18 research outputs found

    Graafinen ekvalisointi taajuusvarpattujen digitaalisten suotimien avulla

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    The aim of this thesis is to design a graphic equalizer with frequency warped digital filters. The proposed design consists of a warped FIR filter for the low frequency bands and a standard FIR filter for the high frequency bands. This de- sign is used to implement both an octave and a one-third octave equalizer in Matlab. Low frequency equalization with FIR filters requires high filter orders. The frequency resolution of the lowest band of the graphic equalizer requires filter orders that are impractical for real life applications. With frequency warping filter orders can be lowered, so that a practical graphic equalizer can be designed. With this design common gain build-up problems, which are present in most of the IIR designs, can be avoided. The proposed equalizer design is found to be accurate and comparable to the previous equalizer designs. Filter orders required are small enough to this design to be used in real life applications. The gain build-up problem is avoided in this design, as several equalizer bands are filtered with a single filter. The computational costs of the design are higher than the costs of the other compared designs. However, the difference can be smaller if the accuracy restrictions are lowered.Tämän työn tavoitteena on suunnitella graafinen ekvalisaattori taajuusvarpattujen digitaalisten suotimien avulla. Ehdotettu ekvalisaattorimalli koostuu taajuusvarpatusta ja tavallisesta FIR suotimesta. Varpattua suodinta käytetään alimpien taajuuskaistojen suodattamiseen ja tavallista FIR suodinta ylimpien kaistojen suodattamiseen. Tätä mallia käytetään sekä oktaavi- että terssikaista-ekvalisaattorien totetutamiseen Matlabilla. Matalien taajuuksien ekvalisointi edellyttää korkeaa astelukua FIR suotimilta. Alimpien taajuuskaistojen taajuusresoluutio edellyttää astelukuja, jotka ovat epäkäytännöllisiä tosielämän sovelluksissa. Taajuusvarppauksella suotimien astelukuja voidaan pienentää, jolloin graafinen ekvalisaattori voidaan toteuttaa käytännössä. Tällä mallilla voidaan välttää IIR ekvalisaattorien yleinen ongelma, jossa ekvalisaattorien kaistojen vahvistus vaikuttaa viereisiin kaistoihin. Ehdotettu ekvalisaattorimalli todetaan olevan tarkka ja vertailukelpoinen aikaisempien toteutuksien kanssa. Suotimien asteluvut ovat tarpeeksi pieniä, jotta tätä mallia voidaan käyttää tosielämän toteutuksissa. Kaistojen välinen vaikutus vältetään tällä mallilla, sillä useampi kaista suodatetaan yhdellä suotimella. Laskennallinen kuorma on tällä toteutuksella suurempi kuin muilla vertailluilla toteutuksilla. Eroa voidaan pienentää, jos ekvalisaattorin tarkkuusvaatimuksia lasketaan

    Design of IIR QMF Banks with NearPerfect Reconstruction and Low Complexity

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    ABSTRACT A novel design for a two-channel IIR quadrature-mirror filter (QMF) bank with near-perfect reconstruction (NPR) is presented. The analysis filter-bank is given by an efficient polyphase network (PPN) implementation based on allpass filters. The arising phase distortions are almost compensated by stable allpass filters, designed via analytical closed-form expressions. In a first design, the remaining aliasing, amplitude and phase distortions become arbitrarily small in dependence of the tolerable system delay and algorithmic complexity, respectively. In a second design, aliasing and amplitude distortions are completely canceled and phase distortions are minimized at the expense of an additional signal delay. The proposed QMF banks have a lower algorithmic complexity than comparable designs

