Immersion type broadband 3D sound field replay method

An immersive, sound field technology, applied in the field of acoustics, can solve the problems of cumbersome speaker layout, high algorithm complexity, difficulty in accurate perception and playback of target sound sources, etc.

Active Publication Date: 2018-10-09
BEIJING UNIV OF TECH
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  • Application Information

AI Technical Summary

Problems solved by technology

[0004] Aiming at the problems of cumbersome speaker layout and high algorithm complexity in the existing multi-channel audio playback system, the present invention provides an immersive broadband 3D sound field playback method, which is suitable for broadband voice signal 3D in immersive application scenarios Soun...

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  • Immersion type broadband 3D sound field replay method
  • Immersion type broadband 3D sound field replay method
  • Immersion type broadband 3D sound field replay method

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Embodiment Construction

[0069] In the overall process of the design, the sound pressure value from the virtual sound source (single-frequency sound source at the same position as the sound source to be reproduced) to the listening point is first calculated, and then the acoustic transfer function of all speakers to the listening point is calculated, and the corresponding Multiply the weights of the loudspeaker to get the sound pressure expression of the loudspeaker radiation sound field. by l 1 Norm regularization combined with alternating direction multiplier method to obtain and summarize the speaker weights under all frequency points, and retain the non-zero items as active speakers. Finally, the sound pressure values ​​from the sound source to be reproduced and the activated speaker to the listening point are calculated respectively, and the driving signals of each speaker are calculated based on the minimum mean square, and the playback signal of each speaker is obtained to complete the overall ...

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Abstract

The invention discloses an immersion type broadband 3D sound field replay method, which comprises the following steps: firstly, calculating an acoustic transfer function of each audition point from avirtual sound source of a scene A placed in an appointed spatial position to a scene B, wherein the function value is used as a sound pressure value of a radiation sound field of the virtual sound source; secondly, setting a loudspeaker array of a certain wall surface in the scene B at a regular rectangular equal-spacing layout, and modeling acoustic transfer features from all the loudspeakers tothe audition points by using a green function based on a fluctuation characteristic of sound waves; thirdly, based on the linear convex optimization theory, performing regularization operation by using an alternate direction multiplier method by taking a l1 norm as a sparse rule operator, and calculating loudspeaker weight values by selecting center frequencies of eight frequency bands within a doubled frequency interval so as to select an activated loudspeaker; and finally, calculating a weight value signal of the activated loudspeaker in a replay system by using l2 norm regularization so asto enable a radiation sound field of a sound source to be replayed to be the most closest to the radiation sound fields of activated loudspeaker under the minimum root-mean-square error criterion.

Description

technical field [0001] The invention belongs to the technical field of acoustics, in particular to an immersive broadband 3D sound field playback method. Background technique [0002] Spatial sound reproduction is the most critical content in 3D audio technology, the purpose is to reproduce a desired sound scene as accurately as possible, and give the listener a sense of presence and immersion. The main implementation method is to use a group of loudspeaker arrays to reconstruct an acoustic environment consistent with the desired sound field in a designated space. In the existing sound field playback system, the layout of the loudspeaker array is usually a circular or spherical array, which requires the use of large equipment such as ball racks for actual placement, which brings operational difficulties and inconvenience to users. In recent years, with the development of virtual reality and augmented reality, users' demand for immersive experience has become more and more u...

Claims

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Application Information

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IPC IPC(8): H04R3/00
CPCH04R3/00H04R2430/00
Inventor 贾懋珅张家铭鲍长春吴宇轩
Owner BEIJING UNIV OF TECH
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