Sound system emulation with selected sound modes for playback via headphones

The system uses binaural impulse responses to emulate loudspeaker systems on headphones, addressing the limitations of existing simulations by allowing users to realistically experience and select audio setups, enhancing headphone listening.

WO2026080850A1PCT designated stage Publication Date: 2026-04-16SOUND UNITED LLC
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
SOUND UNITED LLC
Filing Date
2025-10-10
Publication Date
2026-04-16

AI Technical Summary

Technical Problem

Existing systems fail to provide a convenient, flexible, and unobtrusive method for simulating aural experiences of different audio loudspeaker systems in virtual settings, especially for headphone listening, which does not accurately emulate the loudspeaker systems in the user's physical setting and limits the selection based on simulated experiences.

Method used

A system and method using binaural impulse responses to emulate loudspeaker systems in virtual settings, applying these responses to user-selected audio content for headphone playback, allowing users to select between different audio setups based on simulated experiences, and compensating for headphone frequency response differences.

Benefits of technology

Enables users to experience and select audio setups convincingly, overcoming the limitations of headphone listening by providing a realistic and customizable emulation of loudspeaker systems in various environments.

✦ Generated by Eureka AI based on patent content.

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Abstract

An emulation system (e.g., 100) and method for emulating a listener's audio experience of a candidate loudspeaker speaker system in an acoustic (e.g., residential) space (e.g., 102) includes acquiring binaural impulse responses associated with that listening experience generating associated binaural impulse response ("BIR") filters, and applying them in real time to any user-selected program material for playback over specially prepared headphones (e.g., 900). Headphone listening "modes" may be offered to listeners which emulate the speaker-room experience, and headphones so prepared may be offered to prospective customers of the candidate loudspeaker system (112) whose in-room performance has been emulated. In another embodiment, binaural recordings of automotive audio systems may be used for emulating such systems over headphones.
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Description

SOUND SYSTEM EMULATION WITH SELECTED SOUND MODES FOR PLAYBACK VIA HEADPHONESCROSS-REFERENCE TO RELATED APPLICATION(S) AND CLAIM(S) OF PRIORITY

[0001] This PCT application claims priority to related, commonly owned U.S. provisional patent application no. 63 / 705,604 filed October 10, 2024, the entire disclosure of which is incorporated herein by reference. This application is also broadly related to applicant’s commonly owned US patents 7817812, 9426576, 10327064, 10730423, 11838740 and 11937066, the entire disclosures of which are incorporated herein by reference for purposes of technical background and nomenclature support.BACKGROUND1. Field

[0002] One or more embodiments of the present invention relate to systems, products, other articles and combinations, and methods and processes for the emulation of loudspeaker systems located in a listening room or other area, especially an enclosed area (e.g., a vehicle interior), and the presentation of the emulated loudspeaker systems to one or more individuals, preferably using headphones, allowing, for example, the one or more individuals to experience and select between the emulated loudspeaker systems.2. Discussion of the Related Art

[0003] Headphones, especially high-quality headphones, permit a listener to appreciate all elements of a two-channel downmix of an audio recording, whether music or a film or other media soundtrack. However, with the use of headphones, audio images tend to remain internal ( / .e., within the head) as opposed to the palpable, externalized images provided by a great pair of loudspeakers optimally set up in a dedicated acoustic space.

[0004] High-end loudspeaker audio systems, which can provide such palpable, externalized images, are typically expensive and difficult to set up properly to realizetheir full potential. Loudspeaker audio systems, particularly high-end ones, often require not only the various components within the audio chain (e.g., source, preamp, power amp, loudspeakers, cables, etc.), but also a dedicated, acoustically treated room for optimal performance.

[0005] Direct-to-consumer sales models for loudspeaker audio systems are hampered by the impracticality and expense of “sampling" products in their intended environment, such as in the home of the consumer. The impracticality and expense are due, at least in part, to the size and weight of loudspeakers and their consequent shipping costs and shipping time, not to mention the trouble associated with returning the loudspeakers if the consumer decides not to keep the loudspeaker system because it does not perform as expected in the consumer’s room. Additionally, there is the risk of damage to the loudspeaker and associated audio components during usage and in transit to the consumer or back to the retailer or supplier as a product return.

[0006] The above-described problems are also experienced in automotive (or more broadly vehicle-related) environments. In the sale of automobiles and other vehicles, the vehicles often are available with two or more “trim” models from which the consumer may choose. Trim models may include different loudspeakers, loudspeaker-accompanying components (e.g., source, pre-amp, power amp, loudspeakers, cables, etc.), and available settings (e.g., listening modes such as “studio” or “concert" in accordance with certain commercial systems, such as the Bowers & Wilkins® (hereinafter also referred to as Bowers or B&W) system developed for some BMW models. Due to space limitations, among other reasons, it is impractical for automotive and other vehicle dealerships to provide all trims for each vehicle on the showroom floor for consumers to “try out" (or sample) the respective loudspeakers, accompanying components, and available settings in each trim of each model vehicle. Indeed, oftentimes a dealership, particularly those selling high-end vehicles, may not have all trims for each model vehicle on the dealership lot. Consequently, potential consumers visiting the showroom often cannot sample and experience all sound system options (e.g., loudspeakers, associated components, and listening modes) for a particular vehicle model. Even if the dealership inventory collectively includes all sound systems options for a givensound system, the consumer’s hearing experience for the sound systems may differ from vehicle model to vehicle model, e.g., the consumer may have one experience listening to loudspeakers in a small SUV versus listening to the same loudspeakers in a large SUV or a sedan due to, among other things, different vehicle model compartment dimensions and construction materials.

[0007] If the loudspeakers and loudspeaker-accompanying components (e.g., source, pre-amp, power amp, loudspeakers, cables, etc.) could be convincingly emulated in-store (or in-vehicle) at their point of sale, consumers would be able to evaluate the overall system performance in a convenient, low-cost, no (or at least low) risk manner. It would be of great benefit and advantage to virtually place the consumer or other individual in a particular setting (e.g., a room of a home or other building, or a driver’s or passenger's seat of a vehicle) by emulating the consumer’s or other individual’s experience of the audio system while in a different physical setting, e.g., in the retail store or the dealership.

[0008] There have been a number of attempts in the prior art to create a simulated listening experience for prospective decision makers contemplating an audio purchase. For example, Crutchfield Corporation has several patents on what they refer to as their SpeakerCompare™ website tool, including US patents 9674633, 10091602, 10284990, 10667070, 11115771, and 11496851. These Crutchfield patents describe a speaker simulation tool advertised to provide a simulated listening experience for offered loudspeaker models, using a "reference speaker" (see, Figs 1A and 1B, excerpted from US patent 9674633). The Crutchfield SpeakerCompare™ tool and method have several shortcomings. For example, there is no mechanism to simulate a prospective customer’s listening room or externalize audio when a simulation is reproduced over headphones. Furthermore, when the “demonstration speaker” is auditioned over the “reference speaker", to the extent that the reference speaker’s radiation pattern differs from that of the demonstration speaker it will fail to simulate or emulate the demonstration speaker. In general terms, notably, a loudspeaker’s driver configuration and its crossover network will largely determine its power response, a metric that captures a loudspeaker’s polar radiation pattern. It is well established that a speaker’s power response greatly contributes to its audible performance characteristics, especiallywith regard to perceived magnitude response (spectral balance) at the listening location in a reverberant (non-anechoic) listening environment.

[0009] Bose also created their Auditioner™ system to simulate listening to selected offered audio products as described in US patent 11,809,777. This Bose patent describes a system and method advertised to allow an installer and a user to select offered products in a proposed configuration (see, e.g., Figs 1C and 1D, excerpted from US patent 11,809,777) and then listen to a simulator which, in operation purports to simulate or demonstrate for the customer how a proposed system will sound before the proposed system is installed in the customer’s space. But the Bose method for comparing virtual renditions of loudspeaker systems is limited in a manner which constrains the user by limiting the selection of program or audition material. Audio buyers want to listen to recordings they know and they want to control the listening experience in other ways. In the Bose system, Bose’s preselected audio has been pre-processed to favorably reflect the audio performance of the Bose speaker system being auditioned, as opposed to real-time processing of the consumer’s preferred audio programs from his own music library or streaming service and with audio processing settings selected by the user or buyer. Furthermore, like the Crutchfield patents, some embodiments of Bose’s US patent 11 ,809,777 fail to properly account for or model the differences in power response of the reference and demonstration loudspeaker systems, especially in a user’s own listening space.

[0010] These prior art attempts to provide a realistic system and method for simulating audio playback for a prospective buyer have not provided satisfying results, however, for a number of reasons. Reference speakers used in a customer’s room may not effectively simulate different speakers offered for sale due to differences in the simulated speaker and the reference speaker, as well as the difference in the acoustic properties of the rooms. Headphones would be more convenient for a prospective customer’s use, but audio playback through headphones has some inherent limitations, including different headphone product frequency response target curves. Dr. Sean E. Olive and others have researched user preferences to arrive at what has come to be known as the “Harman Target Curve" (see, e.g., Dr. Olive’s paper entitled “The perception and measurement ofheadphone sound quality: what do listeners prefer?", Acoustics Today, Spring 2022, Vol. 18, Issue 1, pp.58-67).

[0011] Another problem with headphones for a simulation is the sense that the sound is predominantly “inside your head", meaning that headphone listening is a fundamentally different experience than listening to music played back in a user’s room with loudspeakers. Professor Edgar Choueiri’s work in headphone audio playback is described in his US patent 9560464 includes methods for producing what he calls “binaural Impulse Response" audio filters (see, e.g., US patent 9560464) which are intended to help listeners overcome the traditional “inside your head" shortcoming of headphone listening. This '464 patent provides useful background material by introducing technical nomenclature and concepts relating to use of Digital Signal Processing ("DSP") methods to generate what are called “3-D" audio emulation filters. Choueiri’s work is being commercialized through the Theoretica Applied Physics company in the Bacch-HP™ computer audio and room correction software products and services. While the Theoretica Applied Physics / Bacch-HP™ work described in his US patent 9560464 provides computer audio and room correction product users with 3-D models for spatial or multi-channel audio and a method which accounts for head tracking, it doesn’t address the problems solved by the present invention and overcome the shortcomings or answer the retail customer or product supplier needs identified above.

