A 3D brain wave music generation method and device based on binaural beat
By acquiring user information and needs, 3D brainwave music is generated based on binaural beat frequency technology, which solves the problem of weak correlation between binaural beat frequency and music in existing technologies, and achieves a more comfortable listening experience and effective music intervention.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- SHANGHAI ARTSBANG CULTURE COMM CO LTD
- Filing Date
- 2023-01-29
- Publication Date
- 2026-04-17
AI Technical Summary
In existing brainwave music, the sound frequencies of binaural beats have a weak correlation with the music and lack aesthetic appeal. They may cause negative emotions such as tension, irritability, and fear, affecting the listener's ability to fall asleep or enter a meditative state.
By acquiring user preferences and needs, two mono sine waves with frequencies that can be masked by the original audio are generated based on binaural beat frequency technology. These are used as the left and right channels of stereo sound, added to music tracks, and spatialized to generate 3D digital music. Audio parameters are adjusted to enhance the music's relevance and comfort.
It achieves the fusion of binaural beat frequency with pure music, improving listening comfort and acceptability. It is suitable for music intervention for people with sleep disorders, mental illnesses, etc., and has no side effects.
Smart Images

Figure CN116092456B_ABST
Abstract
Description
Technical Field
[0001] This invention belongs to the field of music data generation technology, and more specifically, relates to a method and device for generating 3D brainwave music based on binaural beat frequency. Background Technology
[0002] Brainwave music is a form of music that incorporates corresponding brainwave frequencies, produced using binaural beat frequency technology. Binaural beat frequency is actually a science that occurs naturally in the brain. Different frequencies of sound are sent to the left and right ears through headphones. After hearing two different frequencies, the brain responds by translating the two different frequencies into a consistent, rhythmic sound frequency (called binaural beat frequency). The frequency ultimately translated by the brain is the difference between the two frequencies initially sent to the left and right ears. This is the so-called "post-response frequency," a natural science that has existed for hundreds of years.
[0003] However, current brainwave music often lacks a strong connection between the binaural beat frequencies and the music itself, resulting in a lack of aesthetic appeal. Brainwave music typically combines binaural beat frequencies with instrumental music. Most brainwave music currently on the market relies on intimidating sound effects as a selling point, losing its original functionality and potentially causing negative emotions such as tension, irritability, and fear, which is highly detrimental to listeners entering a state of sleep or meditation. Summary of the Invention
[0004] To address the current issues of weak correlation between binaural beat frequencies and music, lack of aesthetic appeal, and potential for causing negative emotions such as tension, this application provides a method and apparatus for generating 3D brainwave music based on binaural beat frequencies. This method is highly targeted, easy to manufacture, provides a more comfortable listening experience, and is more easily accepted by listeners.
[0005] In a first aspect, embodiments of this application provide a method for generating 3D brainwave music based on binaural beat frequency, including:
[0006] S101, Obtain user preference information;
[0007] S103, based on the user preference information, call up the corresponding music track and analyze to obtain the audio parameters of the music track;
[0008] S105, Obtain user requirements, and based on the audio parameters and user requirements, generate two mono sine waves whose frequencies can be masked by the original audio based on binaural beat frequency technology, and add them as the left and right channels of stereo sound to the music track.
[0009] S107, Adjust the audio parameters of the music track according to the user's needs to generate digital music;
[0010] S109, Spatialize the digital music to generate 3D digital music, and mix, synthesize and export all parts of the 3D digital music.
[0011] In step S105, user requirements are obtained. Based on the audio parameters and user requirements, and using binaural beat frequency technology, two mono sine waves with frequencies masked by the original audio are generated and added to the music track as the left and right channels of stereo sound. This includes:
[0012] User requirements include the state adjustment goal and the user's age; in this step, a mono sine wave is generated according to the state adjustment goal and the fundamental frequency range of the music track, and the difference brainwave frequency of the two mono sine waves is set. The difference brainwave frequency of the two mono sine waves is an Alpha wave, a Theta wave, or a Delta wave.
