Sound effect playing method and device, equipment and storage medium

By constructing a sound field reconstruction model and calculating the weights allocated to the speaker array, the problem of poor stability of the speaker array system was solved, and high-quality sound field reconstruction and sound effect playback were achieved.

CN115835119BActive Publication Date: 2026-03-20WUHAN POLYTECHNIC UNIVERSITY
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-10
Publication Date
2026-03-20

AI Technical Summary

Technical Problem

In existing technologies, speaker arrays suffer from poor system stability, resulting in unsatisfactory sound field reconstruction and affecting sound playback quality.

Method used

By constructing a sound field reconstruction model and calculating the allocation weights of the loudspeaker array, and optimizing the loudspeaker signal input based on the correspondence between the sound pressure of the sound source, the sound pressure of the loudspeaker, and the radial particle velocity of the dark area, high-quality sound field reconstruction is achieved.

Benefits of technology

It improves the stability and quality of sound field reconstruction, enhances the sound effect playback, and provides users with a better listening experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application belongs to the technical field of sound field reconstruction, and discloses a sound effect playing method, device, equipment and storage medium; the method comprises the following steps: acquiring a loudspeaker array of a listening area and an initial sound source signal; obtaining the distribution weight of the loudspeaker array through a sound field reconstruction model; obtaining a loudspeaker signal according to the initial sound source signal and the distribution weight; and performing sound field reconstruction on the listening area according to the loudspeaker signal; the distribution weight of the loudspeaker array can be calculated through the sound field reconstruction model, the initial sound source signal is processed based on the distribution weight to obtain the loudspeaker signal, and sound field reconstruction is completed after the loudspeaker signal is input into the loudspeaker array, sound effect playing is performed in the listening area according to the reference sound field, the problem that the sound field reconstruction effect is poor due to the poor system stability and the loudspeaker array input signal weight imbalance is solved, high-quality sound field reconstruction is realized, and better listening effect is obtained by the user.
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Description

TECHNICAL FIELD

[0001] The present application relates to the field of sound field reconstruction, in particular to a sound effect playing method, device, equipment and storage medium. BACKGROUND

[0002] Many sound synthesis methods need to assume that the sound field is a free sound field, but the actual environment is not a free sound field, and there are many reflections, which will reduce the quality of the reconstructed sound field. The usual practice is to lay sound-absorbing materials to reduce reflections, but this requires additional cost. Using a loudspeaker array to generate a quiet area (dark area) can also reduce reflections. For example, the Acoustic Contrast Control method uses a loudspeaker array to try to maximize the sound contrast in the bright area and the dark area, but the error of the sound pressure reconstruction in the bright area is relatively large. The Pressure Matching method tries to restore the original sound field in the bright area, which can obtain a lower reconstruction error, but ignores the control of sound energy in the dark area.

[0003] Neither the existing Acoustic Contrast Control method nor the Pressure Matching method considers the stability of the system, and the system stability is poor due to the excessive loudspeaker array signal weight. Once the loudspeaker array input signal weight is too large, it will be unfavorable to the control of the reconstructed sound field, and different sound fields will produce different sound effect playing effects.

[0004] The above content is only used to assist in understanding the technical solutions of the present application and does not represent the acknowledgement of the above content as prior art. SUMMARY

[0005] The main purpose of the present application is to provide a sound effect playing method, which aims to solve the technical problems of the prior art that the sound effect playing is not ideal due to the poor system stability, the loudspeaker array input signal weight is out of adjustment, and the sound field reconstruction effect is poor.

[0006] To achieve the above purpose, the present application provides a sound effect playing method, which comprises the following steps:

[0007] Obtaining a loudspeaker array of a listening area and an initial sound source signal;

[0008] Obtaining the distribution weight of the loudspeaker array through a pre-constructed sound field reconstruction model;

[0009] Obtaining a loudspeaker signal according to the initial sound source signal and the distribution weight;

[0010] Obtaining a reference sound field through sound field reconstruction according to the loudspeaker signal, and playing sound effects in the listening area according to the reference sound field.

[0011] Optionally, before the distribution weight of the loudspeaker array is obtained by the pre-constructed sound field reconstruction model, the method further comprises:

[0012] obtaining the sound pressure of the sound source in the bright zone according to the sound source coordinates;

[0013] obtaining a first correspondence between the sound pressure of the loudspeaker in the bright zone and the distribution weight of the loudspeaker array and a second correspondence between the sound pressure of the loudspeaker in the dark zone and the distribution weight of the loudspeaker array according to the loudspeaker coordinates;

[0014] obtaining a third correspondence between the radial particle velocity in the dark zone and the distribution weight of the loudspeaker array;

[0015] constructing a sound field reconstruction model according to the first correspondence, the second correspondence, the third correspondence and the sound pressure of the sound source in the bright zone.

