Spatial audio system, audio processor and virtual surround sound conversion method for stereo loudspeaker playing device
Space rendering in the audio processor through the HRTF algorithm solves the problem that traditional stereo devices cannot provide real three-dimensional sound field and surround sense, and realizes virtual surround sound effect without adding channels, improving the immersion of the audio experience Feeling and sound quality.
Patent Information
- Application Number
- CN202411290497.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-05-31
- Publication Date
- 2024-12-31
AI Technical Summary
Traditional stereo playback devices cannot provide real three-dimensional sound field effects and surround sense, user audio experience is limited, and multi-channel configuration and expensive equipment are required, making it difficult to design a system suitable for all users.
The HRTF algorithm is used to perform spatial rendering in the audio processor, simulate sound propagation through virtual ears and virtual space, estimate the location of the virtual sound source, and convert it into virtual surround sound without adding a channel, enhancing the audio width and directional sense.
A wider and immersive sound field effect is achieved without the need for multi-channel configuration. Users can feel the three-dimensional positioning and surround sense of the sound source, providing a clear and balanced sound quality experience.
Smart Images

Figure CN119233188A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of audio signal processing, and in particular to a spatial audio system, an audio processor and a virtual surround sound conversion method for a stereo speaker playback device. Background Art
[0002] At present, most mobile terminals such as mobile phones, tablet computers, and laptops use stereo playback devices. Stereo playback devices refer to devices that can produce left and right channel sound effects. The left and right channel sounds are input to the left and right ears respectively to simulate the stereo effect. These devices usually include an audio source (such as music or video files), an audio processor (such as a decoder or processing chip), and a speaker.
[0003] Traditional stereo playback devices usually use a dual speaker layout, one speaker is used to produce the left channel audio, and the other speaker is used to produce the right channel audio. This layout allows users to feel the distribution of the sound source in the left and right directions, thereby obtaining a certain stereo effect. The advantages of this technology are simplicity, low cost, and applicable to most consumer electronic devices.
[0004] Although stereo playback equipment has improved significantly, there are still some shortcomings:
[0005] Space limitation: Traditional stereo layout is limited by space when simulating stereo effect. Since only two speakers are used, it is impossible to provide a real three-dimensional sound field effect; under the speaker layout and acoustic limitations of small devices (such as smartphones, laptops, etc.), it is often impossible to provide a wide and immersive sound field effect, which means that users cannot feel the real positioning and surround feeling of the sound source, resulting in the limitation of audio experience;
[0006] Comfort of experience: Currently, for content such as Apple spatial audio and Dolby Atmos on mobile terminals, you need to wear headphones to experience the surround feeling. Wearing headphones for a long time will cause discomfort to the human ear.
[0007] Subjective differences: Each person has different hearing characteristics and preferences, and their perception and satisfaction with stereo effects are also different. Therefore, it is a challenge to design a universal stereo system that can meet the needs of all users.
[0008] Limitations of mobile devices: Mobile devices, such as phones and tablets, typically have small sizes and restricted speaker layouts, which can limit their ability to provide stereo effects; built-in speakers used in small devices are often subject to size, power, and design limitations, resulting in limited acoustic performance, which can result in unclear sound quality, lower resolution, and inability to accurately reproduce the details and dynamic range of audio signals;
[0009] Environmental interference: Noise and acoustic reflections in the external environment may interfere with the stereo effect and reduce the quality of the audio experience;
[0010] Multi-channel requirements: Traditional stereo systems usually require multiple speaker channels to achieve immersive and surround sound effects, which requires users to purchase expensive surround sound equipment systems and face certain complexities and limitations in installation and configuration.
[0011] The disclosure of the above background technology content is only used to assist in understanding the inventive concept and technical solution of the present invention. It does not necessarily belong to the prior art of this patent application, nor does it necessarily provide technical guidance. In the absence of clear evidence that the above content has been disclosed before the filing date of this patent application, the above background technology should not be used to evaluate the novelty and creativity of the present application. Summary of the invention
[0012] The purpose of the present invention is to provide a spatial audio system for converting virtual surround sound, which can create a wider and more immersive sound field effect without hardware modification of the device.
[0013] To achieve the above object, the technical solution adopted by the present invention is as follows:
[0014] A spatial audio system for a stereo speaker playback device, comprising a speaker device and an audio processor integrated with an HRTF algorithm, wherein the audio processor receives initial audio stream data in a stereo format or a surround sound format of the speaker device in real time and converts the initial audio stream data into virtual surround sound audio without adding channels, comprising:
[0015] Preprocessing the initial audio stream data to make the audio loudness of each channel uniform;
[0016] Perform spatial rendering operations on the pre-processed audio, including:
[0017] Presetting a virtual space, and setting the position of virtual ears in the virtual space, wherein the virtual ears include a left ear and a right ear;
[0018] Using the HRTF algorithm to simulate the sound propagation of the preprocessed audio in the virtual space, and simulating the virtual ear receiving the sound propagated in the virtual space;
[0019] Analyzing the difference between the sound received by the left ear and the sound received by the right ear, wherein the sound difference includes one or more of a time delay difference, a phase difference, and a loudness attenuation difference;
[0020] estimating a position of a virtual sound source in the virtual space according to a difference in sound received by a left ear and a right ear, wherein the virtual sound source is defined as a starting point of the sound propagating in the virtual space;
[0021] After the spatial rendering is completed, the audio is re-encoded into virtual surround sound audio containing spatial position information and returned to the speaker device.
[0022] Further, based on any one of the technical solutions or a combination of multiple technical solutions described above, the audio processor separates the left and right channel signals of the preprocessed audio in a stereo format, or separates the channel signals of the preprocessed audio in a surround sound format to obtain a mono audio corresponding to each channel;
[0023] Simulating the propagation of the mono audio corresponding to each channel in the virtual space, and simulating the mono audio received by the left ear and the right ear;
[0024] Analyzing the difference in sound received by the left ear and the right ear includes: performing time domain analysis on the mono audio to determine the time difference between the sound received by the left ear and the right ear; and / or, performing phase analysis on the mono audio to determine the phase difference between the sound received by the left ear and the right ear; and / or, performing frequency domain analysis on the mono audio to determine the frequency distribution of the sound received by the left ear and the right ear.
