A 3D sound effect method and device

Through infrared detection unit tracking the user's head position and combining HRTF processing, the problem that stereo technology cannot achieve immersive 3D sound effects is solved, and the surround sound image and immersive experience in virtual scenes is achieved on ordinary soundbars, which improves the Immersiveness and sound quality of the virtual reality experience.

CN114584914BActive Publication Date: 2025-01-14SHENZHEN 3NOD DIGITAL TECH
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Patent Information

Application Number
CN202011384112.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2020-11-30
Publication Date
2025-01-14
Estimated Expiration
2040-11-30

AI Technical Summary

Technical Problem

Existing stereo technology cannot track the user's head position, resulting in the inability to achieve a truly immersive 3D sound experience, especially in the vertical direction, affecting the immersion of virtual reality games and videos.

Method used

采用红外检测单元跟踪用户头部和耳部位置,结合头部相关函数HRTF进行音频处理,分配通道并进行衰减和加权处理,输出对应的3D音效,通过普通soundbar实现环绕声直射到用户耳部。

Benefits of technology

It achieves surround sound image and immersive experience in virtual scenes without strict speaker placement, improving the immersion and sound quality of virtual reality games and videos.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a 3D sound effect method, including the steps of: S1, obtaining audio input; S2, performing 3D processing on the audio input; S3, obtaining the head position information of the user; S4, outputting the corresponding 3D sound effect according to the head position information. Step S2 includes sub-steps: virtualizing the audio input; allocating channels to the audio after virtualization processing; and also discloses a 3D sound effect device, including an infrared detection unit, a storage unit, an interface unit, a first audio output unit, a second audio output unit, an audio decoding unit and an MCU. In the implementation of the present invention, an infrared detection unit is used, such as an infrared camera, to track the user's head position and ear position information, and the information is transmitted to the 3D sound effect device, and the audio signal is directly projected to the user's ear after being processed by the correlation function HRTF. The use of a soundbar can also enable the user to obtain 3D sound and image in a virtual scene.
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Description

Technical Field

[0001] The present invention relates to the field of sound effect technology, and in particular to a 3D sound effect method and device capable of real-time tracking of multiple human ears and outputting corresponding audio. Background Art

[0002] Virtual reality technology is developing day by day. The exciting experience brought by VR (Virtual Reality) games and VR videos amazes people who are exposed to virtual reality technology for the first time. Enemies rushing from all directions in the game and the 360-degree immersive vision in the video give people a preliminary understanding of VR. However, this immersive experience is inseparable from the 3D sound effects in VR games.

[0003] Hearing determines human's spatial orientation, perception of object distance, and so on. Vision gives a clue, and hearing verifies whether the clue really exists. Without the visual immersion, the authenticity of all images will be gone. Without solving the hearing problem, virtual reality cannot be virtual reality. Therefore, sound effects determine whether the VR era has really arrived.

[0004] Compared with the existing stereo and monaural systems, the biggest feature is that the sound image produced by the stereo system can more realistically reflect the original position of the actual sound source, while the monaural system only gives the feeling that the sound comes from the speaker. According to the principle of human ear's judgment of orientation, when the sound frequency is low, it is judged based on the time difference heard by both ears, and when the sound frequency is high, it is judged based on the difference in the intensity of the sound heard. For low-frequency signals, the phase difference heard by both ears and the masking effect of the high-frequency signal caused by the head misalignment make the high-frequency component attenuated and the timbre heard by both ears is different. Due to these differences, humans can instinctively feel stereo through the human auditory system. Stereo means that when replaying, the sense of expansion, width, listening space and a certain degree of envelopment of the band in the concert hall can be maintained.