[0016] Optionally, the sound pressure of the sound source in the bright zone is obtained according to the sound source coordinates, comprising:

[0017] calculating the sound source vector according to the sound source coordinates;

[0018] obtaining a sound pressure reference parameter of the sound source;

[0019] obtaining bright zone sampling point coordinates of a plurality of sampling points in the bright zone range in a reference coordinate system;

[0020] calculating bright zone sampling point vectors according to the bright zone sampling point coordinates;

[0021] obtaining the sound pressure of the sound source in the bright zone according to the bright zone sampling point vectors, the sound source vector and the sound pressure reference parameter of the sound source.

[0022] Optionally, the first correspondence between the sound pressure of the loudspeaker in the bright zone and the distribution weight of the loudspeaker array and the second correspondence between the sound pressure of the loudspeaker in the dark zone and the distribution weight of the loudspeaker array are obtained according to the loudspeaker coordinates, comprising:

[0023] obtaining a loudspeaker vector according to the loudspeaker coordinates;

[0024] obtaining dark zone sampling point coordinates of a plurality of sampling points in the dark zone range in a reference coordinate system;

[0025] calculating dark zone sampling point vectors according to the dark zone sampling point coordinates;

[0026] obtaining the first correspondence between the sound pressure of the sound source in the bright zone and the distribution weight of the loudspeaker array according to the bright zone sampling point vectors and the loudspeaker vector;

[0027] obtaining the second correspondence between the sound pressure of the sound source in the dark zone and the distribution weight of the loudspeaker array according to the dark zone sampling point vectors and the loudspeaker vector.

[0028] Optionally, the third correspondence between the dark zone radial particle velocity and the distribution weight of the loudspeaker array comprises:

[0029] A unit radial vector is obtained.

[0030] A third correspondence between the dark zone radial particle velocity and the distribution weight of the loudspeaker array is calculated according to the loudspeaker array and the unit radial vector.

[0031] Optionally, before the sound source sound pressure in the bright zone is obtained according to the sound source coordinates, the method further comprises:

[0032] A reference coordinate system is established with any point in the listening area as the origin.

[0033] A loudspeaker coordinate of the loudspeaker array in the reference coordinate system is obtained according to the loudspeaker array.

[0034] A sound source coordinate of the initial sound source in the reference coordinate system is obtained according to the initial sound source signal.

[0035] Optionally, before the sound field reconstruction of the listening area is performed according to the loudspeaker signal, the method further comprises:

[0036] It is determined whether the number of initial sound sources is greater than a preset number.

[0037] If the number of initial sound sources is greater than the preset number, the loudspeaker signal calculated for each initial sound source is taken as a primary distribution signal, and a loudspeaker signal is calculated according to the primary distribution signal.

[0038] If the number of initial sound sources is the preset number, the step of performing the sound field reconstruction of the listening area according to the loudspeaker signal is executed.

[0039] In addition, to achieve the above object, the application further provides a sound effect playing device, which comprises:

[0040] A weight calculation module is configured to obtain a loudspeaker array of a listening area and an initial sound source signal.

[0041] The weight calculation module is further configured to obtain a distribution weight of the loudspeaker array through a pre-constructed sound field reconstruction model.

[0042] A sound effect playing module is configured to obtain a loudspeaker signal according to the initial sound source signal and the distribution weight.

[0043] The sound effect playing module is further configured to obtain a reference sound field through sound field reconstruction according to the loudspeaker signal, and perform sound effect playing in the listening area according to the reference sound field.

[0044] In addition, to achieve the above object, the application further provides a sound effect playing device, which comprises a memory, a processor and a sound effect playing program stored in the memory and executable on the processor, and the sound effect playing program is configured to implement the steps of the sound effect playing method.

[0045] In addition, to achieve the above object, the application further provides a storage medium, which stores a sound effect playing program, and the sound effect playing program implements the steps of the sound effect playing method when executed by a processor.

[0046] The application can calculate the distribution weight of the loudspeaker array through the sound field reconstruction model, the distribution weight calculated according to the model is obtained based on the influence of sound source sound pressure, loudspeaker sound pressure and other factors on the system stability, and the initial sound source signal is processed based on the distribution weight to obtain the loudspeaker signal, which is input into the loudspeaker array to complete the sound field reconstruction, thereby solving the problem of poor sound field reconstruction effect caused by the poor system stability and the weight imbalance of the loudspeaker array input signal, realizing high-quality reconstruction of the sound field, and providing better listening effect for users. BRIEF DESCRIPTION OF DRAWINGS

[0047] Figure 1 is a structural schematic diagram of a sound effect playing device of a hardware running environment related to an embodiment scheme of the application.

[0048] Figure 2 is a flowchart of a first embodiment of a sound effect playing method of the application.

[0049] Figure 3 is a flowchart of a second embodiment of a sound effect playing method of the application.

