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Reverberation
Reverberation
Reverberation
Reverberation and

Der everberation
Dereverberation
Dereverberation
Dereverberation
By Staff Technical Writer

I n this article we summarize recent AES convention papers dealing with reverberation and its artifi-
cial generation, analysis, and enhancement. How can some of the characteristics of reverberation be
measured in a perceptually relevant way? How can reverberation be removed successfully from
other wanted audio signals? It is also important to consider ways in which reverberation may be imple-
mented in platforms designed for interactive virtual environments, where computational resources may be
shared with visual processing and numerous changing sources have to be processed in real time.

ARTIFICIAL REVERBERATION frequency transform based on the short-


Although artificial reverberation pro- time fourier transform (STFT),
cessors have been in existence for followed by modifications to the phase x
many years, research is still continuing and magnitude components of the windows
into more efficient and better sounding frequency spectrum, followed by an
algorithms. Vickers et al., in “Fre- inverse transform and reconstruction of
quency Domain Artificial Reverbera- the time-domain signal. They investi-
fft(fftshift())
tion Using Spectral Magnitude Decay” gate a range of techniques for generat-
(AES 121st paper 6926), explore the ing reverberation and time-freezing
X
concept of producing artificial rever- effects, mainly based on the accumula-
beration in the frequency domain. Most tion of successive frames of spectral
extant algorithms, they point out, are magnitude and phase information and Rectangular to Polar
either based on feedback-delay net- the successive attenuation of the
works in the time domain or on convo- magnitude components over time. They mag phase
lution in the frequency domain. The find that the processing of phase infor-
former have a relatively low computa- mation in successive frames during the
Modifications
tional cost and provide control over decay is crucial to the generation of a
some perceptually relevant parameters; perceptually natural reverberation. For
but it is expensive to implement multi- this reason they have to generate an
band equalizers in the feedback paths, artificial phase signal that can be
so any control over frequency-depen- combined with the the accumulated
Polar to Rectangular
dent decay tends to be limited to a few magnitude response, such that the
bands. On the other hand, those based reverb’s impulse response resembles
on convolution in the frequency noise with an exponential decay. Some Y
domain are very effective at simulating of the issues to be overcome here fftshift(real(ifft))
specific physical spaces, but it is more include establishing the right tradeoff
difficult to control individual parame- between phase coherence and random-
ters, and such systems are computation- ization, as well as the avoidance of
ally expensive for long decay times. In roughness and periodicity in the decay windows
theory, the method described by the structure. The authors find that an algo-
authors would allow for detailed con- rithm with phase randomization applied
trol over the frequency-dependent at the output works quite effectively
overlap-add
decay time and require less memory although the echo density does not
than feedback-delay networks. necessarily increase with time.
The authors use a technique inspired However, they argue that since late y
by the phase vocoder, shown in Fig. 1, reverberation is normally said to begin Fig. 1. Phase vocoder (courtesy
which essentially consists of a time-to- where individual reflections cannot ➥ Vickers et al.)

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Fig. 3. Helical spring with driver and


receiver at either end

be heard, this does not seem to be a


problem. The quality of the output is
found to be reasonably good, though
not as high as that of the best reverbera-
tion devices based on feedback-delay
networks in the time domain or on
convolution in the frequency domain.
For this reason they plan further work
on aspects such as the control of modal
Fig. 2. Spring propagation modes: (a) transverse, (b) longitudinal, (c) torsional. density and the elimination of
(Figs. 2–6 courtesy Abel et al.) unwanted perceptual artifacts.
An alternative to the above types of
digital reverberation, stemming from
the early days of audio effects, is the
spring reverberator. Springs were origi-
nally used because they gave rise to
delays between the signal applied to an
exciter at one end and a receiver at the
other end of a spring. Abel et al., in
“Spring Reverb Emulation Using
Dispersive Allpass Filters in a
Waveguide Structure” (AES 121st
paper 6954), attempt to analyze and
emulate the performance of these clas-
sic devices using digital waveguide
models. They explain that springs are
approximately linear and time invariant
at typical operating levels for audio
systems, so they can be studied by
observing their impulse responses.
Springs can propagate waves in longitu-
dinal, transverse, or torsional modes (as
shown in Fig. 2). Modern devices typi-
Fig. 4. Typical spring reverb impulse response and spectrogram cally use the torsional mode with two or
three independent springs operating in
a parallel. Sometimes there are multiple
elements connected in series, or one
part of the spring is wound in the oppo-
site direction to the other, leading to
scattering at the junctions. A magnetic
driver at one end turns the spring so as
to set up a propagating torsional wave
b through the spring, which is detected by
a similar pickup at the other end, as
shown in Fig. 3. The impulse response,
shown in Fig. 4, tends to show a series
of decaying repetitions, but with each
Fig. 5. (a) Left- and right-going waves are processed separately using delay, reflected impulse having considerable
dispersion, and attenuation filters. (b) Separate sections of the spring reverb are and increasing smearing in the time
connected using scattering junctions. domain. This appears to be caused by
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have been tried. One of these is known
as blind dereverberation, in which the
algorithm only has access to the
received signal and has no knowledge
frequency - KHz

