Headphone Audio Reproduction Using Dual-Range Channel Providers

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Solution Overview

Problem

Conventional surround sound systems fail to accurately reproduce auditory events close to the listener's head, lacking the ability to create proximity effects, which limits the immersion and realism in audio experiences, especially in virtual reality and interactive gaming scenarios.

Innovation Solution

An arrangement and method for a headphone assembly that includes a first and second headphone channel, driven by a basic channel provider and a proximity channel provider, respectively, to create multidimensional sound effects by subdividing the acoustic scene into distant and close ranges, using head-related transfer functions and binaural room impulse responses to simulate audio signals corresponding to audio objects and sound sources at varying distances and angles, allowing for natural perception of audio objects and sound sources.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional surround sound systems are used, then distant sound effects can be reproduced, but proximity effects for close-range audio objects cannot be achieved

Engineering Contradiction:
Improvereproduction capabilityVSAvoidspatial accuracy
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The acoustic scene is divided into two distinct ranges: a distant range for conventional surround sound reproduction and a close range for proximity effects. This segmentation allows each system to optimize for its specific spatial zone, resolving the contradiction between general reproduction capability and precise close-range spatial accuracy.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The invention adds a new spatial dimension by introducing close-range audio objects that appear in front of the listener's ears, complementing the traditional horizontal surround sound arrangement. This dimensional extension enables proximity effects while maintaining distant sound reproduction, thereby improving overall adaptability without sacrificing spatial accuracy.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Ease of operation

If conventional surround sound systems are used, then audio can be reproduced in a sweet spot, but immersion and realism are limited

Engineering Contradiction:
Improvelistening positionVSAvoidimmersion quality
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

By segmenting the audio reproduction into distant and close ranges, the system maintains the ease of operation (sweet spot positioning) for conventional surround sound while simultaneously enhancing immersion quality through close-range proximity effects that create more realistic spatial perception.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The invention merges conventional surround sound systems with close-range audio object technology, combining the ease of operation of traditional systems with the enhanced immersion of proximity effects. This fusion allows the system to maintain both characteristics without compromising either.

Inventive Principle:
Principle #5Merging (Combining)

3Adaptability or versatility

If more loudspeakers are added to create focused sources, then proximity effects can be achieved, but system complexity increases

Engineering Contradiction:
Improvespatial reproduction capabilityVSAvoidnumber of loudspeakers
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The invention introduces an intermediary processing system that generates close-range audio objects through signal processing rather than requiring additional physical loudspeakers. This intermediary approach enables proximity effects while avoiding the complexity of adding more hardware components.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The invention replaces the mechanical approach of adding more loudspeakers with a signal processing-based solution. By using digital signal processing to create close-range audio objects, the system achieves enhanced spatial reproduction capability without increasing the physical complexity of the loudspeaker arrangement.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

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 solution enables the reproduction of realistic 2D or 3D sound effects that simulate audio objects and sound sources at any distance and angle, enhancing the immersion and realism in audio experiences by providing both distant and close-range sound effects, effectively addressing the limitations of conventional surround sound systems.

Implementation Method 1

using head-related transfer functions and binaural room impulse responses to simulate audio signals corresponding to audio objects and sound sources at varying distances and angles

Methodology Applied
Scientific EffectHead-related transfer functions:

Implementation Method 2

using head-related transfer functions and binaural room impulse responses to simulate audio signals corresponding to audio objects and sound sources at varying distances and angles

Methodology Applied
Scientific EffectBinaural room impulse responses:

Data Source

PatentUS10021507B2Arrangement and method for reproducing audio data of an acoustic scene
Publication Date: 2018.07.10 BARCO NV
  • US10021507B2 patent drawing
  • US10021507B2 patent drawing
  • US10021507B2 patent drawing

AI summary

An arrangement, for reproducing audio data of an acoustic scene, adapted for generating audio signals for at least a first and a second headphone channel of a headphone assembly, the audio signals corresponding to at least one audio object and/or sound source in the acoustic scene comprising at least one given close range and at least one given distant range arranged around a listener, the arrangement comprising a first headphone channel; a second headphone channel; a basic channel provider comprising at least a basic system adapted for reproducing audio signals corresponding to at least one audio object and/or sound source arranged in at least one distant range; a proximity channel provider comprising at least a proximity system adapted for reproducing audio signals corresponding to at least one audio object and/or sound source arranged in at least one close range.