[0013] In step S105, based on binaural beat frequency technology, two mono sine waves with frequencies that can be masked by the original audio are generated, including:
[0014] The prerequisite is that the generated binaural beat frequency range is between 100-300Hz;
[0015] Identify the frequency characteristics of the track being called, find the target area range between 100-300Hz, which is the frequency band with the largest amplitude in the 100-300Hz spectrum range, and generate and superimpose binaural beat frequencies in the target area range;
[0016] In the frequency band that increases binaural beat frequency, the loudness of that frequency band in the original song is increased by using an EQ effect, which causes a masking effect on binaural beat frequency.
[0017] In processing the original audio, the frequency loudness of the first frequency band is increased. The first frequency band is lower than the binaural beat frequency, which is 30-100Hz.
[0018] The frequency range of the music tracks is 20-20kHz.
[0019] The audio parameters of the music track include ADSR, rhythm downbeat, note duration, frequency range, fundamental frequency range, voice part, loudness, tempo, and spectral centroid parameters.
[0020] In step S107, the audio parameters adjusted based on the state adjustment target include ADSR, rhythm downbeat, note duration, voice part and / or tempo. The overall timbre parameters of the music are adjusted by analyzing the results of the spectral centroid. The audio parameters adjusted based on the user's age include frequency range and loudness.
[0021] In step S109, the parameters for spatialization processing are controlled as follows: the frequency range of the sound source position movement is 80%-100%, the speed range of the sound source position movement is 15-90° / s, and the range of the sound source position movement is 360° laterally and 360° longitudinally.
[0022] Secondly, this application provides a 3D brainwave music generation device based on binaural beat frequency, comprising: an acquisition unit for acquiring user preference information; a calling unit for calling a corresponding music track according to the user preference information and analyzing and obtaining the audio parameters of the music track; a generation unit for acquiring user needs and, based on the audio parameters and user needs, generating two mono sine waves whose frequencies can be masked by the original audio, as the left and right channels of stereo, and adding them to the music track; an adjustment unit for adjusting the audio parameters of the music track according to the user needs to generate digital music; and a processing unit for spatializing the digital music to generate 3D digital music, and mixing, synthesizing, and exporting all parts of the 3D digital music.
[0023] Thirdly, embodiments of this application provide a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the steps of any of the methods described above.
[0024] Fourthly, embodiments of this application provide a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the steps of any of the methods described above.
[0025] The 3D brainwave music generation method and device based on binaural beat frequency in this application have the following beneficial effects:
[0026] 1. This invention obtains user preference information and user needs to form effective 3D brainwave music, which is highly targeted.
[0027] 2. This invention utilizes the principle of sound masking effect to completely integrate the binaural beat frequency in brainwave music with the pure music, blurring the listener's uncomfortable perception of brainwave frequencies, thereby making the listening experience more comfortable and easier for the listener to accept.
[0028] 3. This invention uses electronic music technology to generate different frequencies of binaural beat frequency, ensuring high sound quality while also allowing the functionality of binaural beat frequency to be fully transmitted through sound waves.
[0029] 4. This invention allows for the convenient adjustment of binaural beat frequency and digital music parameters, enabling the generation of 3D brainwave music to be effectively applied to music intervention for people with sleep disorders, mental illnesses, and those seeking to improve cognition, without any side effects. Attached Figure Description
[0030] Figure 1 This is a schematic diagram of the 3D brainwave music generation method based on binaural beat frequency according to an embodiment of this application;
[0031] Figure 2 This is another flowchart illustrating the 3D brainwave music generation method based on binaural beat frequency according to an embodiment of this application;
[0032] Figure 3 This is a schematic diagram of the structure of the 3D brainwave music generation device based on binaural beat frequency according to an embodiment of this application. Detailed Implementation
[0033] The present application will be further described below with reference to the accompanying drawings and embodiments.