[0012] There is a need, therefore, for a convenient, flexible, inexpensive, and unobtrusive system and method for modeling and simulating aural (or auditory) experiences of different audio loudspeaker systems in one or more virtual settings to emulate the aural experiences of the loudspeaker systems in the virtual setting(s), presenting the simulated aural experiences to an individual using headphones at a physical setting that differs from the virtual setting, and permitting the individual to select from among the different audio loudspeaker systems based upon the simulated aural experiences.SUMMARY

[0013] This Summary of the present disclosure is provided to introduce a selection of representative concepts in a simplified form, which reoresentative concepts arefurther described below in the Detailed Description of Exemplary Embodiments. This Summary section is not intended to identify key features or essential features of the claim-like statements listed below as numbered clauses or of the appended claims, nor is it intended to be used to limit the scope of those claim-like statements or appended claims.

[0014] An aspect of the present disclosure provides a method comprising modeling and simulating aural (or auditory) experiences of different audio loudspeaker systems in one or more virtual settings to emulate the aural experiences of the loudspeaker systems in the virtual setting(s), using headphones to present the simulated aural experiences to an individual at a physical setting that differs from the one or more virtual settings, and permitting the individual to select from among the different audio loudspeaker systems based upon the simulated aural experiences.

[0015] Another aspect of the present disclosure provides a system comprising a computer processor operatively connected to memory, and headphones. The computer processor is configured to model and simulate aural (or auditory) experiences of different audio loudspeaker systems in one or more virtual settings, to emulate the aural experiences of the loudspeaker systems in the one or more virtual settings, to present the simulated emulated aural experiences to an individual using headphones at a physical setting that differs from the one or more virtual settings, and permitting the individual to select from among the different audio loudspeaker systems based upon the simulated aural experiences.

[0016] In accordance with an aspect of the present disclosure, a prospective purchasing listener's audio experience of a candidate loudspeaker system in an acoustic space is emulated by acquiring the binaural impulse responses associated with that listening experience and applying the binaural impulse responses to the user’s own audition program material for playback over specially prepared headphones. As such, headphone listening “modes” may be offered to listeners which emulate the speaker-room (or in a specific example a speaker-vehicle interior) experience. Additionally, headphones may be offered to prospective customers of the loudspeaker system for listening to one or more in-room performances that have been emulated, such as in the case of a point-of-sale scenario for prospectivecustomers or consumers.

[0017] In accordance with another aspect of the present disclosure, binaural recordings of vehicle (e.g., automotive) audio systems are used for emulating such vehicle audio systems over headphones worn by a listener. Applications include headphone listening modes and sales demonstration techniques, enabling the in-situ experience of listening to the emulated system over headphones.

[0018] In accordance with a further aspect of the present disclosure, candidate loudspeakers are arranged in a room, such as an optimal, treated listening room (or vehicle interior compartment). The performance of the candidate loudspeakers in the room is emulated using a “dummy” (i.e., artificial) head and torso with microphones to capture an analog binaural signal which is then processed with an appropriate Digital Signal Processing (“DSP”) module to acquire a binaural impulse response. Filters are then created from the acquired binaural impulse response and those filters are applied to user-selected stereo content for headphone playback. In an embodiment, the headphones are designed for a flat response as measured at the eardrums (the dummy head’s microphones) in order to optimally emulate the loudspeaker-room audio experience.

[0019] In one example of the method of the present disclosure, an emulation system is provided and configured to receive the user's selected audition material (e.g., a user-selected stereo recording) as a user selected audio track. The emulation system is also configured to receive a user-selected candidate speaker and candidate room as a user selected audio setup. The emulation system is programmed to apply the DSP module generated binaural impulse response (“DSP- BIR”) filter in real time to the user selected audio track to generate a binaural emulation version of the user selected audio track. The DSP-BIR filter is based at least in part on the selected audio setup to generate or produce that binaural version of the user selected audio track. The emulation system is also programmed to respond to the user’s instructions (e.g., via an App or website’s User Interface “Ul”) to commence playback of the binaural emulation version of the user selected audio track.

[0020] The emulation system is also preferably configured and programmed to receive selected demonstrator headphone specifications and in response to selected demonstrator headphone specifications, adjust the DSP-BIR filter based on the headphone selection. The emulation system preferably also provides inputs for environment information, where the DSP-BIR filter is based at least in part on the environment information, which may pertain to acoustic characteristics of an automobile’s interior. The Ul preferably provides a range of user-selectable options to select audition audio track and audio setup as well as environment information and / or headphone selection where the emulation system is programmed to use memory (for example a computer readable memory unit), which stores a plurality of different DSP-BIR filters for a plurality of audio setups so that the user can toggle between different filters for different audio setups while listening to the binaural emulation version of the user selected audio track which is produced in real time, or on-the-fly.

[0021] Possible applications of the various aspects and embodiments described herein include sales techniques, such as providing headphones emulating speakers of interest to customers and consumers, and headphone listening modes. For this and other applications in accordance with one or more embodiments, room modeling techniques such as auralization may be applied in order to more accurately emulate the loudspeaker-room performance.

[0022] The above and still further objects, features and advantages of aspects of the present invention will become apparent upon consideration of the following detailed description of a specific embodiment thereof, particularly when taken in conjunction with the accompanying drawings, wherein like reference numerals in the various figures are utilized to designate like components.

[0023] The following Clauses, and associated description, set out further subject matter that forms part of the disclosure, which Clauses may individually or in combination with other subject matter disclosed herein (for example other such Clauses) form one or more claims of this patent application in due course.

[0024] Clause 1. A method of an emulation system reproducing sound at a pair of headphones having a left speaker unit and a rinht sneaker unit, the emulationsystem emulating how a particular audio set-up would sound to a listener, wherein the method comprises the following steps: a user selecting an audio recording (which may be selected via a user interface of the emulation system or rnay be selected on a different device, for example a smart phone or tablet device), a user (which may be the same or a different user) selecting from a user interface (e.g. of the emulation system) an audio set-up from a plurality of selectable audio set-ups, each such audio set-up representing a different set-up of audio components including a plurality of candidate loudspeaker units including left and right loudspeaker units positioned at respective locations in a modelled listening space, the emulation system receiving from a source (e.g. the user’s own device, from a remote server, or from a digital storage device forming part of the emulation system) digital signals representing the audio recording, a digital signal processing module of the emulation system generating and applying a binaural impulse response (“BIR”) filter, in real-time, on the digital signals representing the audio recording, the BIR filter being dependent on the audio-setup in the modelled listening space, to produce a binaural version of the user’s selected audio recording, an output from the emulation system being received by the left speaker unit and the right speaker unit of the headphones such that the binaural version of the user’s selected audio recording is played to a listener (who may be the same as the user mentioned above) wearing the headphones and provides a 3D audio playback of the audio recording which emulates the binaural sound that would be perceived by the listener were they listening to the audio recording as reproduced by the audio set-up as provided by real loudspeaker units positioned at the respective locations in a real listening space corresponding to the modelled listening space.

[0025] In relation to this Clause 1 , the emulation system may include a signal amplifier for amplifying the output before it reaches the left speaker unit and right speaker unit of the headphones.

[0026] Clause 2. The method of Clause 1 , further including the same digital signal processing module, or a different digital signal processing module of the emulationsystem, applying a headphone compensation filter, in real-time, on the digital signals representing the audio recording to compensate for the effect, if any, that the headphones being worn by the listener have on the reproduction of the 3D audio playback of the audio recording.

[0027] In relation to Clause 2, it may be the case that the headphone compensation filter is configured to compensate for differences between the acoustic behavior (e.g. the frequency response) of the headphones being worn by the listener as compared to the corresponding acoustic behavior of nominal reference headphones. It may be that a single hybrid filter is applied that performs as a combination of such a headphone compensation filter and the BIR filter.

[0028] Clause 3. The method of Clause 2, wherein the headphones have an inbuilt tuned frequency response targeting a particular profile for improved listening (e.g. tuned to the Harman curve) and the headphone compensation filter is configured to reverse the in-built tuned frequency response of the headphones.

[0029] Applying the headphone compensation filter may for example comprise reversing a non-flat frequency response of the headphones that might be a feature of the headphones in order to improve perception of sound by the listener when listening to the audio recording without the benefit of the application of a BIR filter.

[0030] Clause 4. The method of Clause 2 or Clause 3, further including a step of a part of the emulation system receiving a digital indication of characteristics of (e.g. the type of, or the brand and model of) the headphones and selecting or calculating the headphone compensation filter in response to the digital indication so received.

[0031] In relation to Clause 4, it may be that there are multiple headphone compensation filters that may be selected by the emulation system, each being dependent on the brand and model of headphone concerned.

[0032] Clause 5. The method of Clause 4, further including a step of the user identifying via a user interface of the emulation system the headphones, in response to which the digital indication of characteristics of the headphones is sent to said part of the emulation system.

[0033] It may be that the modelled listening space is pre-set before performance of the method, for example pre-set by someone other than the user / listener mentioned in Clause 1. This may be of use when wishing to allow a user to audition different audio set-ups (different hi-fi systems / different loudspeaker systems, and / or different positioning of loudspeakers) for either a default listening space and / or for a vehicle interior of a particular model of vehicle. It may be that the modelled listening space is assumed to be the same listening space during successive performance of the method of any the preceding Clauses. This may for example be true of an embodiment in which different audio equipment specifications are compared in relation to a given listening space. The listening space may for example be representative of a default listening room with certain parameters (for example, typical of a room in a home in which the real loudspeaker units might be installed). The listening space may for example be representative of a vehicle interior. The listening space may in part be defined by the user (for example selected from multiple pre-set example listening spaces or otherwise).

[0034] Clause 6. The method of any preceding Clause, wherein the emulation system has a memory unit in which are stored data for a plurality of filters (e.g. the parameters for such filters) based on previously modelled audio listening spaces, each filter defining the effect of the previously modelled listening space on the binaural sound that would be perceived by the listener were they listening to an audio recording in the real listening space, the step of the user selecting from the user interface the audio set-up includes the user selecting a listening space from a plurality of those modelled audio listening spaces, and the emulation system using the filter corresponding to the listening space so selected to adapt the BIR filter so as to take into account the effect of the listening space on the binaural sound that would be perceived by the listener in a real listening space corresponding to the selected modelled listening space.

[0035] Clause 7. The method of any of Clauses 1 to 5, wherein the step of the user selecting from the user interface the audio set-up includes the user selecting one or more parameters that define the modelled listening space (which may be by setting such parameters individually or by selecting, and optionally modifying, a pre-set listening space model).

