3-d sound and spatial audio

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3-D Sound and Spatial Audio MUS_TECH 348

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3-D Sound and Spatial Audio. MUS_TECH 348. What are Some Options for Creating DTFs?. Pole-Zero Design of Filters. 4th-order filters designed to capture the essential features of HRTFs. Kendall & Rodgers 1982. Pole-Zero Design of Filters. DTFs are created with low computational overhead. - PowerPoint PPT Presentation

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Page 1: 3-D Sound and Spatial Audio

3-D Sound and Spatial Audio

MUS_TECH 348

Page 2: 3-D Sound and Spatial Audio

What are Some Options for Creating DTFs?

Page 3: 3-D Sound and Spatial Audio

Pole-Zero Design of Filters

4th-order filters designed to capture the essential features of HRTFs

Kendall & Rodgers 1982

Page 4: 3-D Sound and Spatial Audio

Pole-Zero Design of Filters

DTFs are created with low computational overhead.

Kendall & Rodgers 1982

Page 5: 3-D Sound and Spatial Audio

Pole-Zero Design of Filters

Essential features are encoded in look-up tables.

Kendall & Rodgers 1982

Page 6: 3-D Sound and Spatial Audio

Pole-Zero Design of a Ensemble of DTFs

8th-order filters interactively designed so that poles and zero migrate smoothly between the specified points.

Kendall 1985

Page 7: 3-D Sound and Spatial Audio

Pole-Zero Design of a Ensemble of DTFs

Filter response is different but the relative pole and zeros positions have shifted in small amounts.

Kendall 1985

Page 8: 3-D Sound and Spatial Audio

Principal Components Analysis and

Resynthesis Provides an Analytic Approach

to Simplified Filter Design

Martens 1987

PCA Analysis produces a reduced set of ‘basis filters’ that capture all of the significant variation in the data.

Page 9: 3-D Sound and Spatial Audio

Principal Components

Novel DTFs can be synthesized from a combination of basis filters, each with a different weight.

Martens 1987

Page 10: 3-D Sound and Spatial Audio

What are the alternatives to Schroeder Crosstalk Cancellation?

Page 11: 3-D Sound and Spatial Audio

“Head Tracked 3D Audio Using Loudspeakers”Bill Gardner

• Head tracking with loudspeakers

• Do crosstalk cancellation below 6kHz

• Designed for computer systems

Page 12: 3-D Sound and Spatial Audio

“Head Tracked 3D Audio Using Loudspeakers”

Page 13: 3-D Sound and Spatial Audio

Q Sound - Pro AudioDanny Lowe and John Lees“Sound Imaging Process” US Patent 5,046,097

Reduction to Practice

Empirical Approach to Design

Page 14: 3-D Sound and Spatial Audio

Q Sound

Results of measurements are consolidated in look-up tables.

Page 15: 3-D Sound and Spatial Audio

How does this work?Crosstalk happens!

Page 16: 3-D Sound and Spatial Audio

Sum of two sine waves of the same frequency?

It’s a sine wave:

sin(2 π f t + Ø1) + sin(2 π f t + Ø2) =

2 cos[0.5 (Ø1 - Ø2)] sin[2 π f t + 0.5 (Ø1 + Ø2)]

Constant that changesamplitude Sine wave with different phase

Page 17: 3-D Sound and Spatial Audio

Q-Sound

What arrives at the ears is the result of the addition.

No crosstalk cancellation!

Page 18: 3-D Sound and Spatial Audio

Q-Sound

Advantages/Disadvantages

• Images not so sensitive to seating position – broader sweet spot

• Listeners can turn their heads toward the image

• Works best with loudspeakers close together

• Difficulty with elevation.• Timbre coloration.

Page 19: 3-D Sound and Spatial Audio

Similar Approaches Taken By

Cooper-Bauck

Auris (Kendall)

Using other model-based approaches

Page 20: 3-D Sound and Spatial Audio

Loudspeaker DTFs Based on Perceptual Model

What loudspeaker signals were required to produce ‘central spectrum’ and ‘interaural disparity’ for a given direction?

Cross talk was incorporated into the computation. The DTFs did not resemble HRTFs.

Kendall 1988

Page 21: 3-D Sound and Spatial Audio

Loudspeaker DTFs Based on Perceptual Model

Path of sound motion degrades gradually with off-center seating.

Page 22: 3-D Sound and Spatial Audio

General Observations(Given a “good” reproduction environment)

What simulated sound locations work most reliably?

Horizontal plane

Page 23: 3-D Sound and Spatial Audio

General Observations

Frontal plane

Distance

Central rear

What simulated sound locations work most reliably?

Page 24: 3-D Sound and Spatial Audio

Sound Examples

http://musictechnology.northwestern.edu/3dsound/gallerytop.html