[0034] The following description provides several embodiments of the present invention. Different embodiments can be substituted or combined. Therefore, this application can also be considered to include all possible combinations of the same and / or different embodiments described. Thus, if one embodiment includes features A, B, and C, and another embodiment includes features B and D, then this application should also be considered to include embodiments containing one or more other possible combinations of features A, B, C, and D, even if such embodiments are not explicitly described in the following text.
[0035] Brainwave music typically includes binaural beat frequencies and instrumental music. It's often designed to train the brain in ways similar to meditation, such as when the body needs to relax or sit / lie down. Therefore, in addition to brainwave frequencies, it's usually accompanied by soothing, calming music and a 3D auditory experience created by the difference in sound between the left and right ears. This is beneficial for achieving a relaxed and focused state of mind, ultimately aiding in training and development. Brainwave music is a digital electronic music form that can simulate the sound of any instrument and produce sounds that surpass those of real instruments. Its style is extremely broad and highly versatile. It's a digital expression and is well-suited for the currently popular online listening experience. Compared to traditional music forms, digital music offers higher timbre fidelity, better sound effects, and greater accuracy in tempo and rhythm. It's also not limited by geographical location and can be shared remotely via the internet. With digital audio technology, digital music can fully present the music, making music intervention more standardized.
[0036] Different wave bands correspond to different brainwave states, among which there are three key categories as follows:
[0037] 1. Delta wave: 0.1-4Hz, deep sleep, pain relief, anti-aging, healing, access to the subconscious;
[0038] 2. Theta waves: 4-8Hz, REM (Rapid Eye Movement) sleep, deep relaxation / inner peace, meditation, creativity, the state before falling asleep and before waking up;
[0039] 3. Alpha waves: 8-12Hz, relaxing and focused, relieving stress, promoting positive thinking, efficient learning, and allowing for free participation in activities and integration into the environment.
[0040] Example 1
[0041] like Figure 1 As shown, this application discloses a 3D brainwave music generation method based on binaural beat frequency, comprising: S101, obtaining user preference information; S103, calling up corresponding music tracks according to user preference information and analyzing and obtaining the audio parameters of the music tracks; S105, obtaining user needs, and generating two mono sine waves with frequencies that can be masked by the original audio based on the audio parameters and user needs, using binaural beat frequency technology, as the left and right channels of stereo, and adding them to the music tracks; S107, adjusting the audio parameters of the music tracks according to user needs to generate digital music; S109, spatializing the digital music to generate 3D digital music, and mixing, synthesizing, and exporting all parts of the 3D digital music.
[0042] This application uses a binaural beat frequency-based 3D brainwave music generation method to obtain user preference information and user needs, forming effective 3D brainwave music that is highly targeted, easy to produce, more comfortable to listen to, and easier for listeners to accept.
[0043] Example 2
[0044] like Figure 2 As shown, the 3D brainwave music generation method based on binaural beat frequency in this application includes the following steps:
[0045] Step S1: Obtain user preference information, including style, speed, rhythm, etc.
[0046] Step S2: Based on user preference information, retrieve the corresponding music track from a pre-built music library, obtain the MIDI (Musical Instrument Digital Interface) of the music track, and analyze it to obtain the audio parameters of the music track. The audio parameters include ADSR, rhythm downbeat, note duration, frequency range, fundamental frequency range, voice part, loudness, tempo, and spectral centroid parameters. Among them, the spectral centroid parameter is calculated by weighted average of sound frequencies. The spectral centroid describes the brightness of the sound. Generally speaking, the higher the spectral centroid, the brighter and more pleasant the sound, and the lower the spectral centroid, the darker and more muffled the sound.
