695 research outputs found

    Surround by Sound: A Review of Spatial Audio Recording and Reproduction

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    In this article, a systematic overview of various recording and reproduction techniques for spatial audio is presented. While binaural recording and rendering is designed to resemble the human two-ear auditory system and reproduce sounds specifically for a listener’s two ears, soundfield recording and reproduction using a large number of microphones and loudspeakers replicate an acoustic scene within a region. These two fundamentally different types of techniques are discussed in the paper. A recent popular area, multi-zone reproduction, is also briefly reviewed in the paper. The paper is concluded with a discussion of the current state of the field and open problemsThe authors acknowledge National Natural Science Foundation of China (NSFC) No. 61671380 and Australian Research Council Discovery Scheme DE 150100363

    Spatial Acoustic Vector Based Sound Field Reproduction

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    Spatial sound field reproduction aims to recreate an immersive sound field over a spatial region. The existing sound pressure based approaches to spatial sound field reproduction focus on the accurate approximation of original sound pressure over space, which ignores the perceptual accuracy of the reproduced sound field. The acoustic vectors of particle velocity and sound intensity appear to be closely linked with human perception of sound localization in literature. Therefore, in this thesis, we explore the spatial distributions of the acoustic vectors, and seek to develop algorithms to perceptually reproduce the original sound field over a continuous spatial region based on the vectors. A theory of spatial acoustic vectors is first developed, where the spatial distributions of particle velocity and sound intensity are derived from sound pressure. To extract the desired sound pressure from a mixed sound field environment, a 3D sound field separation technique is also formulated. Based on this theory, a series of reproduction techniques are proposed to improve the perceptual performance. The outcomes resulting from this theory are: (i) derivation of a particle velocity assisted 3D sound field reproduction technique which allows for non-uniform loudspeaker geometry with a limited number of loudspeakers, (ii) design of particle velocity based mixed-source sound field translation technique for binaural reproduction that can provide sound field translation with good perceptual experience over a large space, (iii) derivation of an intensity matching technique that can reproduce the desired sound field in a spherical region by controlling the sound intensity on the surface of the region, and (iv) two intensity based multizone sound field reproduction algorithms that can reproduce the desired sound field over multiple spatial zones. Finally, these techniques are evaluated by comparing to the conventional approaches through numerical simulations and real-world experiments

    A Measure Based on Beamforming Power for Evaluation of Sound Field Reproduction Performance

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    This paper proposes a measure to evaluate sound field reproduction systems with an array of loudspeakers. The spatially-averaged squared error of the sound pressure between the desired and the reproduced field, namely the spatial error, has been widely used, which has considerable problems in two conditions. First, in non-anechoic conditions, room reflections substantially deteriorate the spatial error, although these room reflections affect human localization to a lesser degree. Second, for 2.5-dimensional reproduction of spherical waves, the spatial error increases consistently due to the difference in the amplitude decay rate, whereas the degradation of human localization performance is limited. The measure proposed in this study is based on the beamforming powers of the desired and the reproduced fields. Simulation and experimental results show that the proposed measure is less sensitive to room reflections and the amplitude decay than the spatial error, which is likely to agree better with the human perception of source localization

    Ambisonics

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    This open access book provides a concise explanation of the fundamentals and background of the surround sound recording and playback technology Ambisonics. It equips readers with the psychoacoustical, signal processing, acoustical, and mathematical knowledge needed to understand the inner workings of modern processing utilities, special equipment for recording, manipulation, and reproduction in the higher-order Ambisonic format. The book comes with various practical examples based on free software tools and open scientific data for reproducible research. The book’s introductory section offers a perspective on Ambisonics spanning from the origins of coincident recordings in the 1930s to the Ambisonic concepts of the 1970s, as well as classical ways of applying Ambisonics in first-order coincident sound scene recording and reproduction that have been practiced since the 1980s. As, from time to time, the underlying mathematics become quite involved, but should be comprehensive without sacrificing readability, the book includes an extensive mathematical appendix. The book offers readers a deeper understanding of Ambisonic technologies, and will especially benefit scientists, audio-system and audio-recording engineers. In the advanced sections of the book, fundamentals and modern techniques as higher-order Ambisonic decoding, 3D audio effects, and higher-order recording are explained. Those techniques are shown to be suitable to supply audience areas ranging from studio-sized to hundreds of listeners, or headphone-based playback, regardless whether it is live, interactive, or studio-produced 3D audio material

    Comparison of sound reproduction using higher order loudspeakers and equivalent line arrays in free-field conditions

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    Higher order sound sources of Nth order can radiate sound with 2N + 1 orthogonal radiation patterns, which can be represented as phase modes or, equivalently, amplitude modes. This paper shows that each phase mode response produces a spiral wave front with a different spiral rate, and therefore a different direction of arrival of sound. Hence, for a given receiver position a higher order source is equivalent to a linear array of 2N + 1 monopole sources. This interpretation suggests performance similar to a circular array of higher order sources can be produced by an array of sources, each of which consists of a line array having monopoles at the apparent source locations of the corresponding phase modes. Simulations of higher order arrays and arrays of equivalent line sources are presented. It is shown that the interior fields produced by the two arrays are essentially the same, but that the exterior fields differ because the higher order sources produces different equivalent source locations for field positions outside the array. This work provides an explanation of the fact that an array of L Nth order sources can reproduce sound fields whose accuracy approaches the performance of (2N + 1)L monopoles
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