Multi-Renderer Audio System Data Routing
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Solution Overview
Problem
Wave field synthesis systems face bottlenecks in rendering capacity, particularly when dealing with complex audio scenes involving multiple virtual sources, leading to increased costs and inefficiencies due to the need for significant computation power and data transmission.
Innovation Solution
Implementing a multi-renderer system where each renderer module handles only active loudspeakers associated with virtual sources, reducing data transfer and computation load by intelligently controlling renderer modules and prioritizing data distribution based on actual loudspeaker activity.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If wave field synthesis is implemented with multiple virtual sources and loudspeakers, then spatial sound reproduction quality is improved, but computation power requirements and data transmission load increase significantly
Solution Approach 1:
The system divides the rendering task into multiple independent renderer modules, each responsible for specific loudspeaker groups. This segmentation allows parallel processing of audio signals for different spatial zones, reducing the computation burden on any single renderer while maintaining high spatial sound reproduction quality across the entire reproduction space.
2Productivity
If all renderer modules receive audio files for all virtual sources, then system capacity is maximized, but data transmission and processing redundancy increases
Solution Approach 1:
Each renderer module receives audio files selectively based on its associated loudspeakers and the spatial position of virtual sources. This local quality approach ensures that data transmission and processing are optimized for each renderer's specific requirements, eliminating redundancy while maintaining system capacity for handling complex audio scenes with multiple virtual sources.
3Device complexity
If a single central renderer processes all audio signals, then system complexity is reduced, but rendering capacity for complex audio scenes is limited
Solution Approach 1:
The rendering system is segmented into multiple independent renderer modules that can process audio signals in parallel. Each module handles specific loudspeaker groups, enabling the system to handle complex audio scenes with multiple virtual sources without increasing overall system complexity, as each module operates independently with standardized interfaces.
Data Source
AI summary
An apparatus for providing data for wave field synthesis rendering in a wave field synthesis system with plurality of renderer modules, at least one loudspeaker being associated with each renderer module, and the loudspeakers associated with the renderer modules being attachable at different positions in a reproduction room, includes a provider for providing a plurality of audio files, wherein a virtual source at a source position is associated with an audio file, and a data output for providing the audio file to a renderer with which an active loudspeaker is associated, with the data output further formed to not provide the audio file to a renderer if all loudspeakers associated with the renderer are not to be active for the reproduction of the source. Thus, unnecessary data transmissions in the wave field synthesis system are avoided, while making optimum use of the renderer maximum capacity in a multi-renderer system.