[0047] The music library is a self-built digital music intervention library that stores music track data. The music tracks cover genres commonly used in brainwave music, including lyrical, electronic, psychedelic, and new age. Each track corresponds to a stored audio parameter tag. The music in the library is created by superimposing sine waves and overtones to establish the fundamental and harmonic relationship, and by adjusting amplitude and other sound elements to synthesize and modulate multiple complex waveform timbres. Its frequency range is 20-20kHz, mainly concentrated in the mid-low frequency range.
[0048] Step S3: Obtain user requirements. Based on the audio parameters and user requirements, and using binaural beat frequency technology, generate two mono sine waves whose frequencies can be masked by the original audio. These will serve as the left and right channels of stereo sound and be added to the music track. The difference brainwave frequency between the two mono sine waves is set according to the different user requirements.
[0049] The process of masking binaural beats with the original audio: The prerequisite is that the generated binaural beat frequency range is between 100-300Hz. 1. First, identify the frequency characteristics of the called track. Find a target region with relatively high frequency loudness within the 100Hz-300Hz range. This target region is the frequency band with the largest amplitude in the 100Hz-300Hz spectrum. Generate and superimpose binaural beats within this range; that is, generate and superimpose binaural beats within the target region of the called track. 2. On the frequency band where the binaural beats are added, increase the frequency loudness of this band in the original track using an EQ effect, triggering the masking effect of the binaural beats, thus achieving masking of the binaural beats by using the called track. Increasing the energy of the target frequency band in the original track using an EQ effect can improve the masking effect. 3. Since low frequencies can effectively mask high frequencies, while high frequencies have a smaller masking effect on low frequencies, and the listening experience of binaural beat frequencies generally requires low frequencies (100-300Hz) for human auditory comfort, the processing of the original audio needs to increase the loudness of frequencies in a lower frequency band (30-100Hz) than binaural beat frequencies. This can radiate to the 100-300Hz frequency band, increase energy, and enhance the masking effect.
[0050] User requirements include the state adjustment goal and the user's age. In step S3, a mono sine wave can be generated based on the state adjustment goal and the fundamental frequency range of the music track, and the difference brainwave frequency between the two mono sine waves can be set.
[0051] In some embodiments, the state adjustment goal can be the relief of poor attention, anxiety, pain, or sleep disorders. The brainwave frequencies set for different state adjustment goals are as follows:
[0052] Poor attention span: The binaural beat brainwave frequency is selected as alpha wave (8-12Hz). This frequency band has the functions of: relaxation and focus, stress relief, active thinking, efficient learning, and free participation in activities and integration into the environment. In this embodiment, the difference between the two mono sine waves is further set to 12Hz, which has the effect of improving attention and maintaining mental stability.
[0053] Anxiety disorder: The selected binaural beat brainwave frequency is theta wave (4-8Hz). This frequency band is associated with REM sleep, deep relaxation / inner peace, meditation, creativity, and the state before falling asleep and waking up. In this embodiment, the difference between the two mono sine waves is further set to 4.9Hz, a frequency that promotes relaxation and meditation.
[0054] Pain: The selected frequency for binaural beat brainwaves is delta waves (0.5-4Hz). This frequency band has functions such as deep sleep, pain relief, anti-aging, healing, and entry into the subconscious. In this embodiment, the difference between the two mono sine waves is further set to 2.5Hz, which has natural analgesic and anxiety-reducing effects.
[0055] Sleep disorders: The selected frequency for binaural beat brainwaves is delta waves (0.5-4Hz). This frequency band has functions such as deep sleep, pain relief, anti-aging, healing, and entry into the subconscious. In this embodiment, the difference between the two mono sine waves is further set to 3.4Hz, a frequency that has a sleep-aiding effect.
[0056] Step S4: Further adjust the audio parameters of the music track according to user needs to generate digital music. Audio parameters adjusted based on the state adjustment target include ADSR, rhythm downbeat, note duration, voice part and / or tempo. By analyzing the spectral centroid, the overall timbre parameters of the music are adjusted. If the spectral centroid is too low, the energy of the mid-high frequency (2-5kHz) components in the music is increased. Audio parameters adjusted based on the user's age include frequency range and loudness.