[0005] The existing stereo technology is actually a surround sound effect, which uses some simple delay circuits and filters. It mixes the left and right channels, making it very convenient for people to edit and compile CD music at an advanced and professional level, and the human brain will feel that the sound field has become more open. However, this processing circuit mixes the sound sources from the left and right channels, and cannot display the sound sources from above and below, nor can it arbitrarily locate the sound source in the virtual environment or calculate and compare the sound relationship of 3D games in real time. In order to achieve the sound effect in the corresponding direction, it is necessary to install speakers in the corresponding direction, and there are strict requirements for the specific placement of the speakers. In addition, the existing stereo surround needs to be reflected by sound, so it needs to rely on walls and ceilings. This stereo cannot enable VR users to obtain a truly immersive 3D sound experience, and its virtual reality effect is also greatly reduced. Summary of the invention

[0006] In the prior art, since stereo technology cannot track the user's head, it is necessary to place speakers as required to achieve a stereo effect. It is difficult to obtain sound effects in the vertical direction, and users cannot obtain truly immersive 3D sound effects. The effects of VR games or videos are also greatly reduced.

[0007] In view of the above problems, a 3D sound effect method and device are proposed.

[0008] In a first aspect, a 3D sound effect method comprises the steps of:

[0009] Get audio input;

[0010] Performing 3D processing on the audio input;

[0011] Get the user's head position information;

[0012] According to the head position information, the corresponding 3D sound effect is output.

[0013] In conjunction with the 3D sound effect processing method of the present invention, in a first possible implementation manner, the step of performing 3D processing on the audio input includes the following sub-steps:

[0014] Performing virtualization processing on the audio input;

[0015] Allocate channels for virtualized audio.

[0016] In combination with the first possible implementation manner of the present invention, in a second possible implementation manner, the step of allocating channels to the virtualized audio includes the following sub-steps:

[0017] The output of the virtualized audio is divided into a first audio output signal and a second audio output signal;

[0018] The first audio output signal is divided into a left front audio signal, a front center audio signal and a left rear left surround audio signal;

[0019] The second audio output signal is divided into a right front audio signal, a front center audio signal and a right rear right surround audio signal;

[0020] Attenuating the left front audio signal, the front center audio signal and the left rear left surround audio signal according to the set decibel;

[0021] According to the set decibel, the right front audio signal, the front center audio signal and the right rear right surround audio signal are attenuated.

[0022] In combination with the second possible implementation manner of the present invention, in a third possible implementation manner, the step of allocating channels to the virtualized audio further includes the steps of:

[0023] Adding the attenuated left front audio signal, the front middle audio signal and the left rear left surround audio signal to obtain a first result, and feeding the first result to the first channel;

[0024] The attenuated right front audio signal, the front middle audio signal and the right rear right surround audio signal are added to obtain a second result, and the second result is fed to the second channel.

[0025] In combination with the second possible implementation manner of the present invention, in a fourth possible implementation manner, the step of allocating channels to the virtualized audio includes the steps of:

[0026] The output of the virtualized audio is divided into a first audio output signal and a second audio signal output signal;

[0027] The first audio output signal is divided into a left front audio signal, a front center audio signal and a left rear left surround audio signal;

[0028] The second audio output signal is divided into a right front audio signal, a front center audio signal and a right rear right surround audio signal;

[0029] Attenuating the left rear left surround audio signal and the right rear right surround audio signal according to the set decibel;

[0030] The attenuated decibel values ​​of the left rear left surround audio signal and the right rear right surround audio signal are added together to obtain an intermediate result.

[0031] In combination with the fourth possible implementation manner of the present invention, in a fifth possible implementation manner, the step of allocating channels to the virtualized audio further includes the steps of:

[0032] The difference between the sum of the left front audio signal and the front middle audio signal and the middle result is a third result, and the third result is fed to the first channel;

[0033] The addition result of the right front audio signal, the front middle audio signal and the middle result is added to obtain a fourth result, and the fourth result is fed to the second channel.

[0034] In combination with the fifth possible implementation manner of the present invention, in a sixth possible implementation manner, the step of allocating channels to the virtualized audio further includes the steps of:

[0035] Get the user's head-related function HRTF;

[0036] Get the correlation function matrix H 2X5 , and multiplying the matrix with the five-channel signal;

[0037] The multiplication results are added and transmitted to the first channel and the second channel respectively.