[0036] Clause 8. The method of Clause 7, including the user selecting one or more (preferably at least three, optionally at least six) of the following parameters for defining the modelled listening space: a first dimension of the room (for example, a length, a width or a height of at least part of the room), a second dimension of the room, a third dimension of the room, a first acoustic absorbency / reflectivity parameter (for example of at least part of a floor, wall, and / or ceiling of the room), a second acoustic absorbency / reflectivity parameter (for example of at least part of a floor, wall, and / or ceiling of the room), a third acoustic absorbency / reflectivity parameter (for example of at least part of a floor, wall, and / or ceiling of the room), a first loudspeaker position in the room (for example, setting a distance from a wall, from a floor, and / or from a ceiling of the room, and / or an orientation in 2- or 3- dimensions) a second loudspeaker position in the room, and a listening position (for example, setting a distance from a wall, from a floor, and / or from a ceiling of the room, and / or an orientation in 2- or 3-dimensions, and / or a position relative to at least one of, preferably a part of, the loudspeakers in the room).

[0037] Clause 9. The method of Clause 7 or 8, in which a digital signal processing module of the emulation system (which may be the digital signal processing module of the emulation system which generates and applies the BIR filter) calculates, with the use of said parameters that define the modelled listening space, the effect of the listening space on the binaural sound that would be perceived by the listener were they listening to the audio recording in the real listening space, the BIR filter being adapted to take into account the effect of the listening space so calculated.

[0038] Clause 10. The method of any preceding Clause, in which during playback of the audio recording the user selects from the interface a different audio set-upfrom the plurality of selectable audio set-ups, and the digital signal processing module of the emulation system generates and applies a different binaural impulse response filter, in real-time, on the digital signals representing the audio recording, so that the listener wearing the headphones hears a continuation of the audio recording but switching in real-time to 3D audio playback that emulates the binaural sound that would be perceived by the listener were they listening to the audio recording as would be reproduced in real-life by the different audio set-up.

[0039] Clause 11. The method of any preceding Clause, further comprising an earlier step in which data for use in creating a BIR filter (such data for example, defining wholly or in part the parameters of such a BIR filter) for each of the plurality of different audio set-ups is generated (for example with the use of a signal processing unit, computer or the like).

[0040] Clause 12. The method of Clause 11, wherein the data for use in creating a BIR filter for each different audio set-up is generated (i.e. characterizing at least in part the audio set-up), at least in part, by using the particular set-up of audio components of the different audio set-up to play one or more test sounds (e.g. audio recordings) in a real listening space, measuring audio signals received by right and left microphones at the ears of a dummy head positioned in the real listening space, and then generating and / or recording the associated response.

[0041] In the context of Clause 12, the real listening space may correspond to a particular listening space associated with the audio set-up being characterized. This may be particular beneficial in the case where a small number (possibly only one) of listening spaces need to be modelled when the emulation system is emulating a particular audio set-up (e.g. when the use of the emulation system is to hear the difference that different audio components will have on the sound as perceived by a user in a set listening space, e.g. in a particular model of vehicle or in a default listening space, for example a default model of a living room). Alternatively, the real listening space used when characterizing an audio set-up may be a neutral listening space (for example an anechoic chamber) - for example, so that the measurements are dependent on the audio components. The effect that a real listening space (not being a neutral listening space such as an anechoic chamber) can be compensatedfor / modelled independently. For example, the differences between a first listening space associated with a first audio set-up having certain audio components positioned in certain locations and a second listening space in association with which binaural impulse data is acquired measuring the same audio components (but possibly positioned in different locations relative to the boundaries of the listening space), can be accounted for by modelling the respective listening spaces, their impact on the binaural impulse response associated with the audio components and then adapting the BIR filter accordingly.

[0042] It may be that at least some of the data for use in creating the BIR filter for each audio set-up is generated by a simulation.

[0043] Clause 13. An emulation system configured for use in the method of any preceding Clause, wherein the emulation system comprises a user interface, a headphone output (which may be wireless) connectable to headphones (which may optionally form part of the emulation system of this Clause), a computer processor configured to enable a user to select via the user interface the audio recording, enable the user to select from the user interface the audio set-up from the plurality of selectable audio set-ups, apply the BIR filter, in real-time, on the digital signals representing the audio recording, and generate the output, for transmitting via the headphone output, providing the 3D audio playback of the audio recording.

[0044] The emulation system may in some embodiments be provided by a distributed computer processing system having parts of the processing performed by computer processing units in different physical locations, for example partly within one or more computer servers (e.g. in the cloud) and partly by local computer processing units (e.g. a user’s personal computing device, whether that be a smart phone, tablet, laptop, desktop or other type of computer). Thus, there may be provided a physically separate computer system for generating (or otherwise providing) the BIR filter, for modelling the listening space, and the like.

[0045] Clause 14. The emulation system of Clause 13, further including a headphone compensation module for applying the headphone compensation filter as recited in any of Clauses 2 to 5.

[0046] Clause 15. A computer program product comprising instructions (for example, the product being a non-transitory computer-readable storage medium - e.g. RAM - having the computer-executable instructions stored thereon) which, when the program is executed by a computer, cause the computer to carry out one or more of the following steps: facilitating the user selecting an audio recording according to Clause 1 , facilitating the selecting an audio set-up according to Clause 1, receiving digital signals representing the audio recording according to Clause 1 , generating and / or applying a BIR filter on the digital signals according to Clause 1 , outputting signals for reproduction as the 3D audio playback of the audio recording according to Clause 1, applying a headphone compensation filter on the digital signals according to Clause 2 or 3, receiving an indication of characteristics of the headphones, and optionally using those received characteristics to select or calculate a headphone compensation filter, facilitating the user identifying the headphones, facilitating the user selecting and / or defining a listening space (optionally including the steps according to Clauses 7 or 8), calculating and / or selecting a filter in response to a listening space selected and / or defined by the user, and / or adapting the BIR filter so as to take into account the effect of the listening space (for example as set out in Clauses 6 or 9), facilitating the toggling of an audio set-up during playback of the audio recording (for example in accordance with Clause 10), and generating data for use in creating a BIR filter for each of a plurality of different audio set-ups according to Clauses 11 or 12.BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

[0047] The drawings referenced herein form a part of the specification and are incorporated herein by reference. At least some of those drawings are schematic in nature. Features shown in the drawings are meant as illustrative of one or more embodiments by way of example only, and not necessarily illustrative of all embodiments, unless otherwise explicitly indicated.

[0048] FIGS 1A-1D are drawings and diagrams illustrating prior art systems and methods for generating an audio experience for prospective customers or auditioning listeners, and provides useful nomenclature for background purposes.

[0049] FIG 1E is a diagram illustrating the arrangement of seats and audio components in a typical vehicle’s interior space, as illustrated in commonly owned US Patent 10,730,423.

[0050] FIGS. 2A - 2F are diagrams illustrating characteristics and features of a system and method for speaker-room (or speaker-vehicle interior) emulation via headphones, in accordance with exemplary embodiments of the present invention.

[0051] FIGS. 3A and 3B show examples of loudspeakers that may be used in or with systems and for methods of one or more embodiments described herein.

[0052] FIGS. 4 and 5 show examples of speaker system components (e.g., amplifiers) that may be used in or with systems and for methods of one or more embodiments described herein.

[0053] FIG. 6 shows a vehicle (e.g., Volvo®), more particularly an automobile, center dash including a two-way speaker.

[0054] FIG. 7 shows a panel speaker in a vehicle (e.g., McLaren®), more particularly an automobile.

[0055] FIGS. 8 and 9 show examples of different headphones that may be used in or with systems and for methods of one or more embodiments described herein.

[0056] FIG. 10 shows a vehicle (e.g., BMW®) information panel listing differentlistening modes from which the driver or passenger of the vehicle may select.

[0057] FIG. 11 is a graph of frequency response curves plotting frequency (Hz) on the x-axis and sound pressure level amplitude (dB SPL) on the y-axis for speakerroom emulations presented to a listener using headphones.

[0058] FIG. 12 is a diagram illustrating a display of a graphic user interface (GUI) for a user to input information in different use case applications, including information on their room size and properties, loudspeaker location and listening position (see also Figs 2D and 2E), in accordance with a method of an embodiment of the present invention.

[0059] FIG. 13 is a plot illustrating a simulated acoustic frequency response and modal distribution for a user’s room / speaker / listener configuration once entered (e.g., via Ul 170, as shown in Fig 12). The various grey vertical lines indicate room modes [exemplary image from RoomEQ Wizard™ ("REW”) display], in accordance with an embodiment of the present invention.DETAILED DESCRIPTION OF THE EXEMPLARY EMBODIMENTS

[0060] It will be readily understood that the components and features of the exemplary embodiments, as generally described herein and illustrated in the Figures, may be arranged and designed in a wide variety of different configurations, Thus, the following detailed description of the embodiments of the methods, devices, assemblies, apparatus, systems, products, modules, submodules, etc. of the exemplary embodiments, as presented in the Figures, is not intended to limit the scope of the embodiments, as recited in the accompanying claims, but is merely representative of selected embodiments.

[0061] The illustrated embodiments will be best understood by reference to the drawings (FIGs 2A-13), wherein like parts are designated by like numerals throughout. The following description is intended only by way of example, and illustrates certain selected embodiments of methods, devices, assemblies, apparatus, systems, products, modules, submodules, etc. that are consistent with the embodiments as received in the accompanying claims.

[0062] Reference throughout this specification to “a select embodiment,” “one embodiment,” “an exemplary embodiment,” “exemplary embodiments,” “an embodiment," “embodiments," or the like means that a particular feature, structure, or characteristic described in connection with the embodiment(s) is included in at least one embodiment. Thus, appearances of the phrases “in a select embodiment,” “in one embodiment," “in an exemplary embodiment," “in exemplary embodiments,” “in an embodiment," “in embodiments,” or the like in various places throughout this specification are not necessarily referring to the same embodiment(s) or only a single embodiment. The embodiments may be, for example, combined with one another in various combinations and modified to include features of one another.

[0063] Generally, one or more exemplary embodiments described herein provide systems, products and other articles, and processes and methods of experiencing the performance of a loudspeaker system in a particular room, vehicle (e.g., an automobile (e.g., sedan, coupe), truck, SUV, van, or other vehicle interior compartment or enclosed compartment), or other environment through the use of headphones, earphones, earbuds, or the like that would otherwise be unobtainable or extremely difficult, impractical, and / or expensive. Ideally, execution or implementation of one or more exemplary embodiments “transports” the user (e.g., the listener or listeners) to the emulated system is the particular room or other environment, without requiring the user to be physically located in said room or other environment.

[0064] Implementation of the one or more exemplary embodiments has multiple potential applications. For example, as a novel sales technique, one or more exemplary embodiments permit prospective customers to experience the emulated loudspeaker system in a particular room, vehicle interior, or other environment through headphones or the like (e.g., earphones, earbuds) in the comfort of the customers’ home using the customers’ own program material (e.g., content, media, etc. from a user's own ora provided audio source 172).