    Efficient Algorithms for Immersive Audio Rendering Enhancement

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    Il rendering audio immersivo è il processo di creazione di un’esperienza sonora coinvolgente e realistica nello spazio 3D. Nei sistemi audio immersivi, le funzioni di trasferimento relative alla testa (head-related transfer functions, HRTFs) vengono utilizzate per la sintesi binaurale in cuffia poiché esprimono il modo in cui gli esseri umani localizzano una sorgente sonora. Possono essere introdotti algoritmi di interpolazione delle HRTF per ridurre il numero di punti di misura e per creare un movimento del suono affidabile. La riproduzione binaurale può essere eseguita anche dagli altoparlanti. Tuttavia, il coinvolgimento di due o più gli altoparlanti causa il problema del crosstalk. In questo caso, algoritmi di cancellazione del crosstalk (CTC) sono necessari per eliminare i segnali di interferenza indesiderati. In questa tesi, partendo da un'analisi comparativa di metodi di misura delle HRTF, viene proposto un sistema di rendering binaurale basato sull'interpolazione delle HRTF per applicazioni in tempo reale. Il metodo proposto mostra buone prestazioni rispetto a una tecnica di riferimento. L'algoritmo di interpolazione è anche applicato al rendering audio immersivo tramite altoparlanti, aggiungendo un algoritmo di cancellazione del crosstalk fisso, che considera l'ascoltatore in una posizione fissa. Inoltre, un sistema di cancellazione crosstalk adattivo, che include il tracciamento della testa dell'ascoltatore, è analizzato e implementato in tempo reale. Il CTC adattivo implementa una struttura in sottobande e risultati sperimentali dimostrano che un maggiore numero di bande migliora le prestazioni in termini di errore totale e tasso di convergenza. Il sistema di riproduzione e le caratteristiche dell'ambiente di ascolto possono influenzare le prestazioni a causa della loro risposta in frequenza non ideale. L'equalizzazione viene utilizzata per livellare le varie parti dello spettro di frequenze che compongono un segnale audio al fine di ottenere le caratteristiche sonore desiderate. L'equalizzazione può essere manuale, come nel caso dell'equalizzazione grafica, dove il guadagno di ogni banda di frequenza può essere modificato dall'utente, o automatica, la curva di equalizzazione è calcolata automaticamente dopo la misurazione della risposta impulsiva della stanza. L'equalizzazione della risposta ambientale può essere applicata anche ai sistemi multicanale, che utilizzano due o più altoparlanti e la zona di equalizzazione può essere ampliata misurando le risposte impulsive in diversi punti della zona di ascolto. In questa tesi, GEQ efficienti e un sistema adattativo di equalizzazione d'ambiente. In particolare, sono proposti e approfonditi tre equalizzatori grafici a basso costo computazionale e a fase lineare e quasi lineare. Gli esperimenti confermano l'efficacia degli equalizzatori proposti in termini di accuratezza, complessità computazionale e latenza. Successivamente, una struttura adattativa in sottobande è introdotta per lo sviluppo di un sistema di equalizzazione d'ambiente multicanale. I risultati sperimentali verificano l'efficienza dell'approccio in sottobande rispetto al caso a banda singola. Infine, viene presentata una rete crossover a fase lineare per sistemi multicanale, mostrando ottimi risultati in termini di risposta in ampiezza, bande di transizione, risposta polare e risposta in fase. I sistemi di controllo attivo del rumore (ANC) possono essere progettati per ridurre gli effetti dell'inquinamento acustico e possono essere utilizzati contemporaneamente a un sistema audio immersivo. L'ANC funziona creando un'onda sonora in opposizione di fase rispetto all'onda sonora in arrivo. Il livello sonoro complessivo viene così ridotto grazie all'interferenza distruttiva. Infine, questa tesi presenta un sistema ANC utilizzato per la riduzione del rumore. L’approccio proposto implementa una stima online del percorso secondario e si basa su filtri adattativi in sottobande applicati alla stima del percorso primario che mirano a migliorare le prestazioni dell’intero sistema. La struttura proposta garantisce un tasso di convergenza migliore rispetto all'algoritmo di riferimento.Immersive audio rendering is the process of creating an engaging and realistic sound experience in 3D space. In immersive audio systems, the head-related transfer functions (HRTFs) are used for binaural synthesis over headphones since they express how humans localize a sound source. HRTF interpolation algorithms can be introduced for reducing the number of measurement points and creating a reliable sound movement. Binaural reproduction can be also performed by loudspeakers. However, the involvement of two or more loudspeakers causes the problem of crosstalk. In this case, crosstalk cancellation (CTC) algorithms are needed to delete unwanted interference signals. In this thesis, starting from a comparative analysis of HRTF measurement techniques, a binaural rendering system based on HRTF interpolation is proposed and evaluated for real-time applications. The proposed method shows good performance in comparison with a reference technique. The interpolation algorithm is also applied for immersive audio rendering over loudspeakers, by adding a fixed crosstalk cancellation algorithm, which assumes that the listener is in a fixed position. In addition, an adaptive crosstalk cancellation system, which includes the tracking of the listener's head, is analyzed and a real-time implementation is presented. The adaptive CTC implements a subband structure and experimental results prove that a higher number of bands improves the performance in terms of total error and convergence rate. The reproduction system and the characteristics of the listening room may affect the performance due to their non-ideal frequency response. Audio equalization is used to adjust the balance of different audio frequencies in order to achieve desired sound characteristics. The equalization can be manual, such as in the case of graphic equalization, where the gain of each frequency band can be modified by the user, or automatic, where the equalization curve is automatically calculated after the room impulse response measurement. The room response equalization can be also applied to multichannel systems, which employ two or more loudspeakers, and the equalization zone can be enlarged by measuring the impulse responses in different points of the listening zone. In this thesis, efficient graphic equalizers (GEQs), and an adaptive room response equalization system are presented. In particular, three low-complexity linear- and quasi-linear-phase graphic equalizers are proposed and deeply examined. Experiments confirm the effectiveness of the proposed GEQs in terms of accuracy, computational complexity, and latency. Successively, a subband adaptive structure is introduced for the development of a multichannel and multiple positions room response equalizer. Experimental results verify the effectiveness of the subband approach in comparison with the single-band case. Finally, a linear-phase crossover network is presented for multichannel systems, showing great results in terms of magnitude flatness, cutoff rates, polar diagram, and phase response. Active noise control (ANC) systems can be designed to reduce the effects of noise pollution and can be used simultaneously with an immersive audio system. The ANC works by creating a sound wave that has an opposite phase with respect to the sound wave of the unwanted noise. The additional sound wave creates destructive interference, which reduces the overall sound level. Finally, this thesis presents an ANC system used for noise reduction. The proposed approach implements an online secondary path estimation and is based on cross-update adaptive filters applied to the primary path estimation that aim at improving the performance of the whole system. The proposed structure allows for a better convergence rate in comparison with a reference algorithm