[0038] In combination with the sixth possible implementation manner of the present invention, in a seventh possible implementation manner, the step of obtaining the user's head-related function HRTF includes the following sub-steps:

[0039] Obtaining the horizontal azimuth and vertical elevation of the audio signal in the virtual scene, the distance from the audio signal to the center of the user's head, the angular frequency of the audio signal sound wave, and the user's head and ear structure parameters;

[0040] Get the sound pressure P of the audio signal in the virtual scene to the user's left and right ears L , P R ;

[0041] The sound pressure P0 generated by the virtual scene audio signal to the center position of the human head when it is assumed that the user's head does not exist is obtained.

[0042] In a second aspect, a 3D audio device is provided, which processes audio using the 3D audio method of the first aspect, including an infrared detection unit, a storage unit, an interface unit, a first audio output unit, a second audio output unit, an audio decoding unit and an MCU;

[0043] Infrared detection unit: used to locate and track the position of the human ear in real time, monitor the user's position changes, and send the user's real-time ear position and head information to the MCU;

[0044] Storage unit: used to store 3D sound processing program and device operation information;

[0045] Interface unit: used to connect peripheral devices;

[0046] The first audio output unit is used to output the first 3D audio information of the corresponding position according to the instruction of the MCU and the user's head and ear information;

[0047] The second audio output unit is used to perform frequency division, delay and amplification processing according to the 3D sound effect algorithm, and keep synchronization with the first audio output unit;

[0048] Audio decoding unit: used to convert the read digital audio information into analog audio signal output, and decode and restore the multi-channel audio information that was encoded during recording;

[0049] MCU: used to run the 3D sound processing method and output control instructions to each unit module.

[0050] In combination with the 3D sound effect device described in the present invention, in a first possible implementation manner, the sound effect device is in a strip-shaped structure, the first audio output unit is a speaker, there are multiple speakers, the speakers are horizontally arranged in sequence on the strip structure, and the infrared detection unit is an infrared camera, and the infrared camera is arranged in the middle upper position of the strip structure.

[0051] The 3D sound effect method and device described in the present invention are implemented to improve the traditional 3D sound effect method. The user's head and ear position information is tracked by an infrared camera, and the stereo surround sound is directly projected to the user's ears. The user can also obtain the surround sound image in the virtual scene by using an ordinary soundbar, and obtain an immersive experience. The position of the human ear is captured by positioning and tracking through the platform's external camera. Even in the middle of the night without turning on the lights, infrared lighting can be used to achieve the user's position change at any time. The 3D sound effect is tracked and moved synchronously. The 3D sound effect sound is synchronously close to both sides of the human ear, which is the best experience for video game players. The 3D sound effect has excellent sound quality, just like being in the scene. BRIEF DESCRIPTION OF THE DRAWINGS

[0052] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0053] Figure 1 This is a schematic diagram of the steps of the first embodiment of a 3D sound effect method of the present invention;

[0054] Figure 2 This is a schematic diagram of the steps of the second embodiment of a 3D sound effect method of the present invention;

[0055] Figure 3This is a schematic diagram of the steps of the third embodiment of a 3D sound effect method of the present invention;

[0056] Figure 4 This is a schematic diagram of the steps of the fourth embodiment of a 3D sound effect method of the present invention;

[0057] Figure 5 This is a schematic diagram of the steps of the fifth embodiment of a 3D sound effect method of the present invention;

[0058] Figure 6 This is a schematic diagram of the steps of the sixth embodiment of a 3D sound effect method of the present invention;

[0059] Figure 7 This is a schematic diagram of the steps of the seventh embodiment of a 3D sound effect method of the present invention;

[0060] Figure 8 This is a schematic diagram of the steps of the eighth embodiment of a 3D sound effect method of the present invention;

[0061] Fig. 9 is a schematic diagram of a first embodiment of a 3D sound effect device of the present invention;