[0065] Car dealerships can offer customers the opportunity to “audition” available audio systems without the need for maintaining an extensive inventory of vehicles, which can include cars (e.g., coupes and sedans), sports utility vehicles (SUVs),trucks, vans, campers, etc. See Figs. 4-10. In an embodiment, the system includes a kiosk (for example, in a dealership’s showroom) that allows for selecting the vehicle and its trim level, and listening to the audio system as the audio system would sound in the vehicle in any of various listening modes (e.g., studio, concert, on-stage, etc.) with the customer’s own program material (or selected from a menu of music and program options). The listener (e.g., consumer or customer), using headphones to hear the program material in different vehicles and / or trims, selects the particular vehicle and trim. The selection may be made based upon the individual preferences of the listener. For example, the listener may listen to one or more types of program material in one or more modes for at least trim level A and trim level B, and make a purchasing decision based on the listening experiences.

[0066] In an exemplary commercial embodiment, the headphones are supplied by the same manufacturer of the loudspeaker or audio system being emulated. For example, Bowers and Wilkens® currently supplies Volvo®, BMW®, and McLaren® with high-end systems, so naturally the listening kiosks would exclusively feature B&W high-end luxury headphones. Bowers and Aston Martin® have partnered to develop an audio system for AM’s DB12 model. In one or more embodiments, headphones can offer listening modes that emulate particular audio systems of particular vehicles, such as the Bowers Px8 McLaren® Edition headphones (McLaren mode), Bower’s Px8 007 Edition headphones (Aston Martin’s DB12), and possible others for BMW® and Volvo®, among others. So the headphones used in the emulation system and method may be conspicuously marked or co-branded with the audio system being emulated in a given commercial setting.

[0067] In one or more embodiments, acquired binaural filters are used for emulating loudspeaker-based audio system in domestic or other non-automotive environments. In one or more embodiments, impulse responses are used to derive filters that, when included in the signal path for headphones, convincingly emulate speaker-room systems.

[0068] Similarly, binaural filters may be acquired in an automotive (or other vehicle) interior environment (e.g., interior 90 illustrated in Fig. 1 E) td generate environmental emulation information for playback on headphones by placing in situ (within thecandidate listening space or automotive interior being emulated) an artificial head / torso in the driver’s seat (e.g., seat 10D in Fig. 1E) or in another seating location of the vehicle) and measuring the performance of the audio system. Here, applications to automotive and other vehicle audio systems are considered. In one or more embodiments, an individual is virtually placed in the driver’s seat (or a passenger seat) of a vehicle, such as a high performance or luxury automobile, so that the individual can virtually experience the audio system of the automobile via headphones. Various trim levels of different vehicles along with available audio settings (e.g., listening modes such as “studio" or “concert” in accordance with the Bowers system developed for some BMW® models) would be emulated which would require acquiring the binaural impulse responses corresponding to audio systems and automotive interiors, including different trim level and audio settings / modes.

[0069] An automotive interior and sound system of the type which may be emulated with the present embodiment is described and illustrated in applicant’s commonly owned US Patent 10,730,423, a portion of which is illustrated in this application’s Fig 1E, which a show a vehicle 80 having a plurality of seats 10. The vehicle audio system 90 shown in Fig. 1 E is configured for use in a multi-row vehicle cabin (e.g., as in a sport utility vehicle (SUV)) with a plurality of rows (Rows A, B, C) of seats 10. Door-mounted transducers 20 (e.g., speakers) are shown along four doors 30 of the vehicle cabin. This is merely one illustration of a vehicle audio system 90 that can be modelled or measured for use in generating the binaural filters employed in the present invention. A conventional head unit control system 40 and an interface 50 are shown for illustrative purposes. Additional audio system components and subcomponents (e.g., a head unit with outputs to additional amplifiers, as well as additional speakers), along with connections (e.g., wired connections) between components may be included. The system of the present system 100 (e.g., as illustrated in Fig. 2F and described further below) can be configured for use in an automotive head unit (e.g., like control system 40 in Fig. 1 E) and used with a preprogrammed smart phone (not shown).

[0070] In another embodiment, binaural recordings of the loudspeaker audio system in the desired model and trim are used, e.g., programmed into and selected from a kiosk. In an embodiment, binaural recordings are made with use of ananthropomorphic artificial head and torso positioned in the desired setting, such as the consumer’s room or a vehicle interior. Binaural recordings can sound remarkably realistic under ideal conditions with headphones, especially through good quality, specially prepared headphones. Unique to such recordings are head-related transfer functions, encompassed by the magnitude domain spatial filters associated with the outer ears (pinna) and ear canals and also by interaural level and time differences associated with phantom or physical acoustic sources. Within such recordings are embedded binaural impulse responses. These time domain filters may be acquired and utilized to present through headphones, resulting in an audio experience that emulates the in-room audio experience or in-vehicle experience.

[0071] By way of example and for background purposes, BACCH Labs has developed a suite of binaural / 3D audio processing algorithms (see, e.g. background paragraph about US patent 9560464). Among those algorithms is the BACCH®-HP computer program which provides a method of modelling a loudspeaker-based audio system to generate audio filters with options for emulating 3D effects embedded in multi-channel program material for listeners wearing headphones. The BACCH labs™ work provides a DSP system and method configured to generate an “outside the head” soundscape when listening to headphones (a different purpose than the system and method of present invention), but that work is useful for describing related technical nomenclature.

[0072] The system and method of the illustrated embodiments of the present invention are well suited for creating emulations of loudspeakers for use in listening spaces such a prospective speaker buyer’s home or a commercial listening space in a building. Turning next to Figs 2A-2F, Fig 2A illustrates part of a system 100 and an exemplary method of acquiring binaural impulse responses for an existing reverberant space 102 and the subsequent processing required for generating filters and then applying those generated filters to stereo program material for playback over headphones. First, a loudspeaker system (e.g., stereo pair 112L, 112R) is configured and placed in a listening space 102 and an artificial head (e.g., with microphones in simulated ears 108, 110) is positioned between them at the “sweet spot", an optimal listening location 106 within the space 102 relative to the loudspeakers 112L, 112R. Generally, the sweet spot is preferably equidistant fromthe two loudspeakers and forms an included angle of approximately 45 - 75 degrees with them. Further, an optimal listening height is chosen such that the artificial head’s "ears” 108, 110, in which microphones are embedded, are on-axis with the loudspeaker’s tweeters, or at an axial location in the vertical plane consistent with the loudspeaker’s optimal radiation axis.

[0073] In the automotive embodiments described above, system 100 is configured for an exemplary method of acquiring binaural impulse responses for the existing reverberant space 102 which comprises the subject automobile’s interior. The subsequent processing required for generating filters and then applying those generated filters to audio (e.g., stereo) program material is generated for playback over headphones. In the automotive embodiment, the loudspeaker system (e.g., including stereo drivers 20 and 30 in place of pair 112L, 112R) is configured and placed in the auto interior with an artificial head (e.g., with microphones in simulated ears 108, 110) and positioned between the speakers in the driver’s seat or a designated “sweet spot”, which defines an optimal listening location 106 relative to the loudspeakers. An optimal listening height is chosen such that the artificial head’s “ears" 108, 110, in which microphones are embedded, are near the optimal radiation axis for the loudspeaker’s tweeters, or at an axial location in the vertical plane consistent with the loudspeaker’s optimal radiation axis.

[0074] Returning to Figs 2A-2F, system 100 is configured and programmed to execute a measurement and processing sequence which is initiated by triggering an audio stimulus, such as a sine-sweep or wide-band noise burst using an audio measurement system such as Listen Incorporated’s SoundCheck® or other gated acoustic measurement platforms (not shown). Binaural impulse responses sensed by microphones 108, 110 are received in signal processor 120 which includes a mic preamp 120A the output of which is fed to a preprocessor 120B which performs time domain windowing to preserve the signature reverberant response of acoustic space 102, as excited by loudspeaker system 112L, 112R. Preprocessor 120B generates an output signal which is input to DSP-BIR module 120C. DSP-BIR module 120C then generates a windowed DSP-BIR’s (speaker-room binaural impulse response) signal, which is unique to the complete audio system, including all of the audio components and connecting cables in the signal path and the acoustic space 102within which it operates. That unique DSP-BIR module 120 output signal 122 is then convolved with streaming stereo program material in real time for playback over headphones (as further described and illustrated below).

[0075] While Figure 2A shows the method for acquiring DSP-BIR filters for real, reverberant spaces (e.g., 102), anechoic DSP-BIR filters (generated using an anechoic space 114 are required when the loudspeaker performance is to be auralized for a prospective customer’s modelled listening space, as illustrated in Figure 2B (and Fig. 2F). Generally, any listening space may be sufficiently modelled or characterized for purposes of virtualizing or auralizing it by its dimensions and reverberance (live / deadness). Auralizing an acoustic space involves deriving its characteristic impulse response(s) on the basis of its physical and acoustic properties. Computer programs such as RoomEQ Wizard (“REW") and the like are capable of auralizing physical spaces in this manner.

[0076] Focusing particularly on Figs 2A and 2F, an embodiment of the method of the present invention can be implemented in the following method steps: Physical Measurement Method Steps: (a) Select Candidate Speakers (e.g., 112R, 112L or like those described elsewhere in this application and illustrated in Figs 3A or 3B); (b) Select Candidate Listening Space (e.g., 102, with defined boundaries and acoustic properties); (c) Physically Set up Candidate loudspeakers 112R, 112L in said Candidate Listening Space 102 (e.g., an optimal, treated listening room whose performance we would like to emulate, for example Polk L-800s in a known space such as ARAD Lab 4); (d) Set up a binaural sound image signal apparatus in said listening space (e.g., a two-microphone dummy head with microphones 108, 110 providing Left and Right Ear audio signals into a Digital Signal Processor 120 to generate and record binaural impulse response data for said Candidate loudspeakers in said Candidate Listening Space; (e) Input recorded or stored said binaural impulse response data for said Candidate loudspeakers in said Candidate Listening Space 122 into an emulation signal generator configured to generate Binaural audio filters adapted for use with Selected headphones for emulation playback; (f) Instruct the Customer or end user to select their own audition stereo content and provide a user-selected audition stereo content source 172; (g) Provide for the user a playback signal source configured to receive audio where saidemulation signal generator’s Binaural audio filters are adapted for use with Selected headphones (e.g., 900) for emulation playback and said end user’s own audition stereo content from said user-selected audition stereo content source172; and (h) Apply said Binaural audio filters from DSP-BIR module 120 adapted for use with Selected headphones for emulation playback to any end user’s own audition stereo content (from user source 172) via headphone playback over said Selected headphones for emulation playback. Note that the audition headphones (e.g., 900) should be designed for flat response as measured at the eardrums (dummy head’s microphones) in order to faithfully emulate the loudspeaker-room audio experience.

