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Phantom Materialization: A Novel Method to Enhance Stereo Audio Reproduction on Headphones

机译:幻影的物化:一种增强耳机立体声音频再现的新方法

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Loudspeaker reproduction systems are subject to a compromise between spatial realism and cost. By simulating loudspeaker reproduction on headphones, the resulting spatial realism is limited accordingly, despite the virtually unlimited spatial imaging capabilities of binaural audio rendering technology. More particularly, phantom imaging as often used for stereo audio material intended for loudspeaker reproduction is subject to various restrictions in terms of loudspeaker positioning in simulated space. As a consequence, phantom imaging should preferably be avoided when simulating virtual loudspeakers over headphones, especially if head tracking is incorporated or if a wide sound stage is desired. A novel method is described to extract phantom sound sources from stereo audio content and convert these to sound sources in a virtual listening environment.
机译:扬声器再现系统在空间真实性和成本之间受到折衷。通过模拟耳机上的扬声器再现,尽管双耳音频渲染技术的空间成像功能实际上是无限的,但由此产生的空间真实感也因此受到限制。更具体地,通常用于打算用于扬声器再现的立体声音频材料的幻像成像在扬声器在模拟空间中的定位方面受到各种限制。因此,在模拟头戴式耳机上的虚拟扬声器时,最好避免使用幻像成像,尤其是在合并了头部跟踪或需要宽广的声场的情况下。描述了一种新颖的方法,用于从立体声音频内容中提取幻像声源并将其转换为虚拟聆听环境中的声源。

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