[0062] Fig.10 is a schematic diagram of a second embodiment of a 3D sound effect device of the present invention;

[0063] Fig.11 It is a schematic diagram of an immersive effect of a 3D sound effect of the present invention;

[0064] The numbers in the accompanying drawings indicate the following parts: 100 - 3D sound device, 110 - infrared detection unit, 120 - storage unit, 130 - interface unit, 140 - first audio output unit, 150 - second audio output unit, 160 - audio decoding unit, 170 - MCU DETAILED DESCRIPTION

[0065] The following will be combined with the accompanying drawings in the invention to clearly and completely describe the technical solutions in the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments in the present invention, other embodiments obtained by ordinary technicians in this field without creative work are all within the scope of protection of the present invention.

[0066] In the existing technology, stereo technology cannot track the user's head, so speakers need to be placed as required to achieve a stereo effect. However, it is also difficult to obtain sound effects in the vertical direction, and users cannot obtain truly immersive 3D sound effects. The effects of VR games or videos are also greatly reduced.

[0067] In view of the above problems, a 3D sound effect method and device are proposed.

[0068] First, as Figure 1 , Figure 1 It is a schematic diagram of the steps of the first embodiment of the 3D sound effect method;

[0069] A 3D sound effect method comprises the following steps: S1, obtaining audio input; S2, performing 3D processing on the audio input.

[0070] Preferably, if Figure 2 , Figure 2 This is a schematic diagram of the steps of the second embodiment of the 3D sound effect method, step S2 includes sub-steps:

[0071] S21, virtualizing audio input; S22, allocating channels to the virtualized audio.

[0072] In homes or game rooms, speakers are rarely set up in corresponding locations according to surround sound requirements, such as soundbars, which are long strips of speakers that integrate the speaker functions of multiple channels in one box. Based on the soundbar channel stereo playback system, this application does not add speakers or speakers, and broadcasts the surround sound signal after processing, and also allows the listener to feel the immersive surround sound atmosphere of the original virtual environment.

[0073] Preferably, if Figure 3 , Figure 3 This is a schematic diagram of the steps of the third embodiment of the 3D sound effect method, step S22 includes sub-steps:

[0074] S221. Divide the output of the virtualized audio into a first audio output signal and a second audio output signal; S222. Divide the first audio output signal into a left front audio signal, a front middle audio signal and a left rear left surround audio signal; S223. Divide the second audio output signal into a right front audio signal, a front middle audio signal and a right rear right surround audio signal; S224. Attenuate the left front audio signal, the front middle audio signal and the left rear left surround audio signal according to a set decibel; S225. Attenuate the right front audio signal, the front middle audio signal and the right rear right surround audio signal according to a set decibel.

[0075] Preferably, if Figure 4 , Figure 4 This is a schematic diagram of the steps of the fourth embodiment of the 3D sound effect method, wherein step S22 further includes the following steps:

[0076] S226, adding the attenuated left front audio signal, the front middle audio signal and the left rear left surround audio signal to obtain a first result, and feeding the first result to the first channel; S227, adding the attenuated right front audio signal, the front middle audio signal and the right rear right surround audio signal to obtain a second result, and feeding the second result to the second channel.

[0077] The front left channel sound signal and the front middle channel sound signal of the multi-channel surround sound are attenuated preferably by 3dB, and the rear left surround sound channel sound signal is attenuated preferably by 3dB, and then the three are added and fed to a specific channel of the multi-channel stereo system. Similarly, another channel of the multi-channel stereo system is fed by the addition of the front right channel sound signal, the front middle channel sound signal attenuated by 3dB, and the rear right surround sound channel sound signal attenuated by 3dB.