[0050] Figure 4 is a schematic diagram of a loudspeaker array system of an embodiment of a sound effect playing method of the application.

[0051] Figure 5 is a structural block diagram of a first embodiment of a sound effect playing device of the application.

[0052] The implementation of the object, functional features and advantages of the application will be further described with reference to the embodiments and the accompanying drawings. DETAILED DESCRIPTION

[0053] It should be understood that the specific embodiments described herein are only used to explain the application, and are not used to limit the application.

[0054] Reference Figure 1 , Figure 1 is a structural schematic diagram of a sound effect playing device of a hardware running environment related to an embodiment scheme of the application.

[0055] As Figure 1As shown, the sound effect playing device can include a processor 1001, such as a central processing unit (CPU), a communication bus 1002, a user interface 1003, a network interface 1004, and a memory 1005. The communication bus 1002 is used to realize the connection and communication between the components. The user interface 1003 can include a display, an input unit such as a keyboard, and can also include a standard wired interface, a wireless interface. The network interface 1004 can optionally include a standard wired interface, a wireless interface (such as a wireless fidelity (WIreless-FIdelity, WI-FI) interface). The memory 1005 can be a high-speed random access memory (RAM), and can also be a stable non-volatile memory (Non-Volatile Memory, NVM), such as a disk memory. The memory 1005 can also be a storage device independent of the aforementioned processor 1001.

[0056] Those skilled in the art can understand that Figure 1 The structure shown in the figure does not constitute a limitation on the sound effect playing device, and can include more or fewer components than the figure, or combine certain components, or different component arrangements.

[0057] As Figure 1 As shown, the memory 1005 as a storage medium can include an operating system, a network communication module, a user interface module, and a sound effect playing program.

[0058] In Figure 1 As shown in the sound effect playing device, the network interface 1004 is mainly used for data communication with the network server; the user interface 1003 is mainly used for data interaction with the user; the processor 1001 and the memory 1005 in the sound effect playing device of the application can be arranged in the sound effect playing device, and the sound effect playing device calls the sound effect playing program stored in the memory 1005 through the processor 1001, and executes the sound effect playing method provided by the embodiment of the application.

[0059] The embodiment of the application provides a sound effect playing method, which refers to Figure 2 , Figure 2 The flowchart of a first embodiment of a sound effect playing method of the application.

[0060] In this embodiment, the sound effect playing method includes the following steps:

[0061] Step S10: obtaining a loudspeaker array of a listening area and an initial sound source signal.

[0062] It should be noted that the execution subject of the embodiment can be a computing service device with data processing, network communication and program running functions, such as a tablet computer, a personal computer, a mobile phone, etc., or an electronic device capable of realizing the above functions, a sound field reconstruction device of a listening area, etc. The embodiment and the following embodiments will be described below taking the sound field reconstruction device of the listening area as an example.

[0063] It can be understood that the listening area can be an area where sound needs to be heard, such as multiple exhibition areas in a museum, each exhibition area has a corresponding loudspeaker array, and if sound appears in one of the exhibition areas, the loudspeaker array of the exhibition area will perform sound field reconstruction according to the sound;

[0064] The loudspeaker array can refer to a combination of multiple loudspeakers in the listening area; the initial sound source signal can refer to the sound that needs to appear first, and the sound field reconstruction is performed according to the sound, for example, a group of tourists appear in exhibition area A in a museum, and the tour guide leading the tourists explains the exhibits in the exhibition area after entering the exhibition area. At this time, the explanation sound of the tour guide can be understood as the initial sound source signal.

[0065] It should be understood that the loudspeaker array can be pre-set or directly obtained when the step needs to be performed; the initial sound source signal can be obtained by a sound wave acquisition device or other devices with similar functions, and the present application does not limit this.

[0066] Step S20: obtaining the distribution weight of the loudspeaker array through the pre-constructed sound field reconstruction model.

[0067] It can be understood that the distribution weight can be a variable, and different initial sound source signals correspond to different distribution weights. The distribution weight is the degree of processing of the original sound source signal by the loudspeaker array, which directly affects the reconstruction of the initial sound source signal in the listening area;

[0068] It should be understood that the pre-constructed sound field reconstruction model is a model that can obtain the corresponding distribution weight according to different input parameters (the input parameters can be understood as the loudspeaker array and / or the initial sound source signal) by referring to multiple influence parameters of the distribution weight of the loudspeaker array. Based on the model, the distribution weight of the loudspeaker array for sound field reconstruction of the initial sound source information in the listening area can be directly obtained.

