This thesis describes the development of a simulation of audio mixing in a hall,
which is performed with virtual reality technologies and spatial audio. The main
purpose of the simulation is to present the process of audio mixing to a user without
the assets which are required in this field. The field of audio mixing is defined in the
introduction. Furthermore, the existing solutions, which partly solve the problem or
use studied concepts, are presented. The domain of virtual reality is researched in order
to understand its role and capabilities when developing the simulation. The fields of
acoustics are studied to establish spatial audio and the process of audio mixing in the
virtual hall. The application development is described along with the implementation
of a basic mixing console, the way of interaction on a personal computer, and in the
virtual reality environment. In the final chapters, the choice of spatial audio tools, the
qualities and drawbacks of the simulated sound in the scene, and the user interaction
are discussed along with potential improvements and usability of the simulation.
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