[0077] Most high-performance consumer headphones, by design, exhibit magnitude response curves that approximately match the “Harman Curve”, a frequency response target curve derived from measurements made in moderately reverberant listening rooms using an artificial head. Figure 2C is a frequency response plot 130A illustrating magnitudes of reproduced audio signals and compares the response curves of a high-performance set of circumaural sealed ear-cup headphones to the Harman curve. Headphones tuned in accordance with the Harman curve are intended for use with conventional recordings, as opposed to binaural ones (unless they are corrected for headphone or loudspeaker playback), made with an artificial head, since the binaural process imposes ear-canal resonances and other effects associated with HRTFs. Therefore, in the present invention, satisfactory playback requires some degree of response equalization in order to achieve a flat response. Otherwise, the headphone's frequency response, especially if derived from the Harman curve, imposed upon the artificial head’s HRTF’s results in excessive output above 1.0kHz, especially in the 2-4kHz range where ear-canal resonances dominate. Headphones purposely built for loudspeaker emulation generally would not require any response EQ.

[0078] Figure 2D illustrates exemplary user selection inputs and method steps for a User Interface (“Ul”) 170 associated with the system and application for loudspeaker sales via loudspeaker system emulation over headphone playback, in accordance with an embodiment of the present invention. See also Fig. 12. In the illustrated embodiment of the method of the present invention, first, the user or prospective customer selects the loudspeaker model that they would like to audition from a drop-down menu or similar presentation of available loudspeaker models. In Figure 2D, user / customer actions are shown using bold formatted text, whereas steps performed by the systems (i.e. algorithmic programmed steps) are shown using italicized text. Ideally, a wide range of models offered by the manufacturer is available on that menu. Next, the prospective customer is prompted to select and enter the major properties of the prospective customer’s intended listening space such as room dimensions, including ceiling height, and the extent to which the space may be considered lively (reverberant) or more dead, the latter due in part to carpets, drapes, upholstered furniture, and other acoustic absorbers. Further with regard to characterizing a prospective customer’s listening space, a graphic interface displaying a generic listening space is presented in which the locations of the loudspeakers and the primary listening location are identified and input by the user. The customer provides input data which places each loudspeaker (e.g., 112L, 112R) and listening location as intended within the prospective customer’s space in order to develop an accurate predictive model of the loudspeaker system’s performance in the customer’s listening room (e.g., 102). The example layout shown in Figure 12 illustrates how a user might set the parameters that dictate the room size, and speaker locations. In this example, the room modelled is cuboidal with a width w (5.3m), length I (7.0m) and height h (2.5m) inputted by the use. The loudspeakers’ positions (two only in this set-up) are set by the user moving icons on screen which then sets distances x, y for the distances of separation between each speaker and the front wall and closest side wall. The user also moves an icon on screen to set the position of the listener in the room. The user is required to input values as a measure of the acoustic absorbency / reflectivity of the walls, floor and ceiling (the values inputted in this case being front 0.25, back 0.15, left 0.40, right 0.25, floor 0.5, and ceiling 0.0, the floor being carpeted, the walls have some soft furnishing or the like, and the ceiling being highly reflective / non-absorbent. In this embodiment, the values are unitless with a value of 1.00 representing a surface which is a perfect acoustic absorber at a nominal frequency, say 2kHz and a value of 0.00 representing a surface which is a perfect acoustic reflector at the nominal frequency. It will be appreciated that the major room dimensions as set by the user in this embodiment (width, length and ceiling height) determine the frequencies at which resonances occur. Excited by the loudspeakers in the space, room modes greatly affect theloudspeakers’ perceived in-room acoustic performance and are simulated by modelling techniques. Additionally, once the locations of the loudspeakers and listener are known relative to major boundaries (floor, walls (e.g., 104) and ceiling), whose absorptive / reflective properties may be selected / altered via dropdown menu choices (not shown in Fig. 12), acoustic specular and diffuse reflections may be predicted and accounted for in an emulation. These reflections too have a major bearing on a loudspeaker system’s in-room performance, as perceived by the listener.

[0079] Graphic user interface 170 preferably provides a convenient tool for mapping the listening space. As mentioned above, the prospective customer is prompted to enter pertinent speaker placement information regarding each speaker's placement and orientation in the intended acoustic space such each loudspeaker’s location which is input by dragging and dropping them to their intended location. Similarly, the listening position is set by dragging the user icon (in Fig. 12 illustrated by headphones, but could be a head icon or similar) and dropping it in the intended location. For each selected configuration, the user interface 170 provides a mechanism to provide inputs and then display calculated emulation data including the expected acoustic magnitude response to be experienced by the listener.

[0080] 0nce the loudspeakers (e.g., 112L, 112R) have been selected and the listening space (e.g., 102) characterized, the next step involves identifying the headphones (e.g., 900) that will be used for listening to their selected program material as "filtered” by the loudspeaker-room combination. In an on-line scenario, in which the prospective customer remotely utilizes the application (as opposed to doing so at a retail kiosk), the prospective customer selects the headphones that they are using from a drop-down menu. Appropriate inverse response compensation so as to substantially smooth and flatten the acoustic response which may involve “undoing" the headphone manufacturer’s attempt to match the Harman curve, shall be applied along with the DSP-BIR module output signal 122 which includes processing from the derived filters associated with the selected loudspeaker pair and the auralized (virtualized) acoustic space in which the loudspeaker pair operates.

[0081] Next, the user or customer simply plays any selected program material (e.g., using a smart phone or other user audition track source 172) which is input to convolution processor 134 for real-time processing to generate a convincing and accurate binaural listening experience, simulating or emulating the selected loudspeakers (e.g., 112L, 112R) playing in a virtualized space (e.g., a virtualized room 102) of their choosing, presumably one that matches the future home of newly purchased loudspeakers. Of note, convolution of the selected program material 140 with the derived DSP-BIR time-domain filters (generating signal 122), occurring in real-time, yields a two-channel headphone output signal 136 that reflects the characteristics of the loudspeaker-room system and compensates, as needed, for the headphone’s audio performance. Convolution (e.g., in processor 134) is a mathematical operation, sometimes referred to as “cross-synthesis" process, that generates an output signal from an input signal, in this case two-channel audio program material (music), that has been modified, or “filtered", by an impulse response (DSP-BIR) that accurately reflects the acoustic characteristics of the loudspeaker-room system and substantially compensates for the headphone’s audio performance to the extent that their native frequency response deviates significantly from the ideal, targeted flat frequency response.

[0082] In conventional usage, headphones (e.g., 900) are intended to reproduce audio program material in a manner that faithfully conveys the original artist’s intent with respect to imaging (L / R panning), the acoustic space within which audio events take place, tonal balance and the other attributes that characterize audio program material. Yet, the experience of listening to music over headphones can be compromised by “in-the-head” internalized acoustic imaging, especially in comparison with high-quality loudspeaker-based audio systems which, when set up properly, reproduce music in a relatively non-fatiguing, more natural manner, in part due to naturally occurring interaural crosstalk and the added reverberance, associated with acoustic reflections, of the listening space. IAC occurs when one’s left ear is exposed to right channel information and likewise for the right ear. Headphones, by design, restrict each ear to the same-side (ipsilateral) audio channel which can lead to in-the-head imaging issues. Stereo music hobbyists and more casual listeners alike tend to prefer listening to music over speakers than overheadphones for this reason. Further, they may enjoy experiencing particular loudspeaker systems that would be beyond their reach, either due to financial (loudspeaker system too expensive) or practical considerations (insufficient space for large loudspeaker systems). By offering listening modes for headphones that emulate loudspeakers operating in ideal spaces, they can enjoy such loudspeaker systems over headphones.

[0083] Referring again to Fig 2F, in one or more embodiments of the present invention, a module such Binaural Filter Generation module 120 is utilized for emulating particular in-room, specially prepared loudspeaker-based audio systems for inclusion as a headphone product’s proprietary listening modes. For example, the Polk Audio® flagship L800 system (see, e.g., 310, in Fig. 3B), driven by Class6® electronics, is exemplary for emulation by this method given its high level of audio performance, the expense associated with such a system, and the practical difficulties of optimally setting up such a system in a dedicated, acoustically treated, media space. Even more so for a system comprised in part of Bowers & Wilkins® 800 series loudspeakers (see, e.g., 300, in Fig. 3A) in a unique listening space such as world-famous Abby Road studios where they are used as playback monitors. No ordinary prospective customer can hope to duplicate such a system in their home. In accordance with the present invention, a user can select and experience headphone listening “modes” that include these and other audio systems which feature high performance loudspeaker products and other components associated with selected product brands.

[0084] In an exemplary embodiment, the emulation may be configured to emulate any candidate room including one that approximates the audio performance of the customer’s (or other listener’s) listening room, such as the listener’s den, living room, home office, home gym, etc. By applying auralization techniques to an anechoically acquired binaural impulse associated with the loudspeaker in one or more exemplary embodiments, a convincing simulation of how the selected candidate loudspeaker would perform in the customer’s (or other listener’s) listening space is delivered. Auralization techniques encompass, for example, ray tracing (reflections), acoustic absorption, and low-order room resonances. In an exemplary embodiment, listeners (e.g., customers who will listen to the emulation(s) in preparation for selecting aproduct or audio system) are asked to provide room dimensions, speaker and listener location, room treatments (e.g., carpeting, flooring, drapes, etc.) in order to create a reasonably accurate model for auralization purposes. As an alternative to auralizing (or modeling) the customer’s intended listening room, in one or more embodiments in-room binaural impulse responses of the loudspeaker system of interest are acquired in several different acoustic spaces (e.g., large / medium / small- sized with variable absorption coefficients ranging from “live" to “dead”).

[0085] Whereas Fig. 2D illustrates an embodiment in which the user may select their own headphones from one of several choices, there may be applications, for example at a show-room for hi-fi equipment or a car show-room, where the user is presented with a set of particular headphones that are part of the system being used by the user. Thus, in such a case, there need be no step of a user inputting or selecting which type of headphones are being used, because this information is already known. Such an embodiment, utilizing a pre-set type of headphone is illustrated by Fig. 2E. Thus, Fig. 2E, shows user / customer actions (shown using bold formatted text) and associated algorithmic programmed steps (shown using italicized text) as performed in a system in which known headphones are used to simulate for the benefit of the user / prospective customer the loudspeaker model that they would like to audition. The customer is able to select both the room set-up and the audio recording that they want to use to test the loudspeaker model being auditioned. The room set-up may be one that is selected from a finite number of possible options, in this case possibly not allowing the user to define their own room with the system.

