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In Extended Reality (XR), rendering sound that accurately simulates real-world acoustics is pivotal in creating lifelike and believable virtual experiences. However, existing XR spatial audio rendering methods often struggle with real-time…
Data-driven acoustic echo cancellation (AEC) methods, predominantly trained on synthetic or constrained real-world datasets, encounter performance declines in unseen echo scenarios, especially in real environments where echo paths are not…
We investigate the impact of more realistic room simulation for training far-field keyword spotting systems without fine-tuning on in-domain data. To this end, we study the impact of incorporating the following factors in the room impulse…
Spherical Harmonics ROOM), an open-source Python library for room acoustics simulation using Ambisonics, available at https://github.com/Yhonatangayer/shroom and installable via \texttt{pip install pyshroom}. \textbf{shroom} projects…
Audio adversarial examples are audio files that have been manipulated to fool an automatic speech recognition (ASR) system, while still sounding benign to a human listener. Most methods to generate such samples are based on a two-step…
We present an indoor acoustic simulation framework that supports both ultrasonic and audible signaling. The framework opens the opportunity for fast indoor acoustic data generation and positioning development. The improved…
We present a novel approach to improve the performance of learning-based speech dereverberation using accurate synthetic datasets. Our approach is designed to recover the reverb-free signal from a reverberant speech signal. We show that…
A toolbox for creation and rendering of dynamic virtual acoustic environments (TASCAR) that allows direct user interaction was developed for application in hearing aid research and audiology. This technical paper describes the general…
Rings like gold, thuds like wood! The sound we hear in a scene is shaped not only by the spatial layout of the environment but also by the materials of the objects and surfaces within it. For instance, a room with wooden walls will produce…
We address the problem of estimating room impulse responses (RIRs) in noisy, uncontrolled environments where non-stationary sounds such as speech or footsteps corrupt conventional deconvolution. We propose AnyRIR, a non-intrusive method…
Multimodal research and applications are becoming more commonplace as Virtual Reality (VR) technology integrates different sensory feedback, enabling the recreation of real spaces in an audio-visual context. Within VR experiences, numerous…
Room impulse response (RIR) generation remains a critical challenge for creating immersive virtual acoustic environments. Current methods suffer from two fundamental limitations: the scarcity of full-band RIR datasets and the inability of…
The ability to accurately estimate room impulse responses (RIRs) is integral to many applications of spatial audio processing. Regrettably, estimating the RIR using ambient signals, such as speech or music, remains a challenging problem due…
For audio in augmented reality (AR), knowledge of the users' real acoustic environment is crucial for rendering virtual sounds that seamlessly blend into the environment. As acoustic measurements are usually not feasible in practical AR…
Humans rely on multisensory integration to perceive spatial environments, where auditory cues enable sound source localization in three-dimensional space. Despite the critical role of spatial audio in immersive technologies such as VR/AR,…
We propose a mesh-based neural network (MESH2IR) to generate acoustic impulse responses (IRs) for indoor 3D scenes represented using a mesh. The IRs are used to create a high-quality sound experience in interactive applications and audio…
An immersive acoustic experience enabled by spatial audio is just as crucial as the visual aspect in creating realistic virtual environments. However, existing methods for room impulse response estimation rely either on data-demanding…
We propose a novel approach for blind room impulse response (RIR) estimation systems in the context of a downstream application scenario, far-field automatic speech recognition (ASR). We first draw the connection between improved RIR…
Sound event localization and detection (SELD) is an important task in machine listening. Major advancements rely on simulated data with sound events in specific rooms and strong spatio-temporal labels. SELD data is simulated by convolving…
We introduce SoundSpaces 2.0, a platform for on-the-fly geometry-based audio rendering for 3D environments. Given a 3D mesh of a real-world environment, SoundSpaces can generate highly realistic acoustics for arbitrary sounds captured from…