Spatial Perception of Audio J. D. (jj) Johnston Neural Audio Corporation.

Slides:



Advertisements
Similar presentations
Researches and Applications for Automotive Field Andrea Azzali, Eraldo Carpanoni, Angelo Farina University of Parma.
Advertisements

4/13/20151 Beyond MP3, Soundfield analysis, perception, and capture or synthesis. James D. Johnston Chief Scientist DTS, Inc.
1 3D sound reproduction with “OPSODIS” and its commercial applications Takashi Takeuchi, PhD Chief Technical Officer OPSODIS Limited Institute of Sound.
Effects. Dynamic Range Processors Fixed Time Delay Effects Variable Time Delay Effects Reverberation Effects Time and Pitch Changing Effects Distortion.
A practical DSP solution for mobile phone stereo sound recording.
1 Media Processing – Audio Part Dr Wenwu Wang Centre for Vision Speech and Signal Processing Department of Electronic Engineering
Spatial Perception of Audio vs. The Home Theatre
Listening Tests and Evaluation of Simulated Sound Fields Using VibeStudio Designer Wersényi György Hesham Fouad SZÉCHENYI ISTVÁN UNIVERSITY, Hungary VRSonic,
SWE 423: Multimedia Systems Chapter 3: Audio Technology (2)
Room Acoustics: implications for speech reception and perception by hearing aid and cochlear implant users 2003 Arthur Boothroyd, Ph.D. Distinguished.
3-D Sound and Spatial Audio MUS_TECH 348. Wightman & Kistler (1989) Headphone simulation of free-field listening I. Stimulus synthesis II. Psychophysical.
3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation.
1 Digital Audio Compression. 2 Formats  There are many different formats for storing and communicating digital audio:  CD audio  Wav  Aiff  Au 
Back to Stereo: Stereo Imaging and Mic Techniques Huber, Ch. 4 Eargle, Ch. 11, 12.
3-D Sound and Spatial Audio MUS_TECH 348. Cathedral / Concert Hall / Theater Sound Altar / Stage / Screen Spiritual / Emotional World Subjective Music.
1 Introduction to MPEG Surround 韓志岡 2/9/ Outline Background – Motivation – Perception of sound in space Pricicple of MPEG Surround – Downmixing.
3-D Spatialization and Localization and Simulated Surround Sound with Headphones Lucas O’Neil Brendan Cassidy.
Dolby AC-3 Audio Encoding & THX Wai Kam (Winnie) Henele Adams Peter Boettcher.
Zhengyou Zhang, Qin Cai, Jay Stokes
1 Manipulating Digital Audio. 2 Digital Manipulation  Extremely powerful manipulation techniques  Cut and paste  Filtering  Frequency domain manipulation.
STUDIOS AND LISTENING ROOMS
Spectral centroid 6 harmonics: f0 = 100Hz E.g. 1: Amplitudes: 6; 5.75; 4; 3.2; 2; 1 [(100*6)+(200*5.75)+(300*4)+(400*3.2)+(500*2 )+(600*1)] / = 265.6Hz.
Binaural Sound Localization and Filtering By: Dan Hauer Advisor: Dr. Brian D. Huggins 6 December 2005.
Auditorium acoustic (continued) 1. Sound sources Sound source can be characterized by power and directivity Directivity factor Q – ratio of sound intensity.
1 Ambisonics: The Surround Alternative Richard G. Elen The Ambisonic Network.
3-D Sound and Spatial Audio MUS_TECH 348. Multi-Loudspeaker Reproduction: Surround Sound.
3-D Sound and Spatial Audio MUS_TECH 348. What are Some Options for Creating DTFs?
L INKWITZ L AB Accurate sound reproduction from two loudspeakers in a living room 13-Nov-07 (1) Siegfried Linkwitz.
Frequency Coding And Auditory Space Perception. Three primary dimensions of sensations associated with sounds with periodic waveforms Pitch, loudness.
Spatial Perception of Audio vs. The Home Theatre James D. Johnston Chief Scientist, DTS, Inc.
Improved 3D Sound Delivered to Headphones Using Wavelets By Ozlem KALINLI EE-Systems University of Southern California December 4, 2003.
LINKWITZ LAB What are the On-axis & Off-axis
Issac Garcia-Munoz Senior Thesis Electrical Engineering Advisor: Pietro Perona.