[0078] Preferably, if Figure 5 , Figure 5 This is a schematic diagram of the steps of the fifth embodiment of the 3D sound effect method, wherein step S22 further includes the following steps:

[0079] S221A, divide the output of the virtualized audio into a first audio output signal and a second audio signal output signal; S222A, divide the first audio output signal into a left front audio signal, a front middle audio signal and a left rear left surround audio signal; S223A, divide the second audio output signal into a right front audio signal, a front middle audio signal and a right rear right surround audio signal; S224A, attenuate the left rear left surround audio signal and the right rear right surround audio signal according to the set decibels; S225A, add the decibel values ​​of the attenuated left rear left surround audio signal and the right rear right surround audio signal to obtain an intermediate result.

[0080] Preferably, if Figure 6 , Figure 6 This is a schematic diagram of the steps of the sixth embodiment of the 3D sound effect method, wherein step S22 further includes the following steps:

[0081] S226A, the difference between the sum of the left front audio signal and the front middle audio signal and the middle result is the third result, and the third result is fed to the first channel; S227A, the sum of the sum of the right front audio signal and the front middle audio signal and the middle result is the fourth result, and the fourth result is fed to the second channel.

[0082] In this embodiment, a different method is adopted when feeding the rear surround sound signal. In this embodiment, the sound signals of the two rear surround sound channels are first attenuated by 3dB and then added. One channel of the stereo system adds this sum value and the other channel subtracts this sum value. After such processing, the generated stereo contains richer ambient sound information.

[0083] Preferably, if Figure 7 , Figure 7 This is a schematic diagram of the steps of the seventh embodiment of the 3D sound effect method, wherein step S22 further includes the following steps:

[0084] S221B, obtain the user's head related function HRTF; S222B, obtain the related function matrix H 2X5 , and multiply the matrix with the five-channel signal; S223B, add the multiplication results and transmit them to the first channel and the second channel respectively.

[0085] Preferably, if Figure 8 , Figure 8 This is a schematic diagram of the steps of the eighth embodiment of the 3D sound effect method, step S221B includes sub-steps:

[0086] S221B1, obtain the horizontal azimuth and vertical elevation of the audio signal in the virtual scene, the distance from the audio signal to the center of the user's head, the angular frequency of the audio signal sound wave, and the user's head and ear structure parameters; S221B2, obtain the sound pressure P of the audio signal to the left and right ears of the user in the virtual scene L , P R ; S221B3. Obtain the sound pressure P0 generated by the virtual scene audio signal to the center position of the human head when it is assumed that the user's head does not exist.

[0087] In a multi-channel surround sound system, the frequency, amplitude and phase of the front channel audio signal are quite different from those of the two rear surround channels. The front channel audio in a multi-channel surround sound system has a very important influence on the direction of the sound signal in front of the user. At this time, the HRTF data function can be used to determine the direction of the front sound signal. After the audio signal is processed by HRTF data, an ideal virtual sound and image positioning effect and a better sense of stereo can be obtained.

[0088] S3. Obtain the user's head position information. S4. Output the corresponding 3D sound effect according to the head position information.

[0089] In a virtual game, the user's body parts are constantly moving. After the audio signal is processed by the head-related function HRTF, the 3D effect of the sound and image is not greatly affected within a small range of body movement. Excessive movement will greatly reduce the 3D effect of the sound and image. This application uses an infrared detection unit 110, such as an infrared camera to track the user's head position and ear position information, and transmits this information to a 3D audio device. The device then processes the audio signal through the related function HRTF and directly projects the stereo surround sound to the user's ears. Using an ordinary soundbar can also allow users to obtain surround sound and images in the virtual scene of the game.

