Johannes F Sommerfeldt, Fabian Brinkmann, Stefan Weinzierl, Johannes M Arend
Source directivity is an integral part of room acoustic simulation, affecting not only the intensity and frequency balance of the direct sound depending on source orientation, but also room-acoustic parameters, such as the direct-to-reverberant energy ratio. While the directivity of a loudspeaker is time-invariant, the directivity of other sound sources, such as the human voice, varies over time. Whether these time-dependent directivity changes must be fully considered for a plausible binaural rendering of speech remains an open question, requiring rendering solutions that can reproduce time-varying directivity. This work provides three key contributions. First, it introduces a feature for liveRAZR-a real-time, six-degrees-of-freedom room acoustic simulator-to render sound sources with time-varying directivity from Ambisonics input. Second, it proposes a method to generate speech material with time-varying directivity from monaural recordings using phoneme-dependent directivity filters. Third, it presents a listening experiment comparing fluent speech with multiple time-varying and static directivities regarding transfer-plausibility and perceptual qualities. Time-varying directivity did not significantly improve transfer-plausibility or liveliness and source-orientation clarity ratings compared to static, measurement-based directivity in the tested scenario. However, analytically obtained spherical head model directivity reduced these perceptual qualities, indicating that measurement-based voice directivity is preferable for demanding immersive extended reality applications.