of the dry signal or acoustical environ-


ment giving rise to the reverberation.
Huang and Kyriakakis try a novel
approach based on blind deconvolution
in “Blind Dereverberation of Audio
Signals Using a Modified Constant
Modulus Algorithm” (AES 121st paper
6974). A constant modulus algorithm
(CMA) is used in conjunction with a
linear predictive coding (LPC) filter to
frequency - KHz

dereverberate a monophonic audio


signal. One of the problems that they
found in their previous work on this
topic was that typical constant modulus
algorithms assume that the input signal
is a statistically-independent and identi-
cally-distributed sequence, and that it
has a sub-Gaussian distribution with
negative kurtosis. (A Gaussian distribu-
Fig. 6. Comparison between measured (upper) and modeled (lower) impulse tion is like the statistical distribution of a
response spectrograms for one particular spring reverb
white noise signal. Statistical distribu-
tion essentially describes the likelihood
that a signal will have a certain ampli-
tude. The degree of kurtosis describes
the peakedness of the distribution.)
Many audio signals, however, are quite
the opposite—they have non-white char-
acteristics and have positive kurtosis.
For this reason the authors employed
LPC analysis. Linear predictive coding
attempts to predict the current sample on
the basis of a weighted sum of previous
samples. The error or residual in this
process is the difference between the
prediction and the actual value of the
sample, which in this case is used in the
dereverberation process because the
LPC residual values tend to have a
“whiter” statistical characteristic than
Fig. 7. Overall system diagram for modified-CMA-based monaural dereverberation the audio signal itself, with lower kurto-
(courtesy Huang and Kyriakakis) sis. The residual signal is then used as
the input to the modified CMA algo-
low frequencies propagating faster than successful, and good perceptual equiva- rithm used for dereverberation. Because
high frequencies (see the spectrogram lence is claimed between the models and of the linear nature of these algorithms
in Fig. 4), which tends to turn impulses the original devices they aimed to under the circumstances employed here,
into a chirp and eventually into a noise- emulate. One example of the compari- the blind deconvolution filter thereby
like sound. Little energy seems to prop- son between the spectrograms of derived can be applied directly to the
agate above 4 kHz through most of the measured and modeled devices is shown reverberant speech signal. This process
springs that the authors tested. in Fig. 6, for the Accutronics Type 8. is shown in Fig. 7.
The models used to emulate spring The authors found that this process
reverbs, tried by the authors, had a struc- DEREVERBERATION improved upon the results of a previ-
ture based on that shown in Fig. 5, Dereverberation is the identification and ous study in which they had used a
consisting of a number of spring removal of reverberation from other conventional CMA-based method, in
sections connected using scattering junc- wanted audio signals, using digital sig- that the speech signal tested had less
tions. The results were reasonably nal processing. Many different methods reverberation, but they speculate ➥
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that coloration and nonstationary prop-
erties of the speech signal might be
two problematic factors. They also
note that real room impulse responses
are nonminimum phase, which could
present difficulties with the type of
algorithm employed here.
Fig. 8. Dereverberation using a computational auditory model (CAMM) (Courtesy
In “A Perceptual Measure for
Zarouchas et al.)
Assessing and Removing Reverb-
eration from Audio Signals” (AES audio frequency range into bands, fil- found to be useful coarse predictors of
120th paper 6702), Zarouchas et al. ters based on third octaves were used, the quality of selected reverberation
treat reverberation as a distortion or except that Bark-scaled bands were algorithms. RLE is a measure that was
degradation of an otherwise dry mono- employed below 500 Hz. These were introduced by Trautmann and enhanced
phonic audio signal. Unlike the method used to derive the reverberation time by Blauert. It is based on an analysis of
of Huang and Kyriakakis, the process and the early decay time in different short time segments of the first 80 ms
they employ for dereverberation needs bands. Echo density was also mea- of the binaural impulse response. It
access to the source signal and the sured as this has also been shown to attempts to measure the energy in each
reverberant version of the same. A be an important factor governing the segment at a dominant angle of inci-
computational auditory masking model perceived quality of reverberation. dence, compared with the frontal
(CAMM) is employed to model the The authors also examined short-time energy. The time-angle phase scope is
perception of reverberant signals in a histograms of the probability distribu- based on the traditional Lissajous
similar way to sound quality measure- tion of the decays to determine their figure display sometimes used to
ment approaches such as NMR (noise- “whiteness” (see above), as this is analyze the coherence of stereo audio
to-mask ratio) and PAQM (perceptual known to correspond to good-sound- channels, but in this case it is applied to
audio quality measure) used for ing reverberation. The autocorrelation binaural impulse responses separated
measuring the perceptual significance function (the similarity of the signal to into 40-ms overlapping blocks. The
of codec distortions. As shown in Fig. itself at different time intervals), as result is a representation of the energy
8, the source and reverberant versions proposed by Griesinger, is a good way and direction of the signal over time.
of the signal are both processed by the of finding out whether there are repeti- Abel and Huang provide further
CAMM, then a decision device makes tive features in the reverberant decays, insight into the development of metrics
a subtraction of the “distortion” due to as these tend to result in annoying for predicting reverberation quality in
reverberation on the basis of evaluat- coloration. Objective clarity and time “A Simple, Robust Measure of
ing the just-noticeable difference variance were also measured. Reverberation Echo Density” (AES