[0025] Further, based on any one of the above-mentioned technical solutions or a combination of multiple technical solutions, the position of the virtual sound source in the virtual space is estimated by the following method:
[0026] Preset an initialization source point so that it is located on the perpendicular bisector between the left ear and the right ear;
[0027] After determining the time difference between the left ear and the right ear receiving the sound, a first offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; and / or, after determining the phase difference between the left ear and the right ear receiving the sound, a second offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; and / or, after determining the frequency distribution of the left ear and the right ear receiving the sound, a third offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database;
[0028] A comprehensive offset vector is determined based on the first offset vector, and / or the second offset vector, and / or the third offset vector, and the initialization source point is offset accordingly to obtain the position of the virtual sound source in the virtual space.
[0029] Further, based on any one of the above-mentioned technical solutions or a combination of multiple technical solutions, re-encoding the audio into virtual surround sound audio containing spatial position information includes:
[0030] According to the estimated position of the virtual sound source in the virtual space, the pre-processed audio is enhanced, including:
[0031] Increase the audio width;
[0032] and / or, simulating, by means of a HRTF algorithm, that audio signals are received by the left ear and the right ear in different directions, and evaluating corresponding audio effects to determine the direction adjustment of the audio;
[0033] and / or, simulating the audio signal to be received by the left ear and the right ear with different volumes and filtering effects through the HRTF algorithm, and evaluating the corresponding audio effects to determine the frequency adjustment and phase adjustment of the audio;
[0034] And / or, simulating an audio signal to be received by a left ear and a right ear with different reverberation and echo effects through a HRTF algorithm, and evaluating corresponding audio effects to determine the reflection adjustment of the audio.
[0035] Further, based on any one of the above technical solutions or a combination of multiple technical solutions, the speaker device is configured with more than two speakers, and the distance between the two speakers is more than 15 cm;
[0036] The audio processor is integrated in the speaker device; or, the speaker device is configured with a client application, and the audio processor is arranged on a server side or a cloud side corresponding to the client application.
[0037] Further, based on any one of the above technical solutions or a combination of multiple technical solutions, the virtual space is designed in advance according to the distance between the speakers of the speaker device using the HRTF algorithm: the larger the distance between the speakers, the larger the virtual space;
[0038] The speaker device includes one or more of a mobile phone, a tablet computer, a laptop computer, a PC, an audio player terminal, a television, and a car audio device.
[0039] Further, based on any one of the above technical solutions or a combination of multiple technical solutions, the system further includes a human-computer interaction module electrically connected to the audio processor, which is configured with one or more of the following adjustment units:
[0040] A unified loudness adjustment unit, which is used to adjust the unified loudness value of the audio loudness of each channel of the initial audio stream data;
[0041] A virtual space adjustment unit, which is used to adjust the size of the virtual space and / or adjust the position of the virtual ear in the virtual space, and to reset the initial setting parameters of the virtual space with one key;
[0042] A spatial reverberation setting unit is used to select a desired reverberation mode from a plurality of preset spatial reverberation modes, and the audio processor is configured to match associated channel equalization parameters and mixing parameters according to the selected desired reverberation mode, wherein the preset spatial reverberation modes include plate reverberation mode, room reverberation mode, and hall reverberation mode.
[0043] Further, based on any one of the above-mentioned technical solutions or a combination of multiple technical solutions, the associated channel equalization parameters and mixing parameters are preset for the spatial reverberation mode in the following manner:
[0044] For each spatial reverberation mode, operating the audio system of the speaker device multiple times;
[0045] Evaluate each operation according to the preset evaluation factors and calculate the sound quality score of the operation;
[0046] The operation is performed a preset number of times, and the channel equalization parameters and mixing parameters under the operation corresponding to the highest sound quality score are selected as the associated optimization parameters; or, the operation is stopped until the sound quality score reaches a preset optimization score threshold, and the channel equalization parameters and mixing parameters under the last operation are used as the associated optimization parameters.
[0047] According to another aspect of the present invention, an audio processor is provided, which processes audio to obtain virtual surround sound audio by the following steps:
[0048] Get the initial audio stream data in stereo format or surround sound format;
[0049] Preprocessing the initial audio stream data to make the audio loudness of each channel uniform;
[0050] Perform spatial rendering operations on the pre-processed audio, including:
[0051] Presetting a virtual space, and setting the position of virtual ears in the virtual space, wherein the virtual ears include a left ear and a right ear;
[0052] Using the HRTF algorithm to simulate the sound propagation of the preprocessed audio in the virtual space, and simulating the virtual ear receiving the sound propagated in the virtual space;
[0053] Analyzing the difference between the sound received by the left ear and the sound received by the right ear, wherein the sound difference includes one or more of a time delay difference, a phase difference, and a loudness attenuation difference;
[0054] estimating a position of a virtual sound source in the virtual space according to a difference in sound received by a left ear and a right ear, wherein the virtual sound source is defined as a starting point of the sound propagating in the virtual space;
[0055] After completing the spatial rendering, the audio is re-encoded into a virtual surround sound audio containing spatial position information, and the channels of the virtual surround sound audio are the same as those of the initial audio stream data.
[0056] Further, according to any one of the above-mentioned technical solutions or a combination of multiple technical solutions, the left and right channel signals of the preprocessed audio in a stereo format are separated, or the channel signals of the preprocessed audio in a surround sound format are separated to obtain a mono audio corresponding to each channel;
[0057] Simulating the propagation of the mono audio corresponding to each channel in the virtual space, and simulating the mono audio received by the left ear and the right ear;
[0058] Analyzing the difference in sound received by the left ear and the right ear includes: performing time domain analysis on the mono audio to determine the time difference between the sound received by the left ear and the right ear; and / or, performing phase analysis on the mono audio to determine the phase difference between the sound received by the left ear and the right ear; and / or, performing frequency domain analysis on the mono audio to determine the frequency distribution of the sound received by the left ear and the right ear.