[0090] A 3D sound device 100, such as Fig. 9 , Fig. 9 The invention is a schematic diagram of a first embodiment of a 3D audio device 100, which processes audio using the 3D audio method of the first aspect, and includes an infrared detection unit 110, a storage unit 120, an interface unit 130, a first audio output unit 140, a second audio output unit 150, an audio decoding unit 160 and an MCU 170; the infrared detection unit 110 is used for real-time positioning, tracking and capturing the position of a human ear, monitoring the position change of a user, and sending the user's real-time human ear position information to the MCU 170; the storage unit 120 is used for storing a 3D audio processing program and device operation information; the interface unit 130 is used for connecting an external device; the first audio output unit 140 is used for outputting the first 3D audio information of the corresponding position according to the instruction of the MCU 170 and the user's head and ear information; the second audio output unit 150 is used for performing frequency division, delay and amplification processing according to the 3D audio algorithm, and keeping synchronization with the first audio output unit 140; the audio decoding unit 160 is used for converting the read digital audio information into an analog audio signal output, and decoding and restoring the multi-channel audio information encoded during recording. MCU170: used to run the 3D sound processing method and output control instructions to each unit module.

[0091] The first audio output unit 140 can be a general speaker, and correspondingly, the second audio output unit 150 is a subwoofer. The second audio output unit 150 does not change according to the user head position information detected by the infrared detection unit 110, but performs frequency division, delay and amplification processing according to the 3D sound effect algorithm, so as to maintain synchronous audio output with the first audio output unit 140, that is, the speaker, and enhance the sound effect.

[0092] In the home or game room, such as Fig.10 , Fig.10 It is a schematic diagram of the second embodiment of a 3D sound effect device. Generally, speakers are rarely set at corresponding positions according to the requirements of virtual stereo, such as Soundbar, which is a long bar speaker that integrates the speaker functions of multiple channels in one box. Based on the Soundbar channel stereo playback system, no speakers or speakers are added. The surround sound signal is broadcast after a series of processing, and the listener can also feel the immersive surround sound atmosphere of the original virtual environment, such as Fig.11 , Fig.11 It is a schematic diagram of the immersive effect of 3D sound.

[0093] The sound effect device has a strip-shaped structure. The first audio output unit 140 is a speaker. There are five speakers, which are horizontally arranged on the strip-shaped structure. The infrared detection unit 110 is an infrared camera, which is arranged in the middle upper part of the strip-shaped structure.

[0094] In a virtual game, the user's body parts are constantly moving. After the audio signal is processed by the head-related function HRTF, the 3D effect of the sound and image is not greatly affected within a small range of body movement. Excessive movement will greatly reduce the 3D effect of the sound and image. This application uses an infrared detection unit 110, such as an infrared camera to track the user's head position and ear position information, and transmits this information to a 3D audio device. The device then processes the audio signal through the related function HRTF and directly projects the stereo surround sound to the user's ears. Using an ordinary soundbar can also allow users to obtain surround sound and images in the virtual scene of the game.

[0095] A 3D sound effect method and device of the present invention is implemented. By improving the traditional 3D sound effect method, the user's head position and ear position information are tracked by an infrared camera, and the stereo surround sound is directly projected to the user's ears. The user can also obtain the surround sound image in the virtual scene by using an ordinary soundbar, and obtain an immersive experience. The position of the human ear is captured by positioning and tracking through an external camera on the platform. Even in the middle of the night without turning on the lights, infrared lighting can be used to achieve the user's position change at any time. The 3D sound effect is tracked and moved synchronously. The 3D sound effect sound is synchronously close to both sides of the human ear, which is the best experience for video game players. The 3D sound effect has excellent sound quality, as if you are in the scene. The speed of sound feedback is optimized by increasing the sampling rate of the camera and the ISP processing time. The entire link from the camera receiving data to the sound adjustment output is minimized.

[0096] The above are only preferred embodiments of the present invention and are not intended to limit the present invention. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present invention should be included in the protection scope of the present invention.

Claims

1. A 3D sound effect method, characterized in that: Includes steps: Get audio input; Performing 3D processing on the audio input; Get the user's head position information; Outputting corresponding 3D sound effects according to the head position information; Performing 3D processing on the audio input comprises the following sub-steps: Performing virtualization processing on the audio input; Allocate channels for virtualized audio; Allocating channels to the virtualized audio also includes the following steps: The output of the virtualized audio is divided into a first audio output signal and a second audio output signal; The first audio output signal is divided into a left front audio signal, a front center audio signal and a left rear left surround audio signal; The second audio output signal is divided into a right front audio signal, a front center audio signal and a right rear right surround audio signal; Attenuating the left rear left surround audio signal and the right rear right surround audio signal according to the set decibel; The attenuated decibel values ​​of the left rear left surround audio signal and the right rear right surround audio signal are added together to obtain an intermediate result.