[0069] It should be noted that the sound field reconstruction model can be a corresponding relationship between the loudspeaker array distribution weight and the plurality of sound field parameters established by referring to the first corresponding relationship, the second corresponding relationship and the third corresponding relationship; the first corresponding relationship can be a corresponding relationship between the sound pressure of the bright zone loudspeaker and the loudspeaker array distribution weight; the second corresponding relationship can be a corresponding relationship between the sound pressure of the dark zone loudspeaker and the loudspeaker array distribution weight; and the third corresponding relationship can be a corresponding relationship between the radial particle velocity of the dark zone and the loudspeaker array distribution weight.

[0070] Step S30: obtaining a loudspeaker signal according to the initial sound source signal and the distribution weight.

[0071] It can be understood that the loudspeaker signal can be a signal obtained by inputting the initial sound source signal into the loudspeaker array after distribution weight processing.

[0072] It should be noted that the distribution weight of the loudspeaker array multiplied by the initial sound source signal can obtain the loudspeaker signal.

[0073] In a specific implementation, if the obtained initial sound source signal is A, and the distribution weight calculated by the sound field reconstruction model is 0.77, then the result obtained by A*0.77 is taken as the loudspeaker signal.

[0074] Step S40: obtaining a reference sound field according to the loudspeaker signal, and playing a sound effect in the listening area according to the reference sound field.

[0075] It can be understood that the loudspeaker signal is input into the loudspeaker array as an input signal to complete the sound field reconstruction to obtain the reference sound field.

[0076] It should be understood that in daily life, there is a need to transmit information through external sound, but it needs to be limited within a certain range, such as a lecture within a limited exhibition area in a museum, an activity promotion within a leisure area in a community, and the like. The sound field reconstruction can be to make the A exhibition area lecture sound clear in the A exhibition area, and to minimize the A exhibition area lecture sound outside the A exhibition area; the sound field reconstruction can also be to control the activity promotion sound within the leisure area in the community as much as possible, and not to let the activity promotion sound become noise to affect the life of residents outside the leisure area.

[0077] It should be noted that the listening area can also include two parts, a bright area and a dark area, the bright area can be an area where the initial sound source signal is expected to be heard (it can be an area where the initial sound source signal is expected to be heard more clearly), and the dark area is an area where the initial sound source signal is expected to be avoided (it can be an area where the initial sound source signal sound, tone, frequency is reduced). The dark area can be inside or outside the loudspeaker array; the number of bright areas and dark areas can be one or more; the present application does not limit the position of the dark area, the number of bright areas and dark areas, and the shape of the bright area and the dark area can be circular, spherical, irregular, and the present application does not limit this.

[0078] It should be emphasized that before the sound field reconstruction of the listening area according to the loudspeaker signal, it can be determined whether the number of initial sound sources is greater than the preset number, which can be 1 or 2, and the present application does not limit this; if the number of initial sound sources is greater than the preset number, the loudspeaker signal calculated for each initial sound source is used as the initial distribution signal, and the loudspeaker signal is calculated according to the initial distribution signal; it can be understood that the pre-established sound field reconstruction model can obtain the corresponding loudspeaker array distribution weight according to each initial sound source signal, and then calculate the loudspeaker signal corresponding to the initial sound source signal according to the distribution weight, and the loudspeaker signal corresponding to each initial sound source signal is used as the initial distribution signal. Adding multiple initial distribution signals can obtain the final loudspeaker signal.

[0079] In a specific implementation, the distribution weight corresponding to the initial sound source signal A is 0.22, the distribution weight corresponding to the initial sound source signal B is 0.66, the initial distribution signal obtained by the initial sound source signal A is A*0.22, and the initial distribution signal corresponding to the initial sound source signal B is B*0.66. Then A*0.22 and B*0.66 are added to obtain the final loudspeaker signal A*0.22+B*0.66.

[0080] If the number of initial sound sources is one, the step of performing sound field reconstruction of the listening area according to the loudspeaker signal is performed.

[0081] The embodiment can calculate the distribution weight of the loudspeaker array through the sound field reconstruction model, the distribution weight calculated based on the model is obtained based on the influence of sound source sound pressure, loudspeaker sound pressure and other factors on system stability, and the initial sound source signal is processed based on the distribution weight to complete the sound field reconstruction after the loudspeaker signal is input into the loudspeaker array. The problem of poor sound effect playback caused by poor system stability and loudspeaker array input signal weight imbalance and poor sound field reconstruction effect is solved, high-quality sound field reconstruction is realized, and better listening effect is obtained for users.

[0082] Reference Figure 3 , Figure 3The flowchart of a second embodiment of the sound effect playing method.

[0083] Based on the first embodiment, the sound effect playing method of the present embodiment further comprises the following steps before step S20:

[0084] Step S201: Obtain the bright area sound source sound pressure according to the sound source coordinates.

[0085] It can be understood that the sound source coordinates are the coordinates of the position of the initial sound source signal in the listening area; the bright area sound source sound pressure can be the sound pressure reached by the initial sound source in the bright area of the listening area.