[0059] Further, based on any one of the technical solutions or a combination of multiple technical solutions described above, the position of the virtual sound source in the virtual space is estimated in the following manner: an initialization source point is preset to be located on the perpendicular bisector between the left ear and the right ear; after determining the time difference between the left ear and the right ear receiving the sound, a first offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; and / or, after determining the phase difference between the left ear and the right ear receiving the sound, a second offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; and / or, after determining the frequency distribution of the sound received by the left ear and the right ear, a third offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; a comprehensive offset vector is determined based on the first offset vector, and / or the second offset vector, and / or the third offset vector, and the initialization source point is offset accordingly to obtain the position of the virtual sound source in the virtual space;
[0060] Alternatively, re-encoding the audio into virtual surround sound audio containing spatial position information includes: enhancing the pre-processed audio according to the estimated position of the virtual sound source in the virtual space, including: increasing the audio width; and / or, simulating the audio signal being received by the left ear and the right ear in different directions through the HRTF algorithm, and evaluating the corresponding audio effects to determine the direction adjustment of the audio; and / or, simulating the audio signal being received by the left ear and the right ear with different volumes and filtering effects through the HRTF algorithm, and evaluating the corresponding audio effects to determine the frequency adjustment and phase adjustment of the audio; and / or, simulating the audio signal being received by the left ear and the right ear with different reverberation and echo effects through the HRTF algorithm, and evaluating the corresponding audio effects to determine the reflection adjustment of the audio.
[0061] According to another aspect of the present invention, a method for converting spatial audio into virtual surround sound is provided, which converts spatial audio into virtual surround sound without increasing the number of channels. The method comprises the following steps:
[0062] Receiving initial audio stream data in a stereo format or a surround sound format;
[0063] Preprocessing the initial audio stream data to make the audio loudness of each channel uniform;
[0064] Perform spatial rendering operations on the pre-processed audio, including:
[0065] Presetting a virtual space and setting the position of virtual ears in the virtual space, wherein the virtual ears include a left ear and a right ear; simulating the sound propagation of the preprocessed audio in the virtual space by using an HRTF algorithm, and simulating the virtual ears receiving the sound propagated in the virtual space;
[0066] Analyzing the difference between the sound received by the left ear and the sound received by the right ear, wherein the sound difference includes one or more of a time delay difference, a phase difference, and a loudness attenuation difference;
[0067] estimating a position of a virtual sound source in the virtual space according to a difference in sound received by a left ear and a right ear, wherein the virtual sound source is defined as a starting point of the sound propagating in the virtual space;
[0068] After spatial rendering is complete, the audio is re-encoded into virtual surround sound audio that includes spatial position information.
[0069] Further, based on any one of the above-mentioned technical solutions or a combination of multiple technical solutions, before analyzing the difference in sound received by the left ear and the right ear, the method further includes: separating the left and right channel signals of the preprocessed audio in a stereo format, or separating the channel signals of the preprocessed audio in a surround sound format to obtain a mono audio corresponding to each channel; simulating the propagation of the mono audio corresponding to each channel in the virtual space, and simulating the mono audio received by the left ear and the right ear;
[0070] Analyzing the difference in sound received by the left ear and the right ear includes: performing time domain analysis on the mono audio to determine the time difference between the sound received by the left ear and the right ear; and / or, performing phase analysis on the mono audio to determine the phase difference between the sound received by the left ear and the right ear; and / or, performing frequency domain analysis on the mono audio to determine the frequency distribution of the sound received by the left ear and the right ear.
[0071] Further, based on any one of the above-mentioned technical solutions or a combination of multiple technical solutions, the position of the virtual sound source in the virtual space is estimated by the following method:
[0072] Preset an initialization source point so that it is located on the perpendicular bisector between the left ear and the right ear;
[0073] After determining the time difference between the left ear and the right ear receiving the sound, a first offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; and / or, after determining the phase difference between the left ear and the right ear receiving the sound, a second offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; and / or, after determining the frequency distribution of the left ear and the right ear receiving the sound, a third offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database;
[0074] A comprehensive offset vector is determined based on the first offset vector, and / or the second offset vector, and / or the third offset vector, and the initialization source point is offset accordingly to obtain the position of the virtual sound source in the virtual space.
[0075] Further, based on any one of the above-mentioned technical solutions or a combination of multiple technical solutions, the method of re-encoding the audio into virtual surround sound audio containing spatial position information includes:
[0076] Increase the audio width;
[0077] and / or, simulating, by means of a HRTF algorithm, that audio signals are received by the left ear and the right ear in different directions, and evaluating corresponding audio effects to determine the direction adjustment of the audio;
[0078] and / or, simulating the audio signal to be received by the left ear and the right ear with different volumes and filtering effects through the HRTF algorithm, and evaluating the corresponding audio effects to determine the frequency adjustment and phase adjustment of the audio;
[0079] And / or, simulating an audio signal to be received by a left ear and a right ear with different reverberation and echo effects through a HRTF algorithm, and evaluating corresponding audio effects to determine the reflection adjustment of the audio.
[0080] The beneficial effects brought by the technical solution provided by the present invention are as follows:
[0081] a. Improved sound field: This patented spatial audio technology can break the limitations of traditional sound fields. Through algorithms and signal processing technologies, it can create a wider and more immersive sound field effect without hardware modification of the device. Users can feel the positioning and surround feeling of the sound source in three-dimensional space, providing a more realistic audio experience.
[0082] b. No multi-channel configuration required: Unlike traditional multi-channel configurations, this patented spatial audio technology can achieve better sound field effects without the need for special audio formats or multiple speaker channels, which means that users can enjoy an immersive, clear and balanced sound quality experience without having to purchase expensive surround sound equipment systems;
[0083] c. By implanting a spatial audio algorithm in the audio processor, the sound from all media sources such as applications on the speaker device will be processed by the algorithm and rendered in real time into virtual surround sound with immersive spatial audio effects. BRIEF DESCRIPTION OF THE DRAWINGS
[0084] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments recorded in the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.
