MB·English
by  
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview An Audio Architecture Integrating Sound and Live Voice for Virtual

NAVAL POSTGRADUATE SCHOOL Monterey, California THESIS AN AUDIO ARCHITECTURE INTEGRATING SOUND AND LIVE VOICE FOR VIRTUAL ENVIRONMENTS by Eric M. Krebs September 2002 Thesis Advisor: Russell D. Shilling Co-Advisor: Rudolph P. Darken This thesis done in cooperation with the MOVES Institute Approved for public release; distribution is unlimited THIS PAGE INTENTIONALLY LEFT BLANK REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington DC 20503. 1. AGENCY USE ONLY (Leave blank) 2. REPORT DATE 3. REPORT TYPE AND DATES COVERED September 2002 Master’s Thesis 4. TITLE AND SUBTITLE: An Audio Architecture Integrating Sound and Live 5. FUNDING NUMBERS Voice for Virtual Environments 6. AUTHOR(S) Eric M. Krebs 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) 8. PERFORMING Naval Postgraduate School ORGANIZATION REPORT Monterey, CA 93943-5000 NUMBER 9. SPONSORING /MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSORING/MONITORING N/A AGENCY REPORT NUMBER 11. SUPPLEMENTARY NOTES The views expressed in this thesis are those of the author and do not reflect the official policy or position of the Department of Defense or the U.S. Government. 12a. DISTRIBUTION / AVAILABILITY STATEMENT 12b. DISTRIBUTION CODE Approved for public release; distribution is unlimited 13. ABSTRACT (maximum 200 words) The purpose behind this thesis was to design and implement audio system architecture, both in hardware and in software, for use in virtual environments. The hardware and software design requirements were to provide the ability to add sounds, environmental effects such as reverberation and occlusion, and live streaming voice to any virtual environment employing this architecture. Several free or open-source sound APIs were evaluated, and DirectSound3D was selected as the core component of the audio architecture. Creative Labs Environmental Audio Extensions (EAX) was integrated into the architecture to provide environmental effects such as reverberation, occlusion, obstruction, and exclusion. Voice over IP (VoIP) technology was evaluated to provide live, streaming voice to any virtual environment. DirectVoice was selected as the voice component of the architecture due to its integration with DirectSound3D. However, extremely high latency considerations with DirectVoice, and any other VoIP application or software, required further research into alternative live voice architectures for inclusion in virtual environments. Ausim3D’s GoldServe Audio Localizing Audio Server System was evaluated and integrated into the hardware component of the audio architecture to provide an extremely low-latency, live, streaming voice capability. 14. SUBJECT TERMS 15. NUMBER OF Virtual Environments, Audio, Voice Over IP (VoIP), Sound, Spatialized Sound PAGES 197 16. PRICE CODE 17. SECURITY 18. SECURITY 19. SECURITY 20. LIMITATION CLASSIFICATION OF CLASSIFICATION OF THIS CLASSIFICATION OF OF ABSTRACT REPORT PAGE ABSTRACT Unclassified Unclassified Unclassified UL NSN 7540-01-280-5500 Standard Form 298 (Rev. 2-89) Prescribed by ANSI Std. 239-18 i THIS PAGE INTENTIONALLY LEFT BLANK ii This thesis done in cooperation with the MOVES Institute Approved for public release; distribution is unlimited AN AUDIO ARCHITECTURE INTEGRATING SOUND AND LIVE VOICE FOR VIRTUAL ENVIRONMENTS Eric M. Krebs Commander, United States Naval Reserve B.S., United States Naval Academy, 1985 Submitted in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE IN MODELING, VIRTUAL ENVIRONMENTS AND SIMULATION from the NAVAL POSTGRADUATE SCHOOL September 2002 Author: Eric M. Krebs Approved by: Russell D. Shilling Thesis Advisor Rudolph P. Darken Co-Advisor Rudolph P. Darken Chair, MOVES Academic Committee iii THIS PAGE INTENTIONALLY LEFT BLANK iv ABSTRACT The purpose behind this thesis was to design and implement audio system architecture, both in hardware and in software, for use in virtual environments. The hardware and software design requirements were aimed at implementing acoustical models, such as reverberation and occlusion, and live audio streaming to any simulation employing this architecture. Several free or open-source sound APIs were evaluated, and DirectSound3D was selected as the core component of the audio architecture. Creative Technology Ltd. Environmental Audio Extensions (EAX 3.0) were integrated into the architecture to provide environmental effects such as reverberation, occlusion, obstruction, and exclusion. Voice over IP (VoIP) technology was evaluated to provide live, streaming voice to any virtual environment. DirectVoice was selected as the voice component of the VoIP architecture due to its integration with DirectSound3D. However, extremely high latency considerations with DirectVoice, and any other VoIP application or software, required further research into alternative live voice architectures for inclusion in virtual environments. Ausim3D’s GoldServe Audio System was evaluated and integrated into the hardware component of the audio architecture to provide an extremely low-latency, live, streaming voice capability. v THIS PAGE INTENTIONALLY LEFT BLANK vi TABLE OF CONTENTS I. INTRODUCTION........................................................................................................1 A. SOUND IN VIRTUAL ENVIRONMENTS...................................................1 B. RESEARCH OBJECTIVE .............................................................................2 C. THESIS ORGANIZATION............................................................................4 II. BACKGROUND ..........................................................................................................7 A. SPATIAL HEARING AND SOUND .............................................................7 B. SOUND AND EMOTION .............................................................................10 1. Linking Performance with Optimum Stress or Arousal ................10 2. Linking Arousal with Audio .............................................................11 C. SOUND AND TRAINING ............................................................................12 1. Linking Audio with Performance.....................................................12 2. Linking Performance with Memory, Expertise and Training.......13 3. Selected Task Analyses ......................................................................15 4. Summary.............................................................................................17 D. VOICE OVER IP (VOIP) TECHNOLOGY ...............................................17 E. LIVE VOICE IN VIRTUAL ENVIRONMENTS.......................................22 