Subject: Re: simulated reverberation From: Peter Lennox <peter(at)LENNOX01.FREESERVE.CO.UK> Date: Wed, 27 Feb 2002 20:40:49 -0000It depends how the reverberation is to be displayed; for a variety of spatial display systems such as multi-speaker or hrtf via in-ear 'phones, there are several real-time convolution processes availabe for download. Angel Farina In italy has some on his site ttp://pcangelo.eng.unipr.it/bv -these have the advantage of being able to utilise the impulse response of real places. regards ppl ----- Original Message ----- From: "John Hershey" <jhershey(at)COGSCI.UCSD.EDU> To: <AUDITORY(at)LISTS.MCGILL.CA> Sent: 27 February 2002 06:36 Subject: simulated reverberation > What is the most natural way to computationally simulate realistic > reverberation? > I am told that real reverb is non-linear, due to the moving around of > air, so you in principle you can't just run it through a linear filter > >