    The Musical Implementation of Additive Synthesis

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    This paper on the musical implementation of additive synthesis seeks to explore and divulge what exactly is additive synthesis and what makes it distinct from other types of synthesis. A part of it is dedicated to making clear and palatable case for additive synthesis and is followed by a discussion of how and why various artists have implemented additive synthesis into their music, and how to recreate their techniques

    Frequency-warped autoregressive modeling and filtering

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    This thesis consists of an introduction and nine articles. The articles are related to the application of frequency-warping techniques to audio signal processing, and in particular, predictive coding of wideband audio signals. The introduction reviews the literature and summarizes the results of the articles. Frequency-warping, or simply warping techniques are based on a modification of a conventional signal processing system so that the inherent frequency representation in the system is changed. It is demonstrated that this may be done for basically all traditional signal processing algorithms. In audio applications it is beneficial to modify the system so that the new frequency representation is close to that of human hearing. One of the articles is a tutorial paper on the use of warping techniques in audio applications. Majority of the articles studies warped linear prediction, WLP, and its use in wideband audio coding. It is proposed that warped linear prediction would be particularly attractive method for low-delay wideband audio coding. Warping techniques are also applied to various modifications of classical linear predictive coding techniques. This was made possible partly by the introduction of a class of new implementation techniques for recursive filters in one of the articles. The proposed implementation algorithm for recursive filters having delay-free loops is a generic technique. This inspired to write an article which introduces a generalized warped linear predictive coding scheme. One example of the generalized approach is a linear predictive algorithm using almost logarithmic frequency representation.reviewe

    Generalized linear-in-parameter models : theory and audio signal processing applications