[0085] Figure 1 A schematic diagram of a spatial audio system for a stereo speaker playback device provided for an exemplary embodiment of the present invention;
[0086] Figure 2 A flowchart of a method for converting spatial audio into virtual surround sound provided by an exemplary embodiment of the present invention;
[0087] Figure 3 A schematic diagram of a process for estimating the position of a virtual sound source in a virtual space provided for an exemplary embodiment of the present invention;
[0088] Figure 4 A flowchart of a spatial rendering method for spatial audio provided by an exemplary embodiment of the present invention;
[0089] Figure 5 A schematic diagram of the sound field width of unprocessed audio;
[0090] Figure 6 for Figure 5 Diagram of the width of the audio sound field after the audio in is converted into virtual surround sound. DETAILED DESCRIPTION
[0091] In order to enable those skilled in the art to better understand the scheme of the present invention, the technical scheme in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of 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 of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present invention.
[0092] It should be noted that the terms "first", "second", etc. in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, device, product or equipment that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or equipment.
[0093] In one embodiment of the present invention, a spatial audio system for a stereo speaker playback device is provided, such as Figure 1 As shown, it particularly relates to a spatial audio system based on a stereo speaker device, the spatial audio system includes a speaker device and an audio processor integrated with an HRTF algorithm, the speaker device must be configured with more than two speakers, and the distance between the two speakers is preferably more than 15 cm.
[0094] The audio processor receives the initial audio stream data in the stereo format or surround sound format of the speaker device in real time, and converts it into virtual surround sound audio without adding channels. The large spacing is conducive to improving the sound effect of converting into virtual surround sound. Applicable speaker devices include mobile phones, tablets, laptops, PCs, audio playback terminals, TVs, and car audio.
[0095] The spatial audio system of this embodiment is intended to provide an immersive spatial audio effect, allowing users to render and play more immersive audio content in real time on existing devices. Two real-time solutions can be used to achieve this:
[0096] The first real-time solution is that the audio processor is integrated into the speaker device, and the spatial audio algorithm is implanted into the audio processor;
[0097] Another real-time solution is that the speaker device allows the installation of third-party applications and develops a dedicated client application. The audio processor is set on the server or cloud corresponding to the client application, that is, the spatial audio algorithm is implanted on the server of the App.
[0098] The process by which an audio processor converts stereo or surround sound into virtual surround sound for a more immersive spatial audio experience is as follows: Figure 2 As shown:
[0099] Pre-process the initial audio stream data to make the audio loudness of each channel uniform, ensuring that the subsequently processed audio meets the national standard loudness; the technologies used include digital filters and dynamic range compression.
[0100] Perform spatial rendering operations on the pre-processed audio, including:
[0101] The virtual space is designed in advance based on the distance between the speakers of the speaker device using the HRTF algorithm: the larger the distance between the speakers, the larger the virtual space; and the orientation of the virtual ears is set in the virtual space, and the virtual ears include the left ear and the right ear; the virtual space is a three-dimensional sound environment constructed by the HRTF algorithm and data model, which allows the sound to propagate in this space in a simulated manner. This space is defined by using HRTF data to simulate how the sound reaches the listener's ears from different directions and distances, thereby creating a stereo or surround sound effect. The sound propagation in the virtual space imitates the acoustic characteristics in the real world, including the direction, reflection, attenuation, etc. of the sound.
[0102] Using the HRTF algorithm to simulate the sound propagation of the preprocessed audio in the virtual space, and simulating the virtual ear receiving the sound propagated in the virtual space;
[0103] Analyzing the difference between the sound received by the left ear and the sound received by the right ear, wherein the sound difference includes one or more of a time delay difference, a phase difference, and a loudness attenuation difference;
[0104] estimating a position of a virtual sound source in the virtual space according to a difference in sound received by a left ear and a right ear, wherein the virtual sound source is defined as a starting point of the sound propagating in the virtual space;
[0105] After the spatial rendering is completed, the audio is re-encoded into virtual surround sound audio containing spatial position information and returned to the speaker device. Once the spatial position of the virtual sound source is determined, the algorithm processes and enhances the audio content according to the position information, including adjusting the direction, sense of distance and environmental reflection of the sound to simulate a real three-dimensional sound field. The algorithm applies acoustic models, filters, enhancement algorithms and other technologies to achieve the generation of spatial audio effects, that is, re-encoding virtual surround sound audio containing spatial position information.
[0106] The purpose of re-encoding is to enhance the pre-processed audio according to the estimated position of the virtual sound source in the virtual space, and the following means or a combination thereof may be used:
[0107] Method 1: Increase the width of the audio. The width of the processed audio sound field is as follows: Figure 6 ,contrast Figure 5 The sound field width of the original audio before processing can provide a wider and more immersive sound field effect;
[0108] Method 2: Use the HRTF algorithm to simulate the audio signal being received by the left and right ears in different directions, evaluate the corresponding audio effects, and determine the directional adjustment of the audio; that is, by using the head-related transfer function (HRTF), simulate how the sound is received by the human ear in different directions to adjust the sound direction.
[0109] Method three: Use the HRTF algorithm to simulate the audio signal being received by the left and right ears with different volumes and filtering effects, evaluate the corresponding audio effects to determine the frequency adjustment and phase adjustment of the audio; adjust the volume and filtering effect of the sound to simulate the distance between the sound source and the listener. The farther the sound is, the smaller the volume and the reduced high-frequency components.
[0110] Method 4: Use the HRTF algorithm to simulate the audio signal being received by the left and right ears with different reverberation and echo effects, evaluate the corresponding audio effects to determine the reflection adjustment of the audio; use reverberation and echo effects to simulate the reflection characteristics of sound in different environments and increase the environmental sense of the sound.