[0086] An application of embodiments of the present invention is to emulate loudspeaker products over known headphones for prospective customers as a practical alternative to auditioning the loudspeakers in a retail environment or at home. Another application of embodiments of the present invention is to emulate loudspeaker products using known headphones for prospective customers as a practical alternative to auditioning the loudspeakers in. a vehicle

[0087] As noted above, Figs 2A and 2F Illustrate an emulation system 100 for speaker-room emulation via headphones according to an embodiment. A room 102with sound reflective walls 104 is represented at the upper left of the diagram of Fig. 2F. A listener 106, embodied as a human dummy head with a left microphone 108 at the left ear and a right microphone 110 at the right ear, sits in front of two candidate (to-be-emulated) loudspeakers 112L, 112R positioned in a selected orientation within sound reflective walls 104. The upper right sub-diagram shown in dashed or broken lines represents simulated or modelled candidate speakers in a simulated room 114 with sound reflections. Alternatively, virtual or numerically simulated speakers 116L, 116R may be modelled or virtually placed in a selected orientation in front of a simulated listener 118 modelled as a numerical head related transfer function (HRTF) 118.

[0088] The binaural filter generation and emulation method of the illustrated embodiments is preferably implemented using the User Interface 170 (see, e.g., Figs 2D-2F and Fig. 12) in a manner which is not technically demanding for the user or listener using either measured audio data on user-selectable candidate speakers with user selected candidate listening spaces or modelled audio data. In one example of the method of the present invention, emulation system 100 is provided and configured to receive the user’s selected audition material (e.g., a user-selected stereo recording) as a user selected audio track. Emulation system 100 is also configured to receive selection information on user-selected candidate speaker(s) (e.g., 112L, 112R, 116L, 166R, 300 or 310) and candidate room (e.g., 104 or 114) as a "user selected audio setup” (comprising the candidate speaker and candidate room information). The emulation system includes DSP module 120 and is programmed to apply a DSP module generated binaural impulse response (“DSP-BIR") filter in real time to the user selected audio track to generate a binaural emulation version of the user selected audio track. The DSP-BIR filter is based at least in part on the selected audio setup to generate or produce that binaural version of the user selected audio track. The emulation system is also programmed to respond to the user’s instructions (e.g., via an App or website's User Interface ‘‘Ul") to commence playback of the binaural emulation version of the user selected audio track.

[0089] The emulation system is also preferably configured and programmed to receive selected demonstrator headphone specifications and in response to selected demonstrator headphone specifications, adjust the DSP-BIR filter output based onthe headphone selection. The emulation system preferably also provides inputs for environment information, where the DSP-BIR filter is based at least in part on that on the environment information, which may pertain to acoustic characteristics of an automobile’s interior (e.g., 90). The Ul 170 (see, e.g., Figs 2D, 2E and 12) preferably provides a range of user-selectable options to select audition audio track and audio setup as well as environment information and / or headphone selection where the emulation system is programmed to use memory which stores a plurality of different DSP-BIR filters for a plurality of audio setups so that the user can toggle between different filters for different audio setups while listening to the binaural emulation version of the user selected audio track which is produced in real time, or on-the-fly.

[0090] In the embodiment of the method mentioned above where actual physical speakers 112L and 112R are measured in a room with boundaries 104, the method steps include (a) have the user Select Candidate Speakers (e.g., 112L, 112R, 300 or 310) in a user’s App (having a Ul 170); (b) have the user Select Candidate Listening Space (e.g., with boundaries 104); (c) Set up Candidate loudspeakers in said Candidate Listening Space (e.g., an optimal, treated listening room whose performance we would like to emulate); (d) Set up a binaural sound image signal apparatus in said listening space (e.g., a two microphone dummy head with microphones 108, 110) providing Left and Right Ear audio signals into a Digital Signal Processor (in module 120) to generate and record binaural impulse response data for said Candidate loudspeakers in said Candidate Listening Space; (e) Input recorded or stored said binaural impulse response data for said Candidate loudspeakers in said Candidate Listening Space into an emulation signal generator configured to generate Binaural audio filters adapted for use with Selected headphones for emulation playback; (f) Instruct the Customer or end user to select their own audition stereo content and provide a user-selected audition stereo content source; (g) Provide for the user a playback signal source (see, e.g. 134 in Fig. 2F) configured to receive the emulation signal generator’s Binaural audio filters adapted for use with Selected headphones for emulation playback and the end user’s own audition stereo content from the user-selected audition stereo content source (e.g., 172); (h) Apply said Binaural audio filters adapted for use with Selected headphonesfor emulation playback to any end user's own audition stereo content via headphone playback over the Selected headphones (e.g., 900) for emulation playback.

[0091] In the alternative embodiment of the method (shown in Figs 2B and 2F) where candidate speakers 116L, 166R are modelled in a room with boundaries 114 (in which embodiment, for example, the speakers having previously been measured in an anechoic space or otherwise characterized / modelled beforehand), the method steps include (a) have the user Select Candidate Speakers (e.g., 300 or 310); (b) have the user Select Candidate Listening Space (e.g., with boundaries 114) and Reverberation Decay and other acoustic response modelling data for the Candidate Listening Space; (c) Model Candidate loudspeakers in said Candidate Listening Space (e.g., an optimal, treated listening room whose performance we would like to emulate, for example Polk L-800s in ARAD Lab 4); (d) Model or generate binaural sound signals for said candidate speakers in said candidate listening space (e.g., modelling or predicting the signals generated by a two microphone dummy head with left and right ear simulating microphones) providing Left and Right Ear audio signals for use in a Digital Signal Processor to generate and record predicted binaural impulse response data for said Candidate loudspeakers in said Candidate Listening Space; (e) Input recorded or stored said binaural impulse response data for said Candidate loudspeakers in said Candidate Listening Space into an emulation signal generator configured to generate Binaural audio filters adapted for use with Selected headphones for emulation playback; (f) Instruct the Customer or end user to select their own audition stereo content and provide a user-selected audition stereo content source; (g) Provide for the user a playback signal source configured to receive (g1) said emulation signal generator’s Binaural audio filters adapted for use with Selected headphones for emulation playback and (g2) said end user's own audition stereo content from said user-selected audition stereo content source; (h) Apply said Binaural audio filters adapted for use with Selected headphones for emulation playback to any end user’s own audition stereo content via headphone playback over said Selected headphones for emulation playback. Here again, it is preferable to provide the user who will listen to the emulation with headphones designed for flat frequency response as measured at the eardrums (dummy head's microphones) in order to faithfully emulate the loudspeaker-room audio experience.

[0092] DSP BIR module 120 preferably includes a pre-processing stage with a mic- preamp 120A, a time domain preprocessor 120B including an AD converter and a digital recorder. The DSP-BIR module output signal 122 is a digital signal which represents speakers in room (or selected candidate speakers 112 in a selected room) in a binaural impulse response signal. The digital preprocessing stage 120B provides time windowing of the input to include direct sound (from speakers 112 to listener ears 108, 110) and significant amount of reflected sound, smoothing, and equalization. The output 122 permits emulation of interaural crosstalk-cancelled (IACC) speakers (such as Polk® SDA™ speakers), though IACC is optional inasmuch as it may not be desirable for accurate presentation of a given speakerroom system.

[0093] A real-time processing stage 134 includes a digital convolver that receives the DSP-BIR module output signal 122, as well as left (L) audio input 140 and right (R) audio output 142 processed through an analog to digital (A / D) converter. The audio inputs 140 and 142 may be, for example, binaural or stereo. The digital convolver 134 includes an SU-XTC-HP filter. In the embodiment illustrated in Figs 2A-2F, an optional head tracker may be operatively connected to the digital convolver 134 for simulating a perceived soundstage in space.

[0094] Below the convolver processor 134 preferably includes or provides its output signal to a D / A converter and headphone preamp (not shown). A left audio output signal and a right audio output signal are received through headphones 900 worn by a listener or prospective customer. The left and right audio output signals may be processed 3D audio output signals. Due to the consistency of HRTFs within a listening window of + / -50 degrees in the horizontal plane, 3D audio filters are universal, working well for nearly all listeners.

[0095] As discussed above, systems and methods of one or more exemplary embodiments find application in, among other things, direct-to-consumer or direct-to- customer (DTC) sales. In DTC sales embodiments, one or more known or prepared headphones sets may be provided to consumers for “auditioning” emulated candidate loudspeakers virtually at home, using the consumer’s own audio program materials, before the consumer commits to a consumer selected candidateloudspeaker or audio system purchase. Also in at least DTC sales embodiments, one or more exemplary embodiments are especially applicable and beneficial to large, expensive speakers to avoid high shipping costs and to reduce product return rates. Still further in at least DTC sales embodiments, one or more exemplary embodiments permit evaluation of non-stocked loudspeakers ( / .©., loudspeakers not in stock for evaluation by the consumer). It will be appreciated by persons of skill in the art that the system 100 and method of the illustrated embodiments are adapted to be configured and programmed to provide an emulation which simulates a prospective customer’s listening room and externalizes audio when the emulation is reproduced over headphones (e.g. 900). When the customer’s selected candidate or demonstration speaker (e.g., 112L, 112R) is auditioned, the candidate speaker’s radiation pattern (which may differ from another “reference" speaker) is modelled and can be audibly perceived to differ from the reference speaker in the emulation. As noted above, a loudspeaker's driver configuration and its crossover network will largely determine its power response, a metric that captures a loudspeaker’s polar radiation pattern. And in embodiments of the present invention, that power response (which greatly contributes to its audible performance characteristics, perceived magnitude response and spectral balance) are modelled and emulated so that the listener perceives a more accurate emulation of the candidate speaker as perceived at the simulated listening location in the simulated listening environment. In an exemplary embodiment, the demonstration speaker’s power response may be captured or modelled using third party software tools such as the Enhanced Acoustic Simulator for Engineers™ (“EASE") tools. In an exemplary method, EASE™ and EASE Focus 3™ software tools can be used or adapted for use with the system 100 and method of the illustrated embodiments to account for a loudspeaker system’s radiation pattern (power response) and show how the speakers interact with the modelled acoustic space (e.g., 114), for generating magnitude response curves at selected listening locations. As illustrated in Fig. 2B, virtualized space 114 may be modelled with optional acoustic wedge absorbers 114W.

