Distance-Dependent Reverb for Virtual Audio Source Localization
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Solution Overview
Problem
Conventional augmented reality techniques struggle to accurately simulate large distances, resulting in a lack of immersion when attempting to emulate a virtual sound source in a large acoustic space.
Innovation Solution
A computer-implemented method that determines the current position of a virtual audio source relative to a listening area, calculates a wet-signal distribution based on this position, and generates virtual audio signals for physical sound sources to simulate distance-dependent reverb, enhancing the perception of distance and spatial information.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If conventional augmented reality techniques use timing and intensity differences from speakers to simulate sound localization, then sound localization is achieved in small acoustic environments, but the ability to accurately simulate large distances and large acoustic spaces deteriorates
Solution Approach 1:
The patent introduces reverb as an intermediary element to bridge the gap between physical speaker distances and perceived virtual sound source distances. By adding reverb signals that simulate acoustic reflections from walls and surfaces, the system creates the perception of large spaces even when speakers are physically close together. The reverb acts as a mediator that translates physical proximity into perceived distance through acoustic simulation.
Solution Approach 2:
The patent changes the acoustic parameters of the audio signal by adding reverb effects with different decay times, reflection patterns, and spatial characteristics. These parameter changes allow the same physical speaker configuration to produce perceptions of different space sizes and distances. The reverb parameters are adjusted based on the desired virtual acoustic environment, enabling flexible simulation of large spaces without physically moving speakers.
2Ease of operation
If speakers are placed close together in a small acoustic environment, then the system is compact and easy to operate, but the perception of large acoustic spaces and distances deteriorates
Solution Approach 1:
The patent creates a virtual copy of the acoustic environment by generating reverb signals that replicate the acoustic characteristics of large spaces. Instead of physically creating a large acoustic environment with distant speakers, the system synthesizes an acoustic copy of what such an environment would produce. The reverb signals copy the reflection patterns, decay characteristics, and spatial impressions of large rooms, allowing compact physical systems to deliver large-space audio experiences.
3Measurement precision
If reverb is added to simulate large distances, then the perception of distance and spatial information is enhanced, but the complexity of the audio processing system increases
Solution Approach 1:
The patent applies reverb effects as a preliminary processing step in the audio signal chain, before final output to speakers. By pre-computing and applying the reverb based on the virtual sound source position and desired acoustic environment, the system simplifies real-time processing. The reverb parameters are determined in advance based on spatial information, and the actual audio signal processing follows a standardized pipeline, reducing overall system complexity despite the enhanced perceptual capabilities.
Data Source
AI summary
Various embodiments disclose a computer-implemented method for producing a perceived location of a sound source in an acoustic environment. The method includes: determining a current position of a first virtual audio source relative to a listening area of the acoustic environment; based on the current position of the first virtual audio source, determining a wet-signal distribution; generating a first virtual audio signal for a first physical sound source that is included in the acoustic environment, wherein the first virtual audio signal is associated with the first virtual audio source and is based on the wet-signal distribution; and transmitting the first virtual audio signal to the first physical sound source for output by the first physical sound source.