[0057] Taking poor attention, anxiety, pain, and sleep disorders as examples, the specific methods for adjusting parameters can be as follows:
[0058] Poor concentration:
[0059] 1. Adjust the speed. Patients with poor attention should not listen to music that is too fast. So determine if the original tempo is 55 or higher. If it is, adjust the tempo to 55.
[0060] 2. Adjust the vocal parts and determine if there is a drum part in the original song. If so, the computer will automatically mute the drum part.
[0061] 3. Adjust the note length, filter out notes that do not complete a full beat, and lengthen their note length by 20%.
[0062] 4. Adjust ADSR to slow down the attack (onset) of all notes by 20%.
[0063] Anxiety disorder:
[0064] 1. Adjust the speed. Music that anxiety patients cannot listen to is too fast, so determine if the original tempo is 55 or higher. If it is, adjust the tempo to 55.
[0065] 2. Adjust the vocal parts and determine if there is a drum part in the original song. If so, the computer will automatically mute the drum part.
[0066] 3. Adjust the note length, filter out notes that do not complete a full beat, and lengthen their note length by 20%.
[0067] 4. Adjust ADSR to slow down the attack (onset) of all notes by 20%.
[0068] pain:
[0069] 1. Adjust the rhythm and increase the intensity and volume of the stressed beat by 20%;
[0070] 2. Adjust the vocal parts and determine if there is a drum part in the original song. If not, the computer will automatically add a drum part that matches the tempo and rhythmic emphasis of the song.
[0071] Sleep disorders:
[0072] 1. Adjust the speed. People with sleep disorders are suitable to listen to music with a rhythm close to their breathing rhythm. So, determine if the original music speed is above 50. If it is above 50, adjust the speed to 50.
[0073] 2. Adjust the vocal parts and determine if there is a drum part in the original song. If so, the computer will automatically mute the drum part.
[0074] 3. Adjust the note length, filter out notes that do not complete a full beat, and lengthen their note length by 20%.
[0075] 4. Adjust ADSR to slow down the attack (onset) of all notes by 20%.
[0076] In this embodiment, adjusting audio parameters according to the user's age can be as follows: for users aged 20 and above, increase the frequency band below 100kHz and the frequency band above 10kHz by 3dB for every 10 years; increase the overall loudness by 3dB for every 10 years.
[0077] Step S5: Spatialize the digital music to generate 3D digital music, and perform final mixing processing on all parts of the 3D digital music, including mixing, synthesis and export.
[0078] In this embodiment, the spatialization process is performed using the "System and Method for Re-spatializing and Synthesizing Original Stereo Files" disclosed in patent CN106412792B to obtain 3D digital music. Spatialization processing requires creating a three-dimensional spatial virtual scene for auditory perception, simulating a "realistic" auditory experience. Simultaneously, the spatialization processing parameters are controlled as follows: the frequency range of sound source position movement is 80%-100%, the speed range of sound source position movement is 15-90° / s, and the range of sound source position movement is 360° laterally and 360° longitudinally.
[0079] Compared to existing brainwave music and its production methods, the method described in this application is more functional and listenable, emphasizing psychological adjustment of the listener through this type of brainwave music. The brainwave music produced using the above method is more easily accepted by listeners and has a better effect than traditional brainwave music. This method innovatively hides brainwave frequencies within pure music through the masking effect of sound. Based on the regulation of mind and body by brainwave frequencies, it uses pure music for harmonization. Within the entire sound spectrum, it makes the listener more sensitive to the main pure music parts, while weakening the auditory perception of brainwave frequencies. Uncomfortable auditory sensations of brainwave frequencies are only briefly received, thus better conforming to the listener's listening habits and making it more acceptable, laying the foundation for the development of new music therapy tools.