[0096] Systems and methods of exemplary embodiments find applications for various loudspeakers and operatively connected (e.g., using appropriate speaker cables, etc.) speaker system components. For example FIG. 3A is an image of a Bowers &Wilkins® 800 Series Signature D4 model loudspeaker 300 and FIG. 3B is an image of a Polk Audio® Legend L800 tower speaker 310 in a selected setting that may be emulated in exemplary embodiments. FIGS. 4 and 5 illustrate exemplary audio system components which may be used embodied as a Classe® Delta preamplifier 400 and a Classe® Delta power amplifier 500, respectively, that may be used in conjunction with speaker 300, speaker 310, or other speakers.

[0097] In one or more exemplary embodiments, binaural filters for emulating an audio system operating in a real physical space are applicable to automotive and other vehicle systems operating in their host vehicles. In an embodiment, an artificial head / torso (e.g., like head 106 with microphones 108, 110) is placed in a selected vehicle's driver's seat (e.g., like 10D in Fig. 1E) or other location of the interior compartment of the vehicle and impulses are played through the audio system speakers so that binaural impulse responses are captured, from which filters may be derived for playback through a selected or defined pair of headphones (e.g., 900). FIG. 6 illustrates the interior compartment of a vehicle equipped with a Volvo® two- way speaker system from which binaural impulse responses can be captured in another embodiment.

[0098] Dealerships can offer customers the opportunity to "audition” available audio systems without the need for maintaining an extensive inventory of vehicles. In an embodiment, a kiosk or the like in the dealership’s showroom allows for the selection of the vehicle and trim level (with corresponding audio system), and listening to the audio system in any of the various listening modes, such as studio, concert, onstage, etc. FIG. 10 illustrates a user interface display 1000 for use in displaying and allowing the user to select sound profile options, including studio, concert, on-stage, cinema, and lounge. Further, the dealer's audition kiosk or the like can allow for listening with the customer’s own program material or selection from a menu of music / program options (see, e.g., the system diagram 2F where a user audition track source 172 permits the user to select the audition program material). Bowers & Wilkens® currently supplies Volvo®, BMW® and McLaren® with high-end systems, so speaker emulation demonstration listening kiosks preferably use B&W high-end headphones. In an embodiment, listening modes may be modeled for particular vehicles and stereo systems. For example, B&Ws Px8 McLaren® headphones (800in FIG. 8) could feature a McLaren® mode for use with McLaren® speakers (700 in FIG. 7). As another example, B&W Px8 007 Edition headphones (900 in FIG. 9) could feature a mode emulating B&Ws 15-speaker 1.2 KW audio system for Aston Martin’s DB12 model.

[0099] Turning next to FIG. 11 , a selected sonic signature (e.g., a variation on the “Harman curve") for headphones, while perfectly appropriate for a standard listening mode, has been found to severely degrade emulation system performance when used in a speaker-room emulation mode for system 100 of the present invention. In the development work for the present invention, the emulation system’s host headphones are preferably known headphone transducers which are calibrated to ensure convincing presentation of the targeted or candidate speaker-room system being emulated. In preferred embodiments now being developed, compensation / corrective pre-EQ for optimal transparency is used. In one or more embodiments, the common “Harman curve" which itself emulates the frequency response acquired at the eardrum should not be applied to binaural impulse response because it already reflects HRTFs. Instead, a “flat response" at the eardrum should be the targeted frequency response for speaker-room emulation mode.

[0100] Turning next to Figs 12 and 13, Figure 12 illustrates an exemplary display from a dedicated graphic user interface ("GUI" e.g., 170) used in the method of the present invention, where the GUI accepts the properties associated with the user’s listening space (e.g., as illustrated in Fig. 2A or 2B) including room dimensions (length, width, ceiling height) along with approximate surface absorption coefficients of the floor, walls and ceiling. In this method, the loudspeaker and listener location information is entered so that an accurate model of the listening space may be rendered. While the listening space example shown on the GUI displayed in Figure 12 applies to substantially rectangular, conventionally configured listening rooms, other listening space configurations may be modelled in the method of the present invention.

[0101] In the method of the present invention, calculations of room acoustic properties follow the data input steps shown in Fig 12. The frequency response plotof Fig 13 provides an exemplary image from an acoustics modelling computer program (RoomEQ Wizard™ (“REW’)) display, which shows the simulated acoustic frequency response and modal distribution for a user's room / speaker / listener configuration once entered (e.g. via Ul 170 as shown in Fig. 12). The various grey vertical lines indicate axial length, width and height room modes, omitting tangential and oblique modes for clarity. While there exist various methods for addressing room modes, such as those integrated into consumer AV Receivers (e.g. Audyssey™, available with Marantz™ and Denon™ products) and dedicated room compensation processors, the method of the present invention is more narrowly optimized to simulate the acoustic performance of a user’s room / speaker / listener configuration in the absence of such room correction methods. As such, Figure 13 illustrates an example plot of expected magnitude response and modal distribution of the user’s room / speaker / listener system configuration in the absence of room correction processing techniques.

[0102] In the context of pre-programmed software for use in emulation system 100, the operations described herein represent non-transitory program code (e.g., computer-executable instructions, datastores, etc.), which may be stored on one or more tangible, computer-readable storage media that, when executed by one or more processors, perform the recited operations. Generally, computer-executable instructions include routines, programs, objects, components, data structures, and the like that perform particular functions or implement particular abstract data types. The order in which the operations are described is not necessarily intended to be construed as a limitation, and any number of the described operations can be combined in any order and / or in parallel to implement the process.

[0103] The term “module” refers broadly to locally executed software, software executed in the cloud, hardware, or firmware components (or any combination thereof). Modules are typically functional components that can generate useful data or other output using specified input(s). A module may or may not be self-contained. An application program (also called an "application”) may include one or more modules, or a module may include one or more applications. Generally, modules may include programs, components, objects, routines, logic, data structures, and so on that perform and implement particular tasks. A task may be practiced indistributed cloud computing environments, where tasks are performed by remote processing devices that are linked through a communications network. Modules may be located in a local computer system storage medium / media and / or remote computer system storage medium / media. Modules generally carry out the functions and / or methodologies of embodiments.

[0104] Modules may be stored in, for example, memory, operating systems, one or more application programs, other program modules, and program data. The memory may include computer-readable storage media (“CRSM”), which may be any available physical media accessible by the processor to execute instructions stored on the memory. In an implementation, CRSM may include random access memory (“RAM”), flash memory and / or cache memory. In other implementations, CRSM may include, but is not limited to, read-only memory (“ROM”), electrically erasable programmable read-only memory (“EEPROM"), or any other medium which can be used to store the desired information and which can be accessed by the processor.

[0105] Computer programs used in emulation system 100 are stored in memory, which may be physically present on the system (e.g., the headphones) or an external device / system in communication with the system, e.g., so-called “cloud” applications. Computer programs may also be received via a communication interface. Such computer programs, when run, enable the computer system to perform the features of the present embodiments as discussed herein. In particular, the computer programs, when run, enable the processing unit to perform the features of the computer system. Accordingly, such computer programs represent controllers of the computer system. For example, a storage system may be provided for reading from and writing to a non-removable, non-volatile magnetic media (e.g., a hard drive) or other memory. A magnetic disk drive for reading from and writing to a removable, non-volatile magnetic disk (e.g., a disk), and an optical disk drive for reading from or writing to a removable, non-volatile optical disk such as a CD-ROM, DVD-ROM or other optical media can be provided. In such instances, each can be connected to bus by one or more data media interfaces.

[0106] Terms “computer program medium,” “computer usable medium,” and “computer-readable medium" are used to generally refer to media such as mainmemory, including RAM, cache, and storage system, such as a removable storage drive and a hard disk installed in a hard disk drive. Computer-readable storage medium can be a tangible device that can retain and store instructions for use by an instruction execution device. The computer-readable storage medium may be, for example and without limitation, an electronic storage device, a magnetic storage device, an optical storage device, an electromagnetic storage device, a semiconductor storage device, or any suitable combination of the foregoing. A computer-readable storage medium, as used herein, is to be construed as non- transitory, and is not to be construed as being transitory signals per se.

[0107] While particular embodiments have been shown and described, it will be understood to those skilled in the art that based upon the teachings herein, changes and modifications may be made without departing from its broader aspects. Therefore, the appended claims are to encompass within their scope all such changes and modifications as are within the true spirit and scope of the embodiments. Furthermore, it is to be understood that the embodiments are solely defined by the appended claims. It will be understood by those with skill in the art that if a specific number of an introduced claim element is intended, such intent will be explicitly recited in the claims, and in the absence of such recitation no such limitation is present. For non-limiting example, as an aid to understanding, the following appended claims may contain usage of the introductory phrases “at least one" and “one or more" to introduce claim elements. However, the use of such phrases should not be construed to imply that the introduction of a claim element by the indefinite articles "a” or “an” limits any particular claim containing such introduced claim element to the embodiments containing only one such element, even when the same claim includes the introductory phrases “one or more” or “at least one” and indefinite articles such as “a” or “an”; the same holds true for the use in the claims of definite articles. As used herein, the term “and / or”, as in “A, B, and / or C,” means either or multiple or all (or any combination or all the terms or expressed referred to), such as: A; B; C; A and B; A and C; B and C; or A, B, and C.

[0108] Embodiments described herein may be, among other things, a system (e.g., system 100) including controller modules or microprocessors programmed as described above a computer program product, and a method. Selected aspects andfeatures of exemplary embodiments described herein may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and / or hardware aspects that may all generally be referred to herein as a “circuit,” “module” or “system.” Furthermore, aspects of exemplary embodiments may take the form of computer program product embodied in a computer readable storage medium (or media) having computer readable program instructions thereon for causing a processor to carry out aspects of the present embodiments.

[0109] Aspects are described herein with reference to flowchart illustrations and / or block diagrams of system 100 including controller modules or microprocessors programmed as described above with computer program products, and methods according to embodiments. Each block of the flowchart illustrations, block diagrams, and combinations of blocks can be implemented by computer readable program instructions. The computer-readable program instructions may be provided to a processor to produce a machine, such that the instructions, which are executed via the processor, implement the functions / acts specified in the flowcharts and / or block diagram block or blocks. These computer-readable program instructions may also be stored in memory, such as described herein, such that the computer-readable storage medium having instructions stored therein comprises an article of manufacture including instructions which implement aspects of the function / act specified in the flowchart and / or block diagram block or blocks.