[0086] It should be understood that a coordinate system needs to be established in the listening area before the bright area sound source sound pressure is obtained according to the sound source coordinates, and the coordinate system is established with any point in the listening area as the origin, which can be referred to as the reference coordinate system; the loudspeaker coordinates of the loudspeaker array in the reference coordinate system can be obtained according to the known loudspeaker array (each loudspeaker in the loudspeaker array can have corresponding loudspeaker coordinates); the sound source coordinates of the initial sound source in the reference coordinate system can be obtained according to the initial sound source signal.

[0087] It should be noted that the sound source vector is calculated according to the sound source coordinates (in this embodiment, the method of obtaining the vector according to the coordinates can be similar to obtaining the sound source vector of the initial sound source signal in the reference coordinate system by mathematical formula conversion according to the known sound source coordinates of the initial sound source in the reference coordinate system); the sound source sound pressure reference parameter can include the frequency of the sound signal, the sound propagation speed, etc.; the bright area sampling point coordinates of a plurality of sampling points in the bright area range in the reference coordinate system are obtained, which can be random points randomly selected in the bright area range, and the coordinates of the random points in the reference coordinate system can be used as the bright area sampling point coordinates; the bright area sampling point vector is calculated according to the bright area sampling point coordinates; the bright area sound source sound pressure is obtained according to the bright area sampling point vector, the sound source vector and the sound source sound pressure reference parameter, and the bright area sound source sound pressure calculation can refer to the following formula:

[0088]

[0089] wherein, The bright area sampling point vector is (d 1x ,d 1y ,d 1z ), (d 2x ,d 2y ,d 2z ),..., (d nx ,d ny ,d nz), i is imaginary unit, k = 2pf / c, f represents the frequency of the sound signal, c represents the sound propagation speed, and b is the initial sound source signal vector.

[0090] For the convenience of understanding, a schematic diagram of the loudspeaker array system can refer to Figure 4 , wherein O is the origin, is the center position of the bright area, is the center position of the dark area is the initial sound source signal, and each horn-shaped figure is a loudspeaker. is the vector of the loudspeaker in the reference coordinate system.

[0091] Step S202: obtaining a first correspondence relationship between the bright area loudspeaker sound pressure and the loudspeaker array distribution weight and a second correspondence relationship between the dark area loudspeaker sound pressure and the loudspeaker array distribution weight according to the loudspeaker coordinates.

[0092] It should be noted that the first correspondence relationship between the bright area loudspeaker sound pressure and the loudspeaker array distribution weight can be represented by the formula p b =F b q b , wherein p b is the bright area loudspeaker sound pressure, F b is the bright area loudspeaker sound pressure calculation parameter, and F d can refer to the following formula:

[0093]

[0094] The second correspondence relationship between the dark area loudspeaker sound pressure and the loudspeaker array distribution weight can be represented by the formula p d =F d q d , wherein p d is the dark area loudspeaker sound pressure, F d is the dark area loudspeaker sound pressure calculation parameter, and F m can refer to the following formula:

[0095]

[0096] wherein q is the loudspeaker array distribution weight, q = (q1, q2, …, q T ) 1x , T is the matrix transpose; in the first correspondence relationship and the second correspondence relationship, is the sampling point in the bright area range, and the corresponding coordinates are (d 1x , d 1y , d 1z ), (d 2x , d 2y , d 2z ), …, (d nx , dny ,d nz ) For the positions of the sampling points in the reference coordinate system within the dark area range, the corresponding coordinates are (c 1x ,c 1y ,c 1z ), (c 2x ,c 2y ,c 2z ),..., (c tx ,c ty ,c tz ).

[0097] It can be understood that the accurate sound pressure of the bright area loudspeaker and the sound pressure of the dark area loudspeaker cannot be calculated in the process of establishing the sound field reconstruction model, but the corresponding relationship between the loudspeaker array weight and the sound pressure of the bright area loudspeaker and the sound pressure of the dark area loudspeaker is represented by the first relationship and the second relationship, and then the corresponding loudspeaker array distribution weight (q) is obtained according to the corresponding relationship.

[0098] Step S203: obtaining a third corresponding relationship between the dark area radial particle velocity and the loudspeaker array distribution weight.

[0099] It should be noted that the unit radial vector can be obtained, and the third corresponding relationship between the dark area radial particle velocity and the loudspeaker array distribution weight can be obtained by combining the loudspeaker array calculation.

[0100] It should be emphasized that the third corresponding relationship between the dark area radial particle velocity and the loudspeaker array distribution weight can be represented by the formula u d =J d q, wherein u d is the dark area radial particle velocity, J d is the dark area radial particle velocity calculation parameter, and J d can be referred to as the following formula:

[0101]

[0102] Wherein, q is the loudspeaker array distribution weight, q = (q1, q2,..., q m ) T , T is the matrix transpose;

[0103]

[0104] j = 1, 2,..., m, r = 1, 2,..., t, wherein i is an imaginary unit, k = 2πf / c, f represents the frequency of the sound signal, and c represents the sound propagation speed. is the unit radial inward vector, and · represents the inner product operation;

[0105] Step S204: constructing a sound field reconstruction model according to the first correspondence relationship, the second correspondence relationship, the third correspondence relationship and the sound pressure of the bright zone sound source.