[0111] Specifically, before analyzing the difference between the sound received by the left ear and the sound received by the right ear, the audio processor separates the left and right channel signals of the preprocessed audio in a stereo format, or separates the channel signals of the preprocessed audio in a surround sound format to obtain a mono audio corresponding to each channel;
[0112] Simulating the propagation of the mono audio corresponding to each channel in the virtual space, and simulating the mono audio received by the left ear and the right ear;
[0113] Analyzing the difference in sound received by the left ear and the right ear includes: performing time domain analysis on the mono audio to determine the time difference between the left ear and the right ear receiving the sound; and / or, performing phase analysis on the mono audio to determine the phase difference between the left ear and the right ear receiving the sound. The difference in phase will also affect the sense of auditory positioning; and / or, performing frequency domain analysis on the mono audio, analyzing the frequency spectrum of each channel through the FFT (Fast Fourier Transform) method, identifying each frequency component, thereby understanding the frequency distribution and characteristics of the sound, and determining the frequency distribution of the sound received by the left ear and the right ear.
[0114] The algorithm infers the location of stereo sound sources, which usually relies on the characteristics of the head-related transfer function (HRTF). By analyzing the interaction between the audio signal and the HRTF, the algorithm can simulate how the human ear and brain locate the sound source based on the difference in the arrival time of the sound, the difference in volume, and the frequency filtering effect (caused by factors such as the shape of the head and ears). These differences are encoded into the audio signal, allowing the algorithm to infer the direction and distance of the sound source in the virtual space, thereby reproducing a highly spatial audio scene in the listener's headphones or speakers. The process of inferring the location of the sound source involves several key steps: First, by analyzing the frequency response and phase information of the sound signal, combined with the HRTF data, it simulates how the sound reaches the listener's ears from all directions. The algorithm considers the filtering effect caused by the head, ears, etc. before the sound reaches the listener, which changes the frequency content and phase of the sound. The algorithm then uses these changes to calculate the direction and distance of the virtual source of the sound. By accurately analyzing the difference in the sound received by the left and right ears (including the difference in arrival time and intensity), the location of the sound source in three-dimensional space can be inferred.
[0115] In a specific embodiment, after analyzing the difference in the sound received by the left ear and the right ear, a method for estimating the position of the virtual sound source in the virtual space is provided. Figure 3 As shown:
[0116] Preset an initialization source point so that it is located on the perpendicular bisector between the left ear and the right ear;
[0117] After determining the time difference between the left ear and the right ear receiving the sound, based on the acoustic transmission characteristics stored in the HRTF database, determine a first offset vector, which represents the offset of the initialization source point in a direction perpendicular to the perpendicular midline;
[0118] After determining the phase difference between the sound received by the left ear and the sound received by the right ear, a second offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database, which represents the offset of the initialization source point on the circle with the midpoint between the left and right ears as the center;
[0119] After determining the frequency distribution of the sound received by the left ear and the right ear, a third offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database, which represents the offset of the initialization source point in the direction of the perpendicular midline and the direction perpendicular to the perpendicular midline;
[0120] The first offset vector, the second offset vector and the third offset vector are combined to determine a comprehensive offset vector, and the initialization source point is offset accordingly to obtain the position of the virtual sound source in the virtual space.
[0121] In one embodiment, the system further comprises a human-computer interaction module electrically connected to the audio processor, such as Figure 1 As shown, it is configured with one or more of the following adjustment units:
[0122] A unified loudness adjustment unit, which is used to adjust the unified loudness value of the audio loudness of each channel of the initial audio stream data;
[0123] A virtual space adjustment unit, which is used to adjust the size of the virtual space and / or adjust the position of the virtual ear in the virtual space, and to reset the initial setting parameters of the virtual space with one key;
[0124] A spatial reverberation setting unit is used to select a desired reverberation mode from a plurality of preset spatial reverberation modes, and the audio processor is configured to match associated channel equalization parameters and mixing parameters according to the selected desired reverberation mode, wherein the preset spatial reverberation modes include plate reverberation mode, room reverberation mode, and hall reverberation mode.
[0125] For the spatial reverberation setting unit, the associated channel equalization parameters and mixing parameters are preset for the spatial reverberation mode in the following way:
[0126] For each spatial reverberation mode, operating the audio system of the speaker device multiple times;
[0127] Evaluate each operation according to the preset evaluation factors and calculate the sound quality score of the operation;
[0128] The operation is performed a preset number of times, and the channel equalization parameters and mixing parameters under the operation corresponding to the highest sound quality score are selected as the associated optimization parameters; or, the operation is stopped until the sound quality score reaches a preset optimization score threshold, and the channel equalization parameters and mixing parameters under the last operation are used as the associated optimization parameters.
[0129] The human-computer interaction module can be integrated into the speaker device or be independent of the speaker device. Through the human-computer interaction module, users can customize their own audio solutions according to their own auditory characteristics and preferences, making it a universal stereo audio system that can meet the needs of different users.
[0130] Whether the spatial audio algorithm is implanted in the audio processor of the speaker device or an APP is installed on the speaker device to implement the spatial audio algorithm, real-time rendering and playback of processed audio content can be achieved, which means that users can instantly experience immersive spatial audio effects.
[0131] The embodiments of the present invention can be applied to any device, including smart phones, tablet computers, laptops, PCs, audio playback terminals, televisions, car audio and other playback devices that allow the installation of third-party applications (APPs), which allows users to improve the stereo surround audio effect on their existing devices without having to purchase new specialized equipment or perform hardware modifications.
[0132] By implanting algorithms or installing APP, users can improve the stereo surround audio effect on their existing devices without purchasing additional equipment to increase multi-channel configuration or perform complex settings.
[0133] In one embodiment of the present invention, an audio processor is provided, which processes audio to obtain virtual surround sound audio by the following steps:
[0134] Get the initial audio stream data in stereo format or surround sound format;
[0135] Preprocessing the initial audio stream data to make the audio loudness of each channel uniform;
[0136] Perform spatial rendering operations on the pre-processed audio, including:
[0137] Presetting a virtual space, and setting the position of virtual ears in the virtual space, wherein the virtual ears include a left ear and a right ear;
[0138] Using the HRTF algorithm to simulate the sound propagation of the preprocessed audio in the virtual space, and simulating the virtual ear receiving the sound propagated in the virtual space;
[0139] Analyzing the difference between the sound received by the left ear and the sound received by the right ear, wherein the sound difference includes one or more of a time delay difference, a phase difference, and a loudness attenuation difference;
[0140] estimating a position of a virtual sound source in the virtual space according to a difference in sound received by a left ear and a right ear, wherein the virtual sound source is defined as a starting point of the sound propagating in the virtual space;
[0141] After completing the spatial rendering, the audio is re-encoded into a virtual surround sound audio containing spatial position information, and the channels of the virtual surround sound audio are the same as those of the initial audio stream data.
