
Mismatch in acoustics between users is an important challenge for interaction in shared XR environments. It can be mitigated through acoustic matching, which traditionally involves dereverberation followed by convolution with a room impulse response (RIR) of the target space. However, the target RIR in such settings is usually unavailable. We propose to tackle this problem in an end-to-end manner using wave-u-net encoder-decoder network with potential for real-time operation. We use FiLM layers to condition this network on the embeddings extracted by a separate reverb encoder to match the acoustic properties between two arbitrarily chosen signals. We demonstrate that this approach outperforms two baseline methods and provides the flexibility to both dereverberate and rereverberate audio signals.
XR, acoustics
XR, acoustics
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