[0106] It can be understood that the sound field reconstruction model is a model about the correspondence between the distribution weight of the loudspeaker array and the sound pressure of the loudspeaker array in the bright zone, the sound pressure of the loudspeaker array in the dark zone and the radial particle velocity generated by the loudspeaker array in the dark zone range;

[0107] It should be noted that the sound field reconstruction model can be expressed as the following formula:

[0108]

[0109]

[0110] wherein ||·||2 represents a 2-norm, 0<τ<1 and 0<σ<1 are weight factors, is a threshold value, and in the model It can be understood that when the 2-norm of u d is less than the threshold value, the value of q corresponding to the minimum of the following formula is taken as the distribution weight of the loudspeaker array.

[0111]

[0112] It should be explained that based on the embodiment, it can be easily understood that u d , p d , p b are all related to q, and u d , p d , p b can be substituted into the related formula of q to obtain the entire model related to q.

[0113] By establishing the model of the correspondence between the distribution weight of the loudspeaker array and the sound pressure of the loudspeaker array in the bright zone, the sound pressure of the loudspeaker array in the dark zone and the radial particle velocity in the dark zone, the sound contrast is considered through the sound pressure of the bright zone and the dark zone of the loudspeaker array, and the radial particle velocity in the dark zone is controlled within the threshold range to limit the sound contrast, the stability of the sound field in the entire listening area is comprehensively considered, so that the distribution weight of the loudspeaker array obtained by the sound field reconstruction function can better adjust the initial sound source signal to obtain the loudspeaker signal, and then the loudspeaker array can realize higher quality reconstruction of the sound field through the loudspeaker signal, so that the user can obtain better listening effect.

[0114] In addition, the embodiment of the present application also proposes a storage medium, wherein the storage medium stores a sound effect playing program, and the sound effect playing program is executed by a processor to realize the steps of the sound effect playing method as described above.

[0115] Reference Figure 5 , Figure 5 The figure is a structural block diagram of a first embodiment of the sound effect playing device.

[0116] As Figure 5 shown, the sound effect playing device includes:

[0117] A weight calculation module 10 is configured to obtain a loudspeaker array of a listening area and an initial sound source signal.

[0118] The weight calculation module 10 is further configured to obtain the distribution weight of the loudspeaker array through a pre-constructed sound field reconstruction model.

[0119] A sound effect playing module 20 is configured to obtain a loudspeaker signal according to the initial sound source signal and the distribution weight.

[0120] The sound effect playing module 20 is further configured to obtain a reference sound field through sound field reconstruction according to the loudspeaker signal, and perform sound effect playing in the listening area according to the reference sound field.

[0121] The embodiment can calculate the distribution weight of the loudspeaker array through the sound field reconstruction model, and process the initial sound source signal based on the distribution weight to obtain the loudspeaker signal. The sound field reconstruction is completed after the loudspeaker signal is input into the loudspeaker array. Sound effect playing is performed in the listening area according to the reference sound field. The embodiment solves the problem of poor sound field reconstruction effect caused by poor system stability and weight imbalance of the loudspeaker array input signal, and realizes high-quality sound field reconstruction, so that users can obtain better listening effect.

[0122] In an embodiment, the weight calculation module 10 is further configured to obtain a bright zone sound source sound pressure according to a sound source coordinate.

[0123] obtain a first correspondence relationship between a bright zone loudspeaker sound pressure and a loudspeaker array distribution weight and a second correspondence relationship between a dark zone loudspeaker sound pressure and a loudspeaker array distribution weight according to a loudspeaker coordinate;

[0124] obtain a third correspondence relationship between a dark zone radial particle velocity and a loudspeaker array distribution weight;

[0125] construct a sound field reconstruction model according to the first correspondence relationship, the second correspondence relationship, the third correspondence relationship, and the bright zone sound source sound pressure.

[0126] In an embodiment, the weight calculation module 10 is further configured to calculate a sound source vector according to a sound source coordinate.

[0127] obtain a sound source sound pressure reference parameter;

[0128] obtain bright zone sampling point coordinates of a plurality of sampling points in a reference coordinate system within a bright zone range.

[0129] According to the bright area sampling point coordinates, a bright area sampling point vector is calculated;

[0130] According to the bright area sampling point vector, the sound source vector and the sound source sound pressure reference parameter, a bright area sound source sound pressure is obtained.