[0142] Specifically, the left and right channel signals of the preprocessed audio in a stereo format are separated, or the channel signals of the preprocessed audio in a surround sound format are separated to obtain a mono audio corresponding to each channel;
[0143] Simulating the propagation of the mono audio corresponding to each channel in the virtual space, and simulating the mono audio received by the left ear and the right ear;
[0144] Analyzing the difference in sound received by the left ear and the right ear includes: performing time domain analysis on the mono audio to determine the time difference between the sound received by the left ear and the right ear; and / or, performing phase analysis on the mono audio to determine the phase difference between the sound received by the left ear and the right ear; and / or, performing frequency domain analysis on the mono audio to determine the frequency distribution of the sound received by the left ear and the right ear.
[0145] The position of the virtual sound source in the virtual space is estimated in the following manner: presetting an initialization source point so that it is located on the perpendicular midline between the left ear and the right ear; after determining the time difference between the left ear and the right ear receiving the sound, based on the acoustic transmission characteristics stored in the HRTF database, determining the offset vector of the initialization source point in the direction perpendicular to the perpendicular midline; and / or, after determining the phase difference between the left ear and the right ear receiving the sound, based on the acoustic transmission characteristics stored in the HRTF database, determining the offset vector of the initialization source point on a circle with the midpoint between the left and right ears as the center; and / or, after determining the frequency distribution of the sound received by the left ear and the right ear, determining the offset vectors of the initialization source point in the direction of the perpendicular midline and in the direction perpendicular to the perpendicular midline based on the acoustic transmission characteristics stored in the HRTF database; according to the offset vector of the initialization source point in the direction perpendicular to the perpendicular midline, the offset vector on the circle with the midpoint between the left and right ears as the center, and the offset vectors in the direction of the perpendicular midline and in the direction perpendicular to the perpendicular midline, respectively, a comprehensive offset vector is determined, and the initialization source point is offset accordingly to obtain the position of the virtual sound source in the virtual space.
[0146] Re-encoding the audio into virtual surround sound audio containing spatial position information includes: enhancing the pre-processed audio according to the estimated position of the virtual sound source in the virtual space, including: increasing the audio width; and / or, simulating the audio signal being received by the left ear and the right ear in different directions through the HRTF algorithm, and evaluating the corresponding audio effects to determine the direction adjustment of the audio; and / or, simulating the audio signal being received by the left ear and the right ear with different volumes and filtering effects through the HRTF algorithm, and evaluating the corresponding audio effects to determine the frequency adjustment and phase adjustment of the audio; and / or, simulating the audio signal being received by the left ear and the right ear with different reverberation and echo effects through the HRTF algorithm, and evaluating the corresponding audio effects to determine the reflection adjustment of the audio.
[0147] The audio processor provided in this embodiment and the spatial audio system provided in the above embodiment belong to the same inventive concept, and the entire contents of the spatial audio system embodiment are incorporated into the embodiment of this audio processor by way of full reference.
[0148] In one embodiment of the present invention, a method for converting spatial audio into virtual surround sound is provided, which converts spatial audio into virtual surround sound without increasing the number of channels. The method comprises the following steps:
[0149] Receiving initial audio stream data in a stereo format or a surround sound format;
[0150] Preprocessing the initial audio stream data to make the audio loudness of each channel uniform;
[0151] Presetting a virtual space and setting the position of virtual ears in the virtual space, wherein the virtual ears include a left ear and a right ear; simulating the sound propagation of the preprocessed audio in the virtual space by using an HRTF algorithm, and simulating the virtual ears receiving the sound propagated in the virtual space;
[0152] Analyzing the difference between the sound received by the left ear and the sound received by the right ear, wherein the sound difference includes one or more of a time delay difference, a phase difference, and a loudness attenuation difference;
[0153] estimating a position of a virtual sound source in the virtual space according to a difference in sound received by a left ear and a right ear, wherein the virtual sound source is defined as a starting point of the sound propagating in the virtual space;
[0154] After completing the spatial rendering, the audio is re-encoded into virtual surround sound audio containing spatial position information. Specifically, the method of re-encoding the audio into virtual surround sound audio containing spatial position information includes: increasing the audio width; and / or, simulating the audio signal to be received by the left ear and the right ear in different directions through the HRTF algorithm, evaluating the corresponding audio effects to determine the direction adjustment of the audio; and / or, simulating the audio signal to be received by the left ear and the right ear with different volumes and filtering effects through the HRTF algorithm, evaluating the corresponding audio effects to determine the frequency adjustment and phase adjustment of the audio; and / or, simulating the audio signal to be received by the left ear and the right ear with different reverberation and echo effects through the HRTF algorithm, evaluating the corresponding audio effects to determine the reflection adjustment of the audio.
[0155] The audio processor provided in this embodiment and the spatial audio system provided in the above embodiment belong to the same inventive concept, that is, before analyzing the difference in sound received by the left ear and the right ear, the method further includes: separating the left and right channel signals of the preprocessed audio in a stereo format, or separating the channel signals of the preprocessed audio in a surround sound format, to obtain a mono audio corresponding to each channel; simulating the propagation of the mono audio corresponding to each channel in the virtual space, and simulating the mono audio received by the left ear and the right ear;
[0156] Analyzing the difference in sound received by the left ear and the right ear includes: performing time domain analysis on the mono audio to determine the time difference between the sound received by the left ear and the right ear; and / or, performing phase analysis on the mono audio to determine the phase difference between the sound received by the left ear and the right ear; and / or, performing frequency domain analysis on the mono audio to determine the frequency distribution of the sound received by the left ear and the right ear.