Virtual Worlds: Audio and Other Senses. VR Worlds: Output Overview Visual Displays: –Visual depth cues –Properties –Kinds: monitor, projection, head-based,
3-D Sound and Spatial Audio MUS_TECH 348. Main Types of Errors Front-back reversals Angle error Some Experimental Results Most front-back errors are front-to-back.
THE MANIFOLDS OF SPATIAL HEARING Ramani Duraiswami | Vikas C. Raykar Perceptual Interfaces and Reality Lab University of Maryland, College park.
Developing a model to explain and stimulate the perception of sounds in three dimensions David Kraljevich and Chris Dove.
 Space… the sonic frontier. Perception of Direction  Spatial/Binaural Localization  Capability of the two ears to localize a sound source within an.
Timo Haapsaari Laboratory of Acoustics and Audio Signal Processing April 10, 2007 Two-Way Acoustic Window using Wave Field Synthesis.
Simulation of small head-movements on a Virtual Audio Display using headphone playback and HRTF synthesis Wersényi György SZÉCHENYI ISTVÁN UNIVERSITY,
3-D Sound and Spatial Audio MUS_TECH 348. Physical Modeling Problem: Can we model the physical acoustics of the directional hearing system and thereby.
L INKWITZ L AB S e n s i b l e R e p r o d u c t i o n & R e c o r d i n g o f A u d i t o r y S c e n e s Hearing Spatial Detail in Stereo Recordings.
Jens Blauert, Bochum Binaural Hearing and Human Sound Localization.
Spatial and Spectral Properties of the Dummy-Head During Measurements in the Head-Shadow Area based on HRTF Evaluation Wersényi György SZÉCHENYI ISTVÁN.
11/11/2015Copyright James D. Johnston A Lightning Tutorial on Spatial Hearing James D. Johnston Neural Audio Kirkland, Wa, USA.
CALM DOWN!. Show -24 LKFS LKFS -21 LKFS 4 Show -24 LKFS -21 LKFS ?
MONO SOUND. In everyday life we listen with two ears. As we compare these two separate sound images of the external world, they build a three dimensional.
3-D Sound and Spatial Audio
3-D Sound and Spatial Audio MUS_TECH 348. Stereo Loudspeaker Reproduction.
Immersive Displays The other senses…. 1962… Classic Human Sensory Systems Sight (Visual) Hearing (Aural) Touch (Tactile) Smell (Olfactory) Taste (Gustatory)
Introduction to psycho-acoustics: Some basic auditory attributes For audio demonstrations, click on any loudspeaker icons you see....
3-D Sound and Spatial Audio MUS_TECH 348. Are IID and ITD sufficient for localization? No, consider the “Cone of Confusion”
On the manifolds of spatial hearing
PSYC Auditory Science Spatial Hearing Chris Plack.
3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics, Perception and Audio Processing: Envelopment.
Fletcher’s band-widening experiment (1940)
SPATIAL HEARING Ability to locate the direction of a sound. Ability to locate the direction of a sound. Localization: In free field Localization: In free.
3-D Sound and Spatial Audio MUS_TECH 348. What do these terms mean? Both terms are very general. “3-D sound” usually implies the perception of point sources.
Fantasound Developed by Disney for “Fantasia” (1940)
Auditory Localization in Rooms: Acoustic Analysis and Behavior
Precedence-based speech segregation in a virtual auditory environment
What is stereophony? Stereos = solid (having dimensions: length width, height) Phonics = study of sound stereophony (stereo) is an aural illusion – a.
Spatial Audio - Spatial Sphere Demo Explained
Auditorium acoustic (continued)
Spatial Perception of Audio vs. The Home Theatre
Hearing Spatial Detail
Using HRTFs for virtual sound source positioning Lecture Example
3 primary cues for auditory localization: Interaural time difference (ITD) Interaural intensity difference Directional transfer function.
3-D Sound and Spatial Audio
Week 13: Neurobiology of Hearing Part 2
Presentation transcript:

Spatial Perception of Audio J. D. (jj) Johnston Neural Audio Corporation

What is present in the original room? Direct sound from every source Early reflections (which are good for locating walls, etc, naturally, but which do not generally add to audio quality. Diffuse sound from the performance environment Note: It makes no difference if these are natural (i.e. recorded live) or synthetic. – With a caveat: You really should have independent reverbs for each channel of audio in order to get real diffuse sensation if you synthesize.

And in the playback venue Direct sound from each speaker. There is no “indirect” from most any loudspeaker on the market. Dipoles and bipolar speakers are “kinda- sorta” but no more – Yes, you can make a diffuse loudspeaker. But right now, they are rare. Reverberation from the playback venue – First reflections that do nothing at all but interfere badly with what you want to convey – Reverberation that provides a timbre-cue for the direct signals.

What are the primary cues that the ear can resolve? Difference in arrival between ears (interaural time difference, ITD) Difference in timbre between ears (interaural level difference, ILD) The differences above arise because of Head Related Transfer Functions (HRTF, or HRIR, where “IR” is impulse response, another way to represent the transfer function) Lack of correlation between left and right ears (diffuse signal) Comparison between direct and diffuse signals in the playback environment

So, what kind of speaker placement? (yes, we’re leaving a semester’s course out here) HRTF’s from the front vary mildly. HRTF’s from the side have a huge emphasis at higher frequencies HRTF’s from the back have a huge dip at higher frequencies

Placement, continued: If you put a speaker at the side, you will hear the HRTF with the large bump at high frequencies for the direct sound. – You automatically compare that with the playback room’s reverberation, and hear something from the side. If you put a speaker in the rear, you will hear the HRTF with the loss at high frequencies for the direct sound. – But the playback room’s reverberation will still have the same spectrum, so you’ll sense the sound coming from the back.

So? If you have 5.1 with side speakers, it’s very hard to get proper back sensation IF you have 5.1 with back speakers, you will not get any side sensation 7.1 with side and rear speakers allows you to fill this gap. 7.1 with side and rear speakers also allows you to build a simulation of a diffuse field (from the source material, NOT the playback room) much better than 5.1. N.B. If you want to do this, you need independent reverb functions for each channel!

The summary: 5.1 Can not provide both side and back localization 7.1 with side and back speakers can provide both side and back localization It is generally recognized that 7 channels of main audio, L, C, R, LS, RS, LR, RR is the minimum setup to get 360 planar sensation for a wide listening environment, or when the listener moves their head.

Now, Dr. Tuffy will discuss the issue of THX-Neural surround in more detail. At the end, I’ll explain more or less how Neural-THX processing works.

How does it work? There are two systems under consideration – One of them is 5-2-5, meaning that 5 channels are encoded into 2, and then decoded to 5. This is not an issue for modern game machines, but would be a solution for titles for older stereo machines. – The other is That is the system we will discuss today.

How do we do encoding? First, the front 3 channels, and the LFE channel, if present, are not affected. Only the side and rear channels are involved.

The steps in encoding: Encoding is done on a frequency domain basis. The frequency bands are determined by psychoacoustic knowledge of the ear’s frequency analysis method. All of the following steps are done independently in each frequency band.

First, in each frequency band, the most audible signal among LS/RS/LR/RR is determined, as well as its direction of arrival. The direction of arrival is not limited to 1 channel, but is encoded as explained below. This most audible signal is then put into both channels, but with amplitude and phase modifications between the channels that provide a 2-dimensional source direction.

The Encoding Plane Left SurroundRight Surround Left RearRight Rear Amplitude Inter-channel Phase All Channels Both LS And LR Both RS And RR Both Surrounds Both Rear

Decoding: Since the frequency bands are fixed for any given sampling rate: – The two channels are analyzed for both signal content and direction – Each channel is rendered appropriately.