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Inverse filter design for immersive audio rendering over loudspeakers

机译:逆滤波器设计,通过扬声器进行沉浸式音频渲染

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Immersive audio systems can be used to render virtual sound sources in three-dimensional (3-D) space around a listener. This is achieved by simulating the head-related transfer function (HRTF) amplitude and phase characteristics using digital filters. In this paper, we examine certain key signal processing considerations in spatial sound rendering over headphones and loudspeakers. We address the problem of crosstalk inherent in loudspeaker rendering and examine two methods for implementing crosstalk cancellation and loudspeaker frequency response inversion in real time. We demonstrate that it is possible to achieve crosstalk cancellation of 30 dB using both methods, but one of the two (the Fast RLS Transversal Filter Method) offers a significant advantage in terms of computational efficiency. Our analysis is easily extendable to nonsymmetric listening positions and moving listeners.
机译:沉浸式音频系统可用于在收听者周围的三维(3-D)空间中渲染虚拟声源。这是通过使用数字滤波器模拟与头部相关的传递函数(HRTF)幅度和相位特性来实现的。在本文中,我们研究了耳机和扬声器在空间声音渲染中的某些关键信号处理注意事项。我们解决了扬声器渲染中固有的串扰问题,并研究了两种实时实现串扰消除和扬声器频率响应倒置的方法。我们证明,使用这两种方法都可以实现30 dB的串扰消除,但是这两种方法之一(快速RLS横向滤波器方法)在计算效率方面具有显着优势。我们的分析很容易扩展到非对称收听位置和移动收听者。

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