[0157] The position of the virtual sound source in the virtual space is estimated by:
[0158] Preset an initialization source point so that it is located on the perpendicular bisector between the left ear and the right ear;
[0159] After determining the time difference between the left ear and the right ear receiving the sound, based on the acoustic transmission characteristics stored in the HRTF database, determine the offset vector of the initialization source point in the direction perpendicular to the perpendicular midline; and / or, after determining the phase difference between the left ear and the right ear receiving the sound, based on the acoustic transmission characteristics stored in the HRTF database, determine the offset vector of the initialization source point on a circle with the midpoint between the left and right ears as the center; and / or, after determining the frequency distribution of the sound received by the left ear and the right ear, determine the offset vectors of the initialization source point in the direction of the perpendicular midline and in the direction perpendicular to the perpendicular midline, respectively, based on the acoustic transmission characteristics stored in the HRTF database;
[0160] According to the offset vector of the initialization source point in the direction perpendicular to the perpendicular bisector, the offset vector on the circle with the midpoint between the left and right ears as the center, and the offset vectors in the direction of the perpendicular bisector and in the direction perpendicular to the perpendicular bisector, a comprehensive offset vector is determined, and the initialization source point is offset accordingly to obtain the position of the virtual sound source in the virtual space.
[0161] The entire contents of the spatial audio system embodiment are hereby incorporated into the embodiment of the virtual surround sound conversion method of spatial audio by way of full reference.
[0162] In one embodiment of the present invention, a spatial rendering method for spatial audio is provided. Figure 4 , including the following steps:
[0163] Presetting a virtual space, and setting the position of virtual ears in the virtual space, wherein the virtual ears include a left ear and a right ear;
[0164] Using the HRTF algorithm to simulate the sound propagation of a spatial audio to be rendered in the virtual space, and simulating the virtual ear receiving the sound propagated in the virtual space, wherein the spatial audio is in a stereo format or a surround sound format;
[0165] Analyzing the difference between the sound received by the left ear and the sound received by the right ear, wherein the sound difference includes one or more of a time delay difference, a phase difference, and a loudness attenuation difference;
[0166] estimating a position of a virtual sound source in the virtual space according to a difference in sound received by a left ear and a right ear, wherein the virtual sound source is defined as a starting point of the sound propagating in the virtual space;
[0167] According to the estimated position of the virtual sound source in the virtual space, the audio is re-encoded into virtual surround sound audio containing spatial position information.
[0168] The spatial rendering method provided in this embodiment is an important part of the above-mentioned embodiment of the virtual surround sound conversion method of spatial audio, that is, the audio after pre-processing the initial audio stream data received in real time from the speaker device in the above-mentioned embodiment of the virtual surround sound conversion method of spatial audio is the spatial audio to be rendered in this embodiment.
[0169] The purpose of spatial rendering is to convert the initial audio stream data into virtual surround sound audio containing spatial position information without increasing the number of channels of the initial audio stream data. When the speaker device plays the virtual surround sound audio containing spatial position information, the user can feel the positioning and surround feeling of the sound source in the three-dimensional space more strongly, providing customers with a more realistic and immersive audio experience.
[0170] It should be noted that, in this article, relational terms such as first and second, etc. are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further restrictions, the elements defined by the sentence "comprise a ..." do not exclude the existence of other identical elements in the process, method, article or device including the elements.
[0171] The above is only a specific implementation of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.
Claims
1. An audio processor, characterized in that: The audio is processed through the following steps to obtain virtual surround sound audio: Get the initial audio stream data in stereo format or surround sound format; Preprocessing the initial audio stream data to make the audio loudness of each channel uniform; Perform spatial rendering operations on the pre-processed audio, including: Presetting a virtual space, and setting the position of virtual ears in the virtual space, wherein the virtual ears include a left ear and a right ear; Using the HRTF algorithm to simulate the sound propagation of the preprocessed audio in the virtual space, and simulating the virtual ear receiving the sound propagated in the virtual space; Analyzing the difference between the sound received by the left ear and the sound received by the right ear, wherein the sound difference includes one or more of a time delay difference, a phase difference, and a loudness attenuation difference; estimating a position of a virtual sound source in the virtual space according to a difference in sound received by a left ear and a right ear, wherein the virtual sound source is defined as a starting point of the sound propagating in the virtual space; After completing the spatial rendering, the audio is re-encoded into a virtual surround sound audio containing spatial position information, and the channels of the virtual surround sound audio are the same as those of the initial audio stream data.
2. The audio processor according to claim 1, characterized in that Separating left and right channel signals of the preprocessed audio in a stereo format, or separating each channel signal of the preprocessed audio in a surround sound format, to obtain a mono audio corresponding to each channel; Simulating the propagation of the mono audio corresponding to each channel in the virtual space, and simulating the mono audio received by the left ear and the right ear; Analyzing the difference between the sound received by the left ear and the sound received by the right ear includes: performing time domain analysis on the mono audio to determine the time difference between the sound received by the left ear and the sound received by the right ear; And / or, perform phase analysis on the mono audio to determine the phase difference between the sound received by the left ear and the right ear; and / or, perform frequency domain analysis on the mono audio to determine the frequency distribution of the sound received by the left ear and the right ear.
3. The audio processor according to claim 2, characterized in that: The position of the virtual sound source in the virtual space is estimated by: Preset an initialization source point so that it is located on the perpendicular bisector between the left ear and the right ear; After determining the time difference between the left ear and the right ear receiving the sound, a first offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; and / or, after determining the phase difference between the left ear and the right ear receiving the sound, a second offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; and / or, after determining the frequency distribution of the left ear and the right ear receiving the sound, a third offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; A comprehensive offset vector is determined based on the first offset vector, and / or the second offset vector, and / or the third offset vector, and the initialization source point is offset accordingly to obtain the position of the virtual sound source in the virtual space.