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    This thesis presents a mathematically oriented perspective to some basic concepts of digital signal processing. A general framework for the development of alternative signal and system representations is attained by defining a generalized linear-in-parameter model (GLM) configuration. The GLM provides a direct view into the origins of many familiar methods in signal processing, implying a variety of generalizations, and it serves as a natural introduction to rational orthonormal model structures. In particular, the conventional division between finite impulse response (FIR) and infinite impulse response (IIR) filtering methods is reconsidered. The latter part of the thesis consists of audio oriented case studies, including loudspeaker equalization, musical instrument body modeling, and room response modeling. The proposed collection of IIR filter design techniques is submitted to challenging modeling tasks. The most important practical contribution of this thesis is the introduction of a procedure for the optimization of rational orthonormal filter structures, called the BU-method. More generally, the BU-method and its variants, including the (complex) warped extension, the (C)WBU-method, can be consider as entirely new IIR filter design strategies.reviewe

    Physics-based models for the acoustic representation of space in virtual environments

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    In questo lavoro sono state affrontate alcune questioni inserite nel tema pi\uf9 generale della rappresentazione di scene e ambienti virtuali in contesti d\u2019interazione uomo-macchina, nei quali la modalit\ue0 acustica costituisca parte integrante o prevalente dell\u2019informazione complessiva trasmessa dalla macchina all\u2019utilizzatore attraverso un\u2019interfaccia personale multimodale oppure monomodale acustica. Pi\uf9 precisamente \ue8 stato preso in esame il problema di come presentare il messaggio audio, in modo tale che lo stesso messaggio fornisca all\u2019utilizzatore un\u2019informazione quanto pi\uf9 precisa e utilizzabile relativamente al contesto rappresentato. Il fine di tutto ci\uf2 \ue8 riuscire a integrare all\u2019interno di uno scenario virtuale almeno parte dell\u2019informazione acustica che lo stesso utilizzatore, in un contesto stavolta reale, normalmente utilizza per trarre esperienza dal mondo circostante nel suo complesso. Ci\uf2 \ue8 importante soprattutto quando il focus dell\u2019attenzione, che tipicamente impegna il canale visivo quasi completamente, \ue8 volto a un compito specifico.This work deals with the simulation of virtual acoustic spaces using physics-based models. The acoustic space is what we perceive about space using our auditory system. The physical nature of the models means that they will present spatial attributes (such as, for example, shape and size) as a salient feature of their structure, in a way that space will be directly represented and manipulated by means of them

    Deep Learning for Audio Effects Modeling

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    PhD Thesis.Audio effects modeling is the process of emulating an audio effect unit and seeks to recreate the sound, behaviour and main perceptual features of an analog reference device. Audio effect units are analog or digital signal processing systems that transform certain characteristics of the sound source. These transformations can be linear or nonlinear, time-invariant or time-varying and with short-term and long-term memory. Most typical audio effect transformations are based on dynamics, such as compression; tone such as distortion; frequency such as equalization; and time such as artificial reverberation or modulation based audio effects. The digital simulation of these audio processors is normally done by designing mathematical models of these systems. This is often difficult because it seeks to accurately model all components within the effect unit, which usually contains mechanical elements together with nonlinear and time-varying analog electronics. Most existing methods for audio effects modeling are either simplified or optimized to a very specific circuit or type of audio effect and cannot be efficiently translated to other types of audio effects. This thesis aims to explore deep learning architectures for music signal processing in the context of audio effects modeling. We investigate deep neural networks as black-box modeling strategies to solve this task, i.e. by using only input-output measurements. We propose different DSP-informed deep learning models to emulate each type of audio effect transformations. Through objective perceptual-based metrics and subjective listening tests we explore the performance of these models when modeling various analog audio effects. Also, we analyze how the given tasks are accomplished and what the models are actually learning. We show virtual analog models of nonlinear effects, such as a tube preamplifier; nonlinear effects with memory, such as a transistor-based limiter; and electromechanical nonlinear time-varying effects, such as a Leslie speaker cabinet and plate and spring reverberators. We report that the proposed deep learning architectures represent an improvement of the state-of-the-art in black-box modeling of audio effects and the respective directions of future work are given

    Journal of Telecommunications and Information Technology, 2001, nr 3

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