[0080] Compared with the prior art, the present invention has the following beneficial effects:
[0081] 1. This invention obtains user preference information and user needs to form effective 3D brainwave music, which is highly targeted.
[0082] 2. This invention utilizes the principle of sound masking effect to completely integrate the binaural beat frequency in brainwave music with the pure music, blurring the listener's uncomfortable perception of brainwave frequencies, thereby making the listening experience more comfortable and easier for the listener to accept.
[0083] 3. This invention uses electronic music technology to generate different frequencies of binaural beat frequency, ensuring high sound quality while also allowing the functionality of binaural beat frequency to be fully transmitted through sound waves.
[0084] 4. This invention allows for the convenient adjustment of binaural beat frequency and digital music parameters, enabling the generation of 3D brainwave music to be effectively applied to music intervention for people with sleep disorders, mental illnesses, and those seeking to improve cognition, without any side effects.
[0085] Example 3
[0086] like Figure 3 As shown, the 3D brainwave music generation device based on binaural beat frequency of this application includes: an acquisition unit 201 for acquiring user preference information; a calling unit 202 for calling corresponding music tracks according to user preference information and analyzing and obtaining the audio parameters of the music tracks; a generation unit 203 for acquiring user needs, and based on the audio parameters and user needs, generating two mono sine waves whose frequencies can be masked by the original audio, as the left and right channels of stereo, and adding them to the music tracks; an adjustment unit 204 for adjusting the audio parameters of the music tracks according to user needs and generating digital music; and a processing unit 205 for spatializing the digital music to generate 3D digital music, and mixing, synthesizing, and exporting all parts of the 3D digital music.
[0087] In this application, the embodiments of the 3D brainwave music generation device based on binaural beat frequency and the embodiments of the 3D brainwave music generation method based on binaural beat frequency are basically similar. For relevant details, please refer to the introduction of the embodiments of the 3D brainwave music generation method based on binaural beat frequency.
[0088] This application also provides a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the steps of any of the above methods.
[0089] This invention also provides a computer-readable storage medium storing a computer program thereon. When executed by a processor, the program implements the steps of the above-described method for generating 3D brainwave music based on binaural beat frequency. The computer-readable storage medium may include, but is not limited to, any type of disk, including floppy disks, optical disks, DVDs, CD-ROMs, microdrives, as well as magneto-optical disks, ROMs, RAMs, EPROMs, EEPROMs, DRAMs, VRAMs, flash memory devices, magnetic cards or optical cards, nanosystems (including molecular memory ICs), or any type of medium or device suitable for storing instructions and / or data.
[0090] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods, such as: multiple units or components may be combined, or integrated into another system, or some features may be ignored or not executed. In addition, the coupling, direct coupling, or communication connection between the various components shown or discussed may be through some interfaces, indirect coupling or communication connection of devices or units, and may be electrical, mechanical, or other forms.
[0091] In the various embodiments of the present invention, all functional units can be integrated into one processing unit, or each unit can be a separate unit, or two or more units can be integrated into one unit; the integrated unit can be implemented in hardware or in the form of hardware plus software functional units.
[0092] The above description is merely a preferred embodiment of the present invention and is not intended to limit the invention. Various modifications and variations can be made to the present invention by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the scope of protection of the present invention.
Claims
1. A method for generating 3D brainwave music based on binaural beat frequency, characterized in that, include: S101, Obtain user preference information; S103, based on the user preference information, call up the corresponding music track and analyze to obtain the audio parameters of the music track; S105, Obtain user requirements; based on the audio parameters and user requirements, generate two mono sine waves whose frequencies can be masked by the original audio, using binaural beat frequency technology, as the left and right channels of stereo, and add them to the music track; including: The prerequisite is that the generated binaural beat frequency range is between 100-300Hz; Identify the frequency characteristics of the track being called, find the target area range between 100-300Hz, which is the frequency band with the largest amplitude in the 100-300Hz spectrum range, and generate and superimpose binaural beat frequencies in the target area range; In the frequency band that increases binaural beat frequency, the loudness of that frequency band in the original song is increased by using an EQ effect, which causes a masking effect on binaural beat frequency. In processing the original audio, the frequency loudness of the first frequency band is increased. The first frequency band is lower than the binaural beat frequency, which is 30-100Hz. S107, Adjust the audio parameters of the music track according to the user's needs to generate digital music; S109, Spatialize the digital music to generate 3D digital music, and mix, synthesize and export all parts of the 3D digital music.