[0131] In an embodiment, the weight calculation module 10 is further configured to obtain a loudspeaker vector according to loudspeaker coordinates;

[0132] Obtaining dark area sampling point coordinates of a plurality of sampling points in a reference coordinate system within a dark area range;

[0133] According to the dark area sampling point coordinates, a dark area sampling point vector is calculated;

[0134] According to the bright area sampling point vector and the loudspeaker vector, a first corresponding relationship between sound pressure generated by a bright area loudspeaker array and a loudspeaker array distribution weight is obtained.

[0135] According to the dark area sampling point vector and the loudspeaker vector, a second corresponding relationship between sound pressure generated by a dark area loudspeaker array and a loudspeaker array distribution weight is obtained.

[0136] In an embodiment, the weight calculation module 10 is further configured to obtain a unit radial vector;

[0137] According to the loudspeaker array and the unit radial vector, a third corresponding relationship between dark area radial particle velocity and loudspeaker array distribution weight is calculated.

[0138] In an embodiment, the weight calculation module 10 is further configured to establish a reference coordinate system with an arbitrary point in the listening area as the origin;

[0139] According to the loudspeaker array, loudspeaker coordinates of the loudspeaker array in the reference coordinate system are obtained.

[0140] According to the initial sound source signal, sound source coordinates of the initial sound source in the reference coordinate system are obtained.

[0141] In an embodiment, the sound effect playing module 20 is further configured to determine whether the number of initial sound sources is greater than a preset number;

[0142] If the number of initial sound sources is greater than the preset number, the loudspeaker signal calculated for each initial sound source is taken as a primary distribution signal, and a loudspeaker signal is calculated according to the primary distribution signal.

[0143] If the number of initial sound sources is the preset number, a step of performing sound field reconstruction on the listening area according to the loudspeaker signal is executed.

[0144] It should be understood that the above is only illustrative, and does not constitute any limitation on the technical solutions of the present application. In specific applications, those skilled in the art can set up according to the needs, and the present application does not limit this.

[0145] It should be noted that the above-described workflow is only illustrative and does not limit the scope of protection of the present application. In actual application, those skilled in the art can select part or all of them to achieve the purpose of the embodiment scheme according to the actual needs, which is not limited here.

[0146] In addition, it should be noted that in this paper, the term "includes", "contains" or any other variant thereof is intended to cover non-exclusive inclusion, so that the process, method, article or system including a series of elements not only includes those elements, but also includes other elements not explicitly listed, or includes elements inherent to such process, method, article or system. Without more limitations, the element defined by the sentence "includes a" does not exclude the presence of other identical elements in the process, method, article or system including the element.

[0147] The above embodiment numbers of the present application are only for description, not representing the advantages and disadvantages of the embodiments.

[0148] From the above description of the embodiments, those skilled in the art can clearly understand that the above embodiment methods can be realized by software and necessary general hardware platform, of course, also can be realized by hardware, but in many cases, the former is the better embodiment. Based on such understanding, the technical solutions of the present application or the part that contributes to the prior art can be embodied in the form of software product, which is stored in a storage medium (such as read only memory (Read Only Memory, ROM) / RAM, magnetic disc, optical disc), including a number of instructions to make a terminal device (which can be a mobile phone, computer, server, or network device, etc.) execute the method described in each embodiment of the present application.

[0149] The above is only the preferred embodiment of the present application, and does not limit the patent scope of the present application. Any equivalent structure or equivalent process transformation, or direct or indirect application in other related technical fields, is also included in the patent protection scope of the present application.

Claims

1. A sound effect playing method, characterized in that, The sound effect playing method comprises: obtaining a loudspeaker array of a listening area and an initial sound source signal; obtaining a bright-zone sound source sound pressure according to a sound source coordinate; obtaining a first corresponding relationship between a bright-zone loudspeaker sound pressure and a loudspeaker array distribution weight and a second corresponding relationship between a dark-zone loudspeaker sound pressure and a loudspeaker array distribution weight according to a loudspeaker coordinate; obtaining a third corresponding relationship between a dark-zone radial particle velocity and a loudspeaker array distribution weight; According to the first correspondence relationship, the second correspondence relationship, the third correspondence relationship, and the bright area sound source sound pressure, a sound field reconstruction model is constructed wherein ||·||2 represents a 2-norm, and is a weight factor between 0 and 1, is a threshold greater than 0, is a bright area sound source sound pressure, u d is a dark area radial particle velocity, p d is a dark area loudspeaker sound pressure, p b is a bright area loudspeaker sound pressure, q is an allocation weight of a loudspeaker array; obtaining the loudspeaker array distribution weight through a pre-constructed sound field reconstruction model; obtaining a loudspeaker signal according to the initial sound source signal and the loudspeaker array distribution weight; obtaining a reference sound field through sound field reconstruction according to the loudspeaker signal, and playing a sound effect in the listening area according to the reference sound field.

