Headphone Room Reflection Emulation via HRTF and Cross-Mixing

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Solution Overview

Problem

Headphones lack the natural sound dispersion and room reflections present in speaker-based audio systems, resulting in an unnatural listening experience due to the absence of sound paths to both ears and concentrated audio signals.

Innovation Solution

A system that emulates room reflections and acoustic properties using a combination of head, shoulder, and ear emulation, along with a tuned stereo reverb algorithm, employing delay and cross-mixing of audio signals to simulate speakers in a room, and applying a head-related transfer function to position sound sources accurately.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If audio signals are played through headphones, then the audio signals are delivered directly to the ears, but the natural sound dispersion and room reflections are lost resulting in an unnatural listening experience

Engineering Contradiction:
Improvelistening experienceVSAvoidnatural sound dispersion
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent creates a virtual acoustic environment by copying and simulating room reflections and sound paths through digital signal processing. Headphone transfer functions are applied to replicate how sound would naturally disperse in a physical room, creating a virtual speaker position and room acoustics that mimic real-world listening conditions.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent introduces an intermediary processing layer between the audio source and the headphones. This includes implementing virtual speaker positioning algorithms and room impulse response simulations that act as mediators to create realistic sound paths and reflections, transforming direct headphone output into simulated spatial audio.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If audio signals are mixed to come from left or right side, then the placement effect is achieved, but the sound concentrates in the listener's head without room reflections

Engineering Contradiction:
Improvesound placement accuracyVSAvoidsound distribution naturalness
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The patent segments the audio signal processing into distinct components: direct sound paths, early reflections, and late reverberation. By separating these elements and processing them independently with appropriate transfer functions, the system achieves precise sound placement while maintaining natural sound distribution through simulated room acoustics.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent adds spatial dimensions to the audio experience by implementing three-dimensional sound positioning algorithms. Virtual speaker positions are defined in 3D space, and room reflections are simulated across multiple dimensions, transforming flat stereo audio into immersive spatial audio with realistic sound paths and acoustic properties.

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

Data Source

PatentUS9602927B2Speaker and room virtualization using headphones
Publication Date: 2017.03.21 SYNAPTICS INC
  • US9602927B2 patent drawing
  • US9602927B2 patent drawing
  • US9602927B2 patent drawing

AI summary

A system for audio processing comprising a room reflection emulation system for emulating sound reflections in a room. A room acoustics emulation system for emulating acoustic properties of the room. A head, shoulder and ear emulation system for emulation sound reflections near the head.