2. The 3D sound effect method according to claim 1, characterized in that: The step of allocating channels to the virtualized audio includes the following sub-steps: The output of the virtualized audio is divided into a first audio output signal and a second audio output signal; The first audio output signal is divided into a left front audio signal, a front center audio signal and a left rear left surround audio signal; The second audio output signal is divided into a right front audio signal, a front center audio signal and a right rear right surround audio signal; Attenuating the left front audio signal, the front center audio signal and the left rear left surround audio signal according to the set decibel; According to the set decibel, the right front audio signal, the front center audio signal and the right rear right surround audio signal are attenuated.

3. The 3D sound effect method according to claim 2, characterized in that: The step of allocating channels to the virtualized audio also includes the steps of: Adding the attenuated left front audio signal, the front middle audio signal and the left rear left surround audio signal to obtain a first result, and feeding the first result to the first channel; The attenuated right front audio signal, the front middle audio signal and the right rear right surround audio signal are added to obtain a second result, and the second result is fed to the second channel.

4. The 3D sound effect method according to claim 1, characterized in that: The step of allocating channels to the virtualized audio also includes the steps of: The difference between the sum of the left front audio signal and the front middle audio signal and the middle result is a third result, and the third result is fed to the first channel; The addition result of the right front audio signal, the front middle audio signal and the middle result is added to obtain a fourth result, and the fourth result is fed to the second channel.

5. The 3D sound effect method according to claim 4, characterized in that: The step of allocating channels to the virtualized audio also includes the steps of: Get the user's head-related function HRTF; Get the correlation function matrix H 2X5 , and multiplying the matrix with the five-channel signal; The multiplication results are added and transmitted to the first channel and the second channel respectively.

6. The 3D sound effect method according to claim 5, characterized in that: The step of obtaining the user's head-related function HRTF includes the following sub-steps: Obtaining the horizontal azimuth and vertical elevation of the audio signal in the virtual scene, the distance from the audio signal to the center of the user's head, the angular frequency of the audio signal sound wave, and the user's head and ear structure parameters; Obtain the sound pressure PL and PR of the audio signal in the virtual scene to the user's left and right ears; The sound pressure P0 generated by the virtual scene audio signal to the center position of the human head when it is assumed that the user's head does not exist is obtained.

7. A 3D sound effect device, using the 3D sound effect method according to any one of claims 1 to 6 to process an audio signal, characterized in that: It includes an infrared detection unit, a storage unit, an interface unit, a first audio output unit, a second audio output unit, an audio decoding unit and an MCU; Infrared detection unit: used to locate and track the position of the human ear in real time, monitor the user's position changes, and send the user's real-time ear position and head information to the MCU; Storage unit: used to store 3D sound effect programs and device operation information; Interface unit: used to connect peripheral devices; The first audio output unit is used to output the first 3D audio information of the corresponding position according to the instruction of the MCU and the user's head and ear information; The second audio output unit is used to perform frequency division, delay and amplification processing according to the 3D sound effect algorithm, and keep synchronization with the first audio output unit; Audio decoding unit: used to convert the read digital audio information into analog audio signal output, and decode and restore the multi-channel audio information that was encoded during recording; MCU: used to run the 3D sound processing method and output control instructions to each unit module.

8. The 3D sound effect device according to claim 7, characterized in that: The sound effect device is in a strip-shaped structure, the first audio output unit is a speaker, there are multiple speakers, and the speakers are horizontally arranged in sequence on the strip-shaped structure, and the infrared detection unit is an infrared camera, and the infrared camera is arranged in the middle upper position of the strip-shaped structure.

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