[0110] The flowcharts and block diagrams in the figures illustrate examples of the architecture, functionality, and operation of certain implementations of system 100 which includes, computer program products, and methods in accordance with certain embodiments. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of instructions, which comprises one or more executable instructions for implementing the specified logical function(s). In some alternative implementations, the functions noted in the block may occur in a different order or sequence than that noted in the figures. Further, two or more blocks shown in succession may. in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order. In other implements, one or more blocks may be omitted, and / or additional blocks not shown in theaccompanying figures may be included within the scope of the systems, computer program products, methods, and other inventions described herein.

[0111] The corresponding structures, materials, acts, and equivalents of all means or step plus function elements in the claims below are intended to include any structure, material, or act for performing the function in combination with other claim elements as specifically claimed. The description of the present embodiments has been presented for purposes of illustration and description, but is not intended to be exhaustive or limited to the embodiments in the form disclosed. Many modifications and variations will be apparent to those of ordinary skill in the art without departing from the scope and spirit of the embodiments. The embodiments were chosen and described in order to best explain the principles of the embodiments and the practical application, and to enable others of ordinary skill in the art to understand the embodiments for various embodiments with various modifications and combinations with one another as are suited to the particular use contemplated. Accordingly, the scope of protection of the embodiment(s) is limited only by the following claims and their equivalents.

[0112] Having described preferred embodiments of a new and improved method, it is believed that other modifications, variations and changes will be suggested to those skilled in the art in view of the teachings set forth herein. It is therefore to be understood that all such variations, modifications and changes are believed to fall within the scope of the present invention.

Claims

Claims:

1. A method for emulating a listener’s audition of listener-selected speakers in a listener-selected listening space using listener-selected audition stereo content, comprising:(a) providing an emulation system (e.g., 100) configured to provide a 3D audio emulation playback signal suitable for playback over headphones;(b) receiving a user's or prospective customer's audio track (e.g., from source 172);(c) receiving user's selection of audio setup;(d) generating and applying a binaural impulse response (‘BIR”) filter that is based at least on the selected audio setup to produce a binaural version of the user’s demonstration audio track (e.g,, 136); and(e) playing the binaural version of the user’s audio track,2. The method of claim 1 , further including receiving headphone selection input, wherein generation of the applied filter is based at least on the headphone selection.

3. The method of claim 1 , further including receiving environment information, wherein generation of the applied filter is based at least on the environment information.

4. The method of claim 3, wherein generation of environment is providing automobile interior BIR or modelling data.

5. The method of claim 1 , further including displaying and receiving user inputs via a User Interface (“Ul") (e.g., 172, see Figs 2D, 2F and 12) to select audio track and audio setup.

6. The method of claim 5, further including displaying and receiving user inputs via Ul (e.g., 172, see Figs 2D, 2F and 12) to provide environment information and / or headphone selection.

7. The method of claim 1 , wherein a memory unit stores a plurality of different filters for a plurality of audio setups.

8. The method of claim 7 further including providing the option to toggle . between different filters for different audio setups.

9. The method of claim 1 , wherein said user’s demonstration audio binaural version is produced on-the-fly.

10. The method of claim 9, wherein said user’s demonstration audio binaural version is produced by convolving a DSP-BIR module output (e.g., 122) with the user’s audition track from source (e.g, 172 - see Fig. 2F).

11. The method of claim 1 , where actual physical speakers (e.g., 112L and 112R) are measured in a room with boundaries (e.g., 104), the method steps include(a) having the user select candidate speakers (e.g., 112L, 112R, 300 or 310) in a user’s App (e.g., having a Ul 170);(b) having the user select a candidate listening space (e.g., with boundaries 104);(c) setting up candidate loudspeakers in said candidate listening space (e.g., an optimal, treated listening room whose performance we would like to emulate);(d) setting up a binaural sound image signal apparatus in said listening space (e.g., a two-microphone dummy head with microphones 108, 110) providing left and right ear audio signals into a digital signal processor (e.g., in module 120) to generate and record binaural impulse response data for said candidate loudspeakers in said candidate listening space;(e) inputting recorded or stored said binaural impulse response data for said candidate loudspeakers in said candidate listening space into an emulation signal generator configured to generate binaural audio filters adapted for use with selected headphones for emulation playback;(f) instructing the customer or end user to select their own audition stereo content and provide a user-selected audition stereo content source;(g) providing for the user a playback signal source configured to receive said emulation signal generator’s binaural audio filters adapted for use with Selected headphones for emulation playback and said end user’s own audition stereo content from said user-selected audition stereo content source; and(h) applying said binaural audio filters adapted for use with selected headphones for emulation playback to any end user’s own audition stereo content via headphone playback over said selected headphones for emulation playback.

12. The method of claim 1 , where (e.g., as shown in Figs 2B and 2F) candidate speakers (e.g., 116L, 166R) are modelled in a room with boundaries (e.g., 114), the method steps including:(a) having the user select candidate speakers (e.g., 300 or 310);(b) having the user select candidate listening space (e.g., with boundaries 114) and reverberation decay and other acoustic response modelling data for the Candidate listening space;(c) modeling candidate loudspeakers in said candidate listening space;(d) modeling or generating binaural sound signals for said candidate speakers in said candidate listening space (e.g., modelling or predicting the signals generated by a two-microphone dummy head microphones providing left and right ear audio signals) for use in a digital signal processor to generate and record predicted binaural impulse response data for said candidate loudspeakers in said candidate listening space;(e) Inputting recorded or stored said binaural impulse response data for said candidate loudspeakers in said candidate listening space into an emulation signal generator configured to generate binaural audio filters adapted for use with selected headphones for emulation playback;(f) instructing the customer or end user to select their own audition stereo content and provide a user-selected audition stereo content source;(g) providing for the user a playback signal source (e.g., 134) configured to receive said emulation signal generator’s binaural audio filters adapted for use with selected headphones for emulation playback and said end user’s own audition stereo content from said user-selected audition stereo content source (e.g., 172); and(h) applying said binaural audio filters adapted for use with selected headphones for emulation playback to any end user’s own audition stereo content via headphone playback over said selected headphones (e.g., 900) for emulation playback.

13. An emulation and sales demonstration system (e.g., 100 - see Figs 2A- 2F), comprising (e.g., see Figs 2A-2F): a system controller or microprocessor configured and programmed to execute a measurement and processing sequence which is initiated by triggering an audio stimulus, for example such as a sine-sweep or wide-band noise burst using an audio measurement system (e.g., such as Listen Incorporated’s SoundCheck® or other gated acoustic measurement platforms); sensors or simulated signal sources (e.g., binaural impulse response sensing microphones 108, 110 or simulation input 118) for generating candidate speaker system binaural impulse response signals; a signal processor (e.g., 120) including a DSP-BIR module for generating an emulated BIR signal (e.g., 122); and a real-time processor (e.g., 134) for, in real time, convolving said emulated BIR signal (e.g., 122) with a user-selected audition track to generate a headphone driving speaker system emulation signal (e.g., 136) that a user may use to audition candidate speakers over headphones (e.g., 900).

14. The emulation and sales demonstration system of claim 13, wherein said signal processor (e.g., 120) includes a mic preamp (e.g., 120A) the output of which is fed to a preprocessor (e.g., 120B) which performs time domain windowing to preserve the signature reverberant response of an acoustic space (e.g., 102), as excited by loudspeaker system (e.g., 112L, 112R); wherein a preprocessor (e.g., 120B) generates an output signal which is input to DSP-BIR module (e.g., 120C); wherein said DSP-BIR module (e.g., 1200) then generates a windowed DSP- BIR’s (speaker-room binaural impulse response) signal, which is unique to the complete audio system, including all of the audio components and connecting cables in the signal path and the acoustic space (e.g., 102) within which it operates; and wherein that unique DSP-BIR module (e.g., 120) output signal (e.g., 122) is then convolved with streaming stereo program material in real time for playback over headphones.

15. The emulation and sales demonstration system of claim 13, wherein said system (e.g., 100) is configured and programmed to receive data from and transmit data to a User Interface (e.g., 172, see Figs 2D, 2F and 12) permitting the user to select audio track and audio setup and provide environment information and / or headphone selection information.

16. The emulation and sales demonstration system of claim 13, wherein said system (e.g., 100) configured and programmed to provide an emulation which simulates a prospective customer’s listening room and externalizes audio when the emulation is reproduced over headphones (e.g. 900); wherein the candidate or demonstration speaker’s emulated BIR signal models the speaker’s power response and polar radiation pattern, perceived magnitude response and spectral balance are processed to emulate the candidate speaker as perceived at a simulated listening location in a simulated listening environment.

17. A method of an emulation system reproducing sound at a pair of headphones (e.g., 900) having a left speaker unit and a right speaker unit, the emulation system emulating how a particular audio set-up would sound to a listener (e.g., 106), wherein the method comprises the following steps: a user selecting an audio recording (which may be selected via a user interface of the emulation system or may be selected on a different device, for example a smart phone or tablet device), a user (which may be the same or a different user) selecting from a user interface (e.g. of the emulation system) an audio set-up from a plurality of selectable audio set-ups, each such audio set-up representing a different set-up of audio components including a plurality of candidate loudspeaker units including left and right loudspeaker units positioned at respective locations in a modelled listening space, the emulation system receiving from a source (e.g, the user’s own device, from a remote server, or from a digital storage device forming part of the emulation system) digital signals representing the audio recording, a digital signal processing module of the emulation system generating and applying a binaural impulse response ("BIR”) filter, in real-time, on the digital signals representing the audio recording, the BIR filter being dependent on the audio-setup in the modelled listening space, to produce a binaural version of the user's selected audio recording, an output from the emulation system being received by the left speaker unit and the right speaker unit of the headphones such that the binaural version of the user's selected audio recording is played to a listener (who may be the same as the user mentioned above) wearing the headphones and provides a 3D audio playback of the audio recording which emulates the binaural sound that would be perceived by the listener were they listening to the audio recording as reproduced by the audio set-up as provided by real loudspeaker units positioned at the respective locations in a real listening space corresponding to the modelled listening space.

18. The method of claim 17, wherein the emulation system (e.g. 100) includes a signal amplifier for amplifying the output before it reaches the left speaker unit and right speaker unit of the headphones.

19. The method of claim 17, wherein said emulation system further includes the same digital signal processing module, or a different digital signal processing module of the emulation system, applying a headphone compensation filter, in realtime, on the digital signals representing the audio recording to compensate for the effect, if any, that the headphones being worn by the listener have on the reproduction of the 3D audio playback of the audio recording.

20. The method of claim 17, wherein the step of the user selecting from the user interface the audio set-up includes the user selecting one or more parameters that define the modelled listening space (which may be by setting such parameters individually or by selecting, and optionally modifying, a pre-set listening space model), and wherein said listening space may be selected from one or more rooms or one or more automotive vehicle interiors.

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