4. The audio processor according to claim 2, characterized in that: Re-encoding the audio into virtual surround sound audio containing spatial position information includes: enhancing the pre-processed audio according to the estimated position of the virtual sound source in the virtual space, including: Increase the audio width; and / or, simulating, by means of a HRTF algorithm, that audio signals are received by the left ear and the right ear in different directions, and evaluating corresponding audio effects to determine the direction adjustment of the audio; and / or, simulating the audio signal to be received by the left ear and the right ear with different volumes and filtering effects through the HRTF algorithm, and evaluating the corresponding audio effects to determine the frequency adjustment and phase adjustment of the audio; And / or, simulating an audio signal to be received by a left ear and a right ear with different reverberation and echo effects through a HRTF algorithm, and evaluating corresponding audio effects to determine the reflection adjustment of the audio.
5. A spatial audio system for a stereo speaker playback device, characterized in that: A speaker device and an audio processor as claimed in any one of claims 1 to 4, wherein the audio processor is integrated with a HRTF algorithm; The audio processor obtains the initial audio stream data in the stereo format or the surround sound format from the speaker device; After completing the spatial rendering, the audio processor will re-encode the virtual surround sound audio containing spatial position information and return it to the speaker device.
6. The spatial audio system according to claim 5, characterized in that: The speaker device is equipped with two or more speakers, and the distance between the two speakers is more than 15 cm; The audio processor is integrated in the speaker device; or, the speaker device is configured with a client application, and the audio processor is arranged on a server or cloud corresponding to the client application; The virtual space is designed in advance according to the distance between the speakers of the speaker device using the HRTF algorithm: the larger the distance between the speakers, the larger the virtual space; The speaker device includes one or more of a mobile phone, a tablet computer, a laptop computer, a PC, an audio player terminal, a television, and a car audio device.
7. The spatial audio system according to claim 5 or 6, characterized in that: The system further includes a human-computer interaction module electrically connected to the audio processor, which is configured with one or more of the following adjustment units: A unified loudness adjustment unit, which is used to adjust the unified loudness value of the audio loudness of each channel of the initial audio stream data; A virtual space adjustment unit, which is used to adjust the size of the virtual space and / or adjust the position of the virtual ear in the virtual space, and to reset the initial setting parameters of the virtual space with one key; A spatial reverberation setting unit is used to select a desired reverberation mode from a plurality of preset spatial reverberation modes, and the audio processor is configured to match the associated channel equalization parameters and mixing parameters according to the selected desired reverberation mode, wherein the preset spatial reverberation modes include plate reverberation mode, room reverberation mode, and hall reverberation mode, wherein the associated channel equalization parameters and mixing parameters are preset for the spatial reverberation mode in the following manner: For each spatial reverberation mode, operating the audio system of the speaker device multiple times; Evaluate each operation according to the preset evaluation factors and calculate the sound quality score of the operation; The operation is performed a preset number of times, and the channel equalization parameters and mixing parameters under the operation corresponding to the highest sound quality score are selected as the associated optimization parameters; or, the operation is stopped until the sound quality score reaches a preset optimization score threshold, and the channel equalization parameters and mixing parameters under the last operation are used as the associated optimization parameters.
8. A method for converting spatial audio into virtual surround sound, characterized in that: The method converts spatial audio into virtual surround sound without increasing the number of channels, comprising the following steps: Receiving initial audio stream data in a stereo format or a surround sound format; Preprocessing the initial audio stream data to make the audio loudness of each channel uniform; Perform spatial rendering operations on the pre-processed audio, including: Presetting a virtual space and setting the position of virtual ears in the virtual space, wherein the virtual ears include a left ear and a right ear; simulating the sound propagation of the preprocessed audio in the virtual space by using an HRTF algorithm, and simulating the virtual ears receiving the sound propagated in the virtual space; Analyzing the difference between the sound received by the left ear and the sound received by the right ear, wherein the sound difference includes one or more of a time delay difference, a phase difference, and a loudness attenuation difference; estimating a position of a virtual sound source in the virtual space according to a difference in sound received by a left ear and a right ear, wherein the virtual sound source is defined as a starting point of the sound propagating in the virtual space; After spatial rendering is complete, the audio is re-encoded into virtual surround sound audio that includes spatial position information.
9. The method for converting spatial audio into virtual surround sound according to claim 8, characterized in that: Before analyzing the difference between the sound received by the left ear and the right ear, the method further includes: separating the left and right channel signals of the preprocessed audio in a stereo format, or separating the channel signals of the preprocessed audio in a surround sound format to obtain a mono audio corresponding to each channel; simulating the propagation of the mono audio corresponding to each channel in the virtual space, and simulating the mono audio received by the left ear and the right ear; Analyzing the difference in sound received by the left ear and the right ear includes: performing time domain analysis on the mono audio to determine the time difference between the sound received by the left ear and the right ear; and / or, performing phase analysis on the mono audio to determine the phase difference between the sound received by the left ear and the right ear; and / or, performing frequency domain analysis on the mono audio to determine the frequency distribution of the sound received by the left ear and the right ear.
10. The method for converting spatial audio into virtual surround sound according to claim 9, characterized in that: The position of the virtual sound source in the virtual space is estimated in the following manner: presetting an initialization source point so that it is located on the perpendicular bisector between the left ear and the right ear; after determining the time difference between the left ear and the right ear receiving the sound, a first offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; and / or, after determining the phase difference between the left ear and the right ear receiving the sound, a second offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; and / or, after determining the frequency distribution of the sound received by the left ear and the right ear, a third offset vector is determined based on the acoustic transmission characteristics stored in the HRTF database; according to the first offset vector, and / or the second offset vector, and / or the third offset vector, a comprehensive offset vector is determined, and the initialization source point is offset accordingly to obtain the position of the virtual sound source in the virtual space; Alternatively, the method of re-encoding the audio into virtual surround sound audio containing spatial position information includes: increasing the audio width; and / or, simulating the audio signal being received by the left ear and the right ear in different directions through the HRTF algorithm, and evaluating the corresponding audio effects to determine the direction adjustment of the audio; and / or, simulating the audio signal being received by the left ear and the right ear with different volumes and filtering effects through the HRTF algorithm, and evaluating the corresponding audio effects to determine the frequency adjustment and phase adjustment of the audio; and / or, simulating the audio signal being received by the left ear and the right ear with different reverberation and echo effects through the HRTF algorithm, and evaluating the corresponding audio effects to determine the reflection adjustment of the audio.
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