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Perceptual Soundfield Reconstruction

机译:知觉声场重构

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In the usual "stereo" audio presentation, a partial soundstage consisting primarily of the front elements of the soundstage is created by two channels, either sampled from several microphones set in the original soundfield, or more often by a mixdown of many microphones placed both in proximity to the performers and out in the hall, to capture the "ambience". The information presented by the the two channels, in either case, is a small fraction of the information in the original soundfield. This fraction, additionally, is presented to the front of the listener. The presentation does not create an "envelopment" experience, where one is immersed in the original soundfield, as the information is not present. While some processors mimic the effect, such effects are not based on the actual venue, but rather on some hypothetical model of a venue.In "holographic" or "auralized" two-channel presentation, a presumed human "HRTF" (Head Related Transfer Function) is used to create an impression of sound arising from other than the front of the listener. This works well in headphones, or with interaural cancellation, for one listener facing directly ahead, and on the central axis between the speakers. This method can, with some difficulty, produce an immersive effect for one point in the soundfield, assuming that the subject maintains the proper head position, and the subject's head has an HRTF like that of the presumed functions. The ultimate form of this is, of course, "binaural" recording, where an actual head model is used to capture the information for one head location.Beyond two-channel presentation, one can think of analytically capturing an original soundfield to some degree of accuracy. This would require the use of many channels, perhaps placed in a sphere about the listener's head in the simplest form, requiring very high data rates (1000 to 10000 channels, perhaps) and creating a very high probability of influencing the soundfield in the space with the microphones and supporting metchanisms themselves. As a result, this technique is currently infeasable, and is likely to remain infeasable, for basic physical reasons as well as data-rate reasons, and actual analytic capture of the spatial aspects of a soundfield in this fashion is unlikely.
机译:在通常的“立体声”音频呈现中,主要由声音库的前部元件组成的部分音响由两个通道产生,要么从原始声场中设置的若干麦克风采样,或者更多地由许多麦克风的混合均匀地进行靠近表演者和在大厅里,捕捉“氛围”。在任何一种情况下,两个通道所呈现的信息是原始声场中的信息的一小部分。此外,该分数呈现给听众的前部。演示文稿不会创造一个“包络”体验,其中一个人被浸入原始声场,因为信息不存在。虽然一些处理器模仿效果,但这些效果不是基于实际场地,而是对某些地点的一个假设模型。 在“全息”或“auratized”的双通道呈现中,假定的人的“HRTF”(头相关传递函数)用于产生由听众前部以外产生的声音的印象。这在耳机或内部消除方面都适用于直接前方的一个倾向,以及在扬声器之间的中心轴上。这种方法可以在一些困难中产生对声场中的一个点的沉浸效果,假设受试者保持适当的头位置,并且受试者的头部具有类似于假定功能的HRTF。当然,这的终极形式是“双耳”录制,其中实际的头部模型用于捕获一个头位置的信息。 除了双通道的演示之外,人们可以想到分析到某种程度的准确性原始声场。这将需要使用许多渠道,或许以最简单的形式置于听众头部的球体中,需要非常高的数据速率(1000至10000个通道,也许)并产生影响空间中的声场的非常高的概率麦克风和支持核心主义自己。结果,这种技术目前是可犯错的,并且对于基本的物理原因以及数据速率的原因以及以这种方式的声场的空间方面的实际分析捕获的实际分析捕获是不可行的。

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