2. The sound effect play method of claim 1, wherein, The method for obtaining the bright-zone sound source sound pressure according to the sound source coordinate comprises: calculating a sound source vector according to a sound source coordinate; obtaining a sound source sound pressure reference parameter; obtaining bright-zone sampling point coordinates of a plurality of sampling points in the bright-zone range in a reference coordinate system; calculating a bright-zone sampling point vector according to the bright-zone sampling point coordinates; obtaining a bright-zone sound source sound pressure according to the bright-zone sampling point vector, the sound source vector and the sound source sound pressure reference parameter.

3. The sound effect play method of claim 2, wherein, The method for obtaining the first corresponding relationship between the bright-zone loudspeaker sound pressure and the loudspeaker array distribution weight and the second corresponding relationship between the dark-zone loudspeaker sound pressure and the loudspeaker array distribution weight according to the loudspeaker coordinate comprises: obtaining a loudspeaker vector according to a loudspeaker coordinate; obtaining dark-zone sampling point coordinates of a plurality of sampling points in the dark-zone range in a reference coordinate system; calculating a dark-zone sampling point vector according to the dark-zone sampling point coordinates; obtaining the first corresponding relationship between the bright-zone sound source sound pressure and the loudspeaker array distribution weight according to the bright-zone sampling point vector and the loudspeaker vector; obtaining the second corresponding relationship between the dark-zone sound source sound pressure and the loudspeaker array distribution weight according to the dark-zone sampling point vector and the loudspeaker vector.

4. The sound effect play method of claim 1, wherein, The method for obtaining the third corresponding relationship between the dark-zone radial particle velocity and the loudspeaker array distribution weight comprises: obtaining a unit radial vector; calculating the third corresponding relationship between the dark-zone radial particle velocity and the loudspeaker array distribution weight according to the loudspeaker array and the unit radial vector.

5. A sound effect playing method according to any one of claims 1 to 4, wherein Before the method for obtaining the bright-zone sound source sound pressure according to the sound source coordinate, the method further comprises: establishing a reference coordinate system with any point in the listening area as an origin; obtaining loudspeaker coordinates of the loudspeaker array in the reference coordinate system according to the loudspeaker array; obtaining sound source coordinates of the initial sound source in the reference coordinate system according to the initial sound source signal.

6. The acoustic effect playback method according to any one of claims 1 to 4, wherein Before the method for obtaining the reference sound field through sound field reconstruction according to the loudspeaker signal and playing the sound effect in the listening area according to the reference sound field, the method further comprises: judging whether the number of the initial sound sources is greater than a preset number; if the number of the initial sound sources is greater than the preset number, taking the loudspeaker signal calculated for each initial sound source as a primary distribution signal and obtaining a loudspeaker signal according to the primary distribution signal; if the number of the initial sound sources is the preset number, executing the step of performing sound field reconstruction on the listening area according to the loudspeaker signal.

7. A sound effect playing device, characterized by comprising: The sound effect playing device comprises: The weight calculation module is configured to obtain a loudspeaker array of a listening area and an initial sound source signal. The weight calculation module is further configured to obtain the distribution weight of the loudspeaker array through a pre-constructed sound field reconstruction model. a sound field reconstruction module configured to obtain sound source sound pressure in a bright zone according to sound source coordinates; obtain a first correspondence relationship between loudspeaker sound pressure in the bright zone and distribution weight of a loudspeaker array and a second correspondence relationship between loudspeaker sound pressure in a dark zone and distribution weight of the loudspeaker array according to loudspeaker coordinates; obtain a third correspondence relationship between radial particle velocity in the dark zone and distribution weight of the loudspeaker array; construct a sound field reconstruction model according to the first correspondence relationship, the second correspondence relationship, the third correspondence relationship and the sound source sound pressure in the bright zone; the sound field reconstruction model is wherein ||·||2 represents a 2-norm, and is a weight factor between 0 and 1, is a threshold greater than 0, is sound source sound pressure in the bright zone, u d is radial particle velocity in the dark zone, p d is loudspeaker sound pressure in the dark zone, p b is loudspeaker sound pressure in the bright zone, q is distribution weight of the loudspeaker array; obtain a loudspeaker signal according to the initial sound source signal and the distribution weight; The sound field reconstruction module is further configured to perform sound field reconstruction according to the loudspeaker signal to obtain a reference sound field, and perform sound effect playing in the listening area according to the reference sound field.

8. An acoustic effect playing device, characterized by The device comprises a memory, a processor, and a sound effect playing program stored in the memory and executable on the processor, and the sound effect playing program is configured to implement the sound effect playing method according to any one of claims 1 to 6.

9. A storage medium, characterized by The storage medium stores a sound effect playing program, and the sound effect playing program is executed by the processor to implement the sound effect playing method according to any one of claims 1 to 6.

Citation Information

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