F. ARCHITECTURAL ACOUSTICS..............................................................27 III. CURRENT ARCHITECTURE DESIGNS..............................................................29 A. INTRODUCTION..........................................................................................29 B. OPEN AUDIO LIBRARY (OPENAL) ........................................................29 C. DIRECTSOUND3D....................................................................................31 D. EAX 3.0........................................................................................................33 E. SOFTWARE API SUMMARY ....................................................................35 F. AUDIO RESOURCE MANAGEMENT......................................................35 G. AUSIM3D GOLDSERVER ..........................................................................37 H. OVERALL SYSTEM ARCHITECTURE...................................................39 IV. VOICE LATENCY ANALYSIS...............................................................................45 A. INTRODUCTION..........................................................................................45 B. EXPERIMENTAL DESIGN.........................................................................46 1. Apparatus ...........................................................................................46 2. Procedures ..........................................................................................46 C. RESULTS AND ANALYSIS ........................................................................47 D. SUMMARY ....................................................................................................49 V. SOFTWARE IMPLEMENTATION .......................................................................51 A. INTRODUCTION..........................................................................................51 B. GFAUDIO.......................................................................................................52 1. gfAudioGlobal ....................................................................................52 2. gfListener ............................................................................................53 3. gfSoundObject....................................................................................56 vii 4. gfAudioEnvironment .........................................................................61 5. gfAudioEnvironmentTransition .......................................................62 6. gfAudioEnvironmentManager .........................................................64 7. gfNetVoice...........................................................................................67 C. AUSERVERLIB.............................................................................................70 1. auSystem .............................................................................................70 2. auBase .................................................................................................70 3. auSource..............................................................................................71 4. auListener ...........................................................................................72 5. auSound ..............................................................................................75 6. auChannel...........................................................................................76 7. auNotify...............................................................................................77 8. auTools ................................................................................................78 9. Summary.............................................................................................78 VI. CONCLUSIONS AND RECOMMENDATIONS...................................................79 A. SUMMARY ....................................................................................................79 B. RECOMMENDATIONS...............................................................................79 C. FUTURE WORK...........................................................................................81 APPENDIX A. GFAUDIO DOCUMENTATION ..............................................................83 A. GFAUDIOENVIRONMENT CLASS REFERENCE ................................83 1. Public Types .......................................................................................83 2. Public Methods...................................................................................83 3. Public Attributes ................................................................................84 4. Detailed Description...........................................................................84 5. Member Enumeration Documentation............................................84 6. Constructor and Destructor Documentation...................................85 7. Member Function Documentation ...................................................85 8. Member Data Documentation ..........................................................86 B. GFAUDIOENVIRONMENTMANAGER CLASS REFERENCE ...........86 1. Public Methods...................................................................................86 2. Public Attributes ................................................................................87 3. Detailed Description...........................................................................87 4. Constructor and Destructor Documentation...................................87 5. Member Function Documentation ...................................................87 6. Member Data Documentation ..........................................................87 C. GFAUDIOENVIRONMENTTRANSITION CLASS REFERENCE.......88 1. Public Methods...................................................................................88 2. Public Attributes ................................................................................88 3. Detailed Description...........................................................................88 4. Constructor and Destructor Documentation...................................89 5. Member Function Documentation ...................................................89 6. Member Data Documentation ..........................................................90 D. GFAUDIONET CLASS REFERENCE.......................................................90 1. Public Methods...................................................................................90 2. Public Attributes ................................................................................90 viii

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.