between the internal perceptual repre- The authors used these metrics on a 121st paper 6985). They work on a
sentations of the two versions. In this range of free and commercial reverbera- similar premise to Bitzer and Extra and
way only the perceptually-significant tion devices and plug-ins and found that colleagues, such that the late part of
reverberation is removed. The authors they were able to observe the degree of reverberation has a smooth quality, a
report preliminary success with this complexity in different algorithms. Gaussian probability distribution, and a
approach, which appears to be success- They also conducted a listening test to high echo density. This is the result of a
ful at reducing the perceived reverber- get some initial information about the suitably diffuse, mixed soundfield.
ance of a range of different material. sound quality of different reverbs. Echo density can be measured as a
Initial results suggest that there is a rela- function of time, they assert, by looking
ANALYZING REVERBERATION tionship between the objective measures at the standard deviation of the impulse
In two papers from the AES 121st and perceived quality, but these metrics response in each time window, counting
Convention (6928 and 6981), Bitzer cannot currently replace a listening test. the number of reflection “taps” that lie
and Extra and colleagues present the A graininess and metallic quality was outside this standard deviation, and
results of monaural and binaural anal- observed in the sounds of some reverbs, normalizing by that expected for
ysis tools applied to artificial reverber- particularly on drum sounds, which Gaussian noise. In the early part of the
ation. They attempted to find physical pointed the authors toward future devel- decay where there are relatively few but
metrics that could be used to predict opment ideas for metrics. prominent reflections, the standard
the perceived quality of artificial Examining binaural measures in a deviation is large so a smaller number
reverberation devices, first of all using simular way, Bitzer and Extra of reflections are classified as outliers.
traditional monaural measures of the attempted to find metrics that would During the later, diffuse part of the
reverberation impulse response. The model some of the spatial characteris- decay there will be a dense pattern of
metrics employed included the tics of artificial reverberation. IACC- overlapping reflections approximating
energy-decay curve and the energy- based measures, as well as lateral early Gaussian noise. The authors found that
decay relief, the latter being based on decay time (LEDT), room level (early) a time window of 20 to 30 ms worked
Jot’s 3-D surface plots of decay time (RLE), and a time-angle phase scope well as it is long enough to contain at
against frequency. In order to split the were employed. The latter two were least a few reflections and short enough
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should have a homogenous distribu-
tion in the horizontal plane, in particu-
lar, reverberance image directional
strength should be high from lateral
(±90) directions; (3) the new system
should not be dispreferred to a con-
ventional 2/0 system.
The system he developed uses an
adaptive filter and time-delay combi-
nation that is able to adjust input
signals in both frequency and time
before the difference signal between
the stereo channel pair is calculated
(see Fig. 10). By means of this
approach it was possible to upmix a
range of different stereo recordings to
four channel surround (using two addi-
tional loudspeakers at ±120°), such
that diagonally opposite loudspeakers
showed almost zero correlation but
side pairs had non-zero correlation. His
conjecture that this would maximize
the spatial fidelity of the front source
Fig. 9. Echo density profiles of feedback delay network impulse responses at image while locating the reverberation
different diffusion settings: 0.2 (red), 0.4 (green), 0.6 (blue), and 1.0 (black), with images to the sides was largely
RT60 = 1.0s and roughly highpass equalization (courtesy Abel and Huang) supported by listening tests, and
upmixed results were generally
to have sufficient time resolution for Such upmixers tend to look for highly preferred to the original two-channel
psychoacoustic purposes. correlated material between left and versions.
The resulting plots of echo density right channels, assuming this repre-
according to the new measure were sents front sources, extracting less cor- REVERBERATION IN
found to discriminate well between related signals, and using them to ARTIFICIAL SCENE SYNTHESIS
different diffusion settings of artificial drive rear/side loudspeakers, assuming Jot and Trivi take a novel approach to
reverberators (see Fig. 9) and be robust they are diffuse sound or reverbera- the synthesis of reverberation for inter-
to different equalization and decay tion. However, as Usher points out, active virtual environments in “Scene
parameters. It is claimed that since some stereophonic recording tech- Description Model and Rendering
traditional acoustical parameters for niques use spaced microphones or Engine for Interactive Virtual Acous-
measuring reverberation have not time-delay panning, and these record- tics” (AES 120th paper 6660). They
included anything that accounts for the ings are not handled well by conven- try to differentiate between the rever-
temporal structure of reflections, this tional upmixers. He devised three beration and reflection modeling that
new approach could be a useful indica- design criteria for a new upmixer: (1) might be required for interactive vir-
tor of the time-domain quality or spatial distortion of the source image tual acoustics and that required for
texture of a reverberant signal. in the upmixed audio scene should be applications such as architectural
minimized; (2) reverberance imagery acoustics. (The application in ques- ➥
REVERBERATION
ENHANCEMENT IN UPMIXING
Upmixing is the term commonly
applied to systems that attempt to
derive multichannel stereo signals
from two-channel or matrixed multi-
channel program material. Usher, in
“A New Upmixer for Enhancement of
Reverberance Imagery in Multichan-
nel Loudspeaker Audio Scenes” (AES
121st paper 6965), attempts to deal
with the problem that most upmixing
approaches are designed on the
assumption that stereo images are cre-
ated using amplitude-panned sources. Fig. 10. Conceptual diagram of Usher’s upmixer

