This method uses an algorithm to create an object-based sound enhancement audio stream to improve the operational sound of a vehicle. The sound enhancement can be rendered in a vehicle cabin using commercially available 3D audio encoding/decoding/rendering software. The algorithm utilizes a plurality of predefined vehicle parameter (e.g., CAN Data) based sound object paths. It creates a starting location for the sound object and then dynamically moves the perceived location of the sound objects through those paths based on vehicle driving conditions. Using vehicle parameters, the algorithm dynamically varies the location on the path(s), duration, occurrences, and the number of sources of an object stream. This dynamic varying of object locations gives the sound enhancement feature a fully immersive experience. This method allows for continuous, randomized and/or discrete sounds to be dispersed along the object paths via the optional random multiplier function. The location randomization is accomplished by perturbating the object location control parameters which disperses the perceived locations of the sound objects. Sound randomization continually divides the source file into smaller segments and creates a randomized playback sequence.
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