Audio Rendering with Recording-Distance Absorption Compensation
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Solution Overview
Problem
Challenges exist in rendering audio in a way that sounds natural to the listener, especially in extended reality (XR) contexts where the listener's location changes, due to the recorded nature of the audio signal which includes medium absorption.
Innovation Solution
The audio source is rendered by accounting for the distance from which it was recorded and the listener's current distance, simulating medium absorption only over the difference between these distances to maintain natural sound perception.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If medium absorption processing is applied to the audio signal based on the full listening distance, then the audio rendering accounts for distance attenuation, but the recorded nature of the audio signal causes exaggeration of medium absorption effects
Solution Approach 1:
The patent segments the total listening distance into two parts: the recording distance (where the audio signal was originally captured) and the additional listening distance (the difference between total listening distance and recording distance). Medium absorption processing is applied only to the additional listening distance portion, not the full listening distance. This segmentation prevents double-counting of absorption effects already present in the recorded signal, resolving the contradiction between accurate absorption simulation and natural audio perception.
2Reliability
If the audio signal is processed to simulate medium absorption over the full listening distance, then distance attenuation is accounted for, but the recorded absorption effects are doubled
Solution Approach 1:
The patent applies preliminary anti-action by compensating for the absorption effects already present in the recorded signal before applying additional absorption processing. The system calculates the absorption that occurred during recording and subtracts or compensates for it, then applies absorption processing only for the additional distance from the recording position to the listener position. This prevents the harmful doubling of absorption effects while maintaining accurate distance attenuation.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
This approach ensures that the audio source sounds natural to the listener, even as they move within the XR scene, by avoiding exaggeration of medium absorption effects.
Implementation Method 1
rendering the audio source to simulate medium absorption over the listening distance, given medium absorption over the recording distance already represented in the audio signal
Data Source
AI summary
A method of rendering an audio source (22) for a listener (50). An audio renderer (40) determines a listening distance (30) that comprises a distance from which the listener (50) listens to the audio source (22). The audio renderer (40) determines a recording distance (20) that indicates a distance from which an audio signal (16) for the audio source (22) was recorded. The audio renderer (40) renders the audio source (22) based on the listening distance (30) and the recording distance (20). The audio renderer (40) for example calculates medium absorption gain value(s) (23) and applies the medium absorption gain value(s) (23) to the audio signal (16). For example, on a logarithmic (dB) scale, each medium absorption gain value (23) may be positive if the listening distance (30) is less than the recording distance (20) or negative if the listening distance (30) is greater than the recording distance (20).