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tion is the Creative EAX environmen-
tal audio programming interface.) In
particular the authors are keen to
develop a means of generating reflec-
tions and reverberation that has mini-
T HE P RO C E EDINGth S mal computational costs, so they aim
to reduce the complexity of the algo-

OF THE A E S 29 rithms that might be used based on the


principle of plausibility. They argue,
for example, that when attempting to

IN T E R NATIONA L process large numbers of virtual sound


sources, an individual reflection rarely
has a critical effect on perception com-
C O N F ER E NC E pared to direct path components. They
therefore opt to prioritize the allocation
of resources toward improving the
shared reverberation process and the
control of per-source reverberator
feeds, only attempting to improve the
simulation of early or discrete reflec-
tions when necessary and if resources
allow.
In realistic virtual worlds, they
assert, audio accuracy is not as crucial
as in some other applications because
visual cues often dominate. Further-
more, virtual audio environments are
not attempting to simulate existing
situations so the requirement becomes
one of plausibility rather than accu-
racy. Auditory cues should be suffi-

A u d i o f o r M o b i l e a nd ciently valid and believable to support


the accompanying visual information.
The priority for resources therefore is
H and he l d D e v i c e s ordered like this: (1) direct path
components; (2) reverberation of
listener’s environment; (3) reverbera-
tion from other environments (such as
adjacent spaces); (4) refine early or
discrete reflections. For this reason a
reverberation system built on a physi-
cal model of the scene, with accurate
The 24 papers in this proceedings
rendering of individual reflections, is
address the important areas of
research and practical out of the question. The authors prefer
applications—coding, to contemplate traditional algorithms
Class-D amplifiers, implementations, based on feedback-delay networks or
speech processing, 3-D audio, and possibly frequency-domain convolu-
synthetic audio—in the fast-paced, tion with a measured or synthetic
emerging field of audio reverb impulse response.
for mobile and
handheld devices. Editor’s note: The papers reviewed in this
188 pages. article, and all AES papers, can be pur-
Also available on CD-ROM. chased online at www.aes.org/publications/
preprints/search.cfm and www.aes.org/
Purchase online at journal/search.cfm. AES members also
www.aes.org/publications/conf.cfm have free access to a large number of past
For more information email Donna Vivaro at dmv@aes.org technical review articles such as this one and
or call +1 212 661 8528, ext. 42. other tutorials from AES conventions and
conferences; go to www.aes.org/tutorials/.

194 J. Audio Eng. Soc., Vol. 55, No. 3, 2007 March

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