2. The 3D brainwave music generation method based on binaural beat frequency according to claim 1, characterized in that, Step S105: Obtain user requirements. Based on the audio parameters and user requirements, and using binaural beat frequency technology, generate two mono sine waves whose frequencies can be masked by the original audio, as the left and right channels of stereo, and add them to the music track, including: User requirements include the state adjustment goal and the user's age; in this step, a mono sine wave is generated according to the state adjustment goal and the fundamental frequency range of the music track, and the difference brainwave frequency of the two mono sine waves is set. The difference brainwave frequency of the two mono sine waves is an Alpha wave, a Theta wave, or a Delta wave.
3. The method for generating 3D brainwave music based on binaural beat frequency according to claim 1 or 2, characterized in that, The frequency range of the music tracks is 20-20kHz.
4. The 3D brainwave music generation method based on binaural beat frequency according to claim 1 or 2, characterized in that, The audio parameters of the music track include ADSR, rhythm downbeat, note duration, frequency range, fundamental frequency range, voice part, loudness, tempo, and spectral centroid parameters.
5. The method for generating 3D brainwave music based on binaural beat frequency according to claim 1 or 2, characterized in that, In step S107, the audio parameters adjusted based on the state adjustment target include ADSR, rhythm downbeat, note duration, voice part and / or tempo. The overall timbre parameters of the music are adjusted by analyzing the results of the spectral centroid. The audio parameters adjusted based on the user's age include frequency range and loudness.
6. The 3D brainwave music generation method based on binaural beat frequency according to claim 1 or 2, characterized in that, In step S109, the parameters for spatialization processing are controlled as follows: the frequency range of sound source position movement is 80%-100%, the speed range of sound source position movement is 15-90° / s, and the range of sound source position movement is 360° laterally and 360° longitudinally.
7. A 3D brainwave music generation device based on binaural beat frequency, characterized in that, include: The acquisition unit is used to acquire user preference information; The calling unit is used to call up the corresponding music track according to the user's preference information and analyze and obtain the audio parameters of the music track; The generation unit is used to obtain user requirements and, based on the audio parameters and user requirements, generate two mono sine waves whose frequencies can be masked by the original audio, using binaural beat frequency technology, as the left and right channels of stereo, and add them to the music track; the prerequisite is that the generated binaural beat frequency range is between 100-300Hz. Identify the frequency characteristics of the track being called, find the target area range between 100-300Hz, which is the frequency band with the largest amplitude in the 100-300Hz spectrum range, and generate and superimpose binaural beat frequencies in the target area range; In the frequency band that increases binaural beat frequency, the loudness of that frequency band in the original song is increased by using an EQ effect, which causes a masking effect on binaural beat frequency. In processing the original audio, the frequency loudness of the first frequency band is increased. The first frequency band is lower than the binaural beat frequency, which is 30-100Hz. The adjustment unit is used to adjust the audio parameters of the music track according to the user's needs, and generate digital music; The processing unit is used to spatialize the digital music, generate 3D digital music, and mix, synthesize, and export all the parts of the 3D digital music.
8. A computer-readable storage medium having a computer program stored thereon, characterized in that, When executed by a processor, the program implements the steps of the method described in any one of claims 1-2.
9. A computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the steps of the method according to any one of claims 1-2.
Citation Information
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