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1.
考虑头部转动带来的动态因素对听觉垂直定位的贡献,提出了前方空间环绕声的四扬声器虚拟重放方法。4个扬声器分别布置在水平面左前、右前以及高仰角的左前上、右前上方向,并采用听觉传输信号处理的方法将多通路空间环绕声信号转换为4个扬声器的重放信号。以9.1通路空间环绕声虚拟重放为例,采用头相关传输函数对双耳声压及其包含的定位因素进行分析表明,该方法可以产生正确的双耳时间差及其随头部转动的变化,从而产生合适的侧向定位双耳因素和垂直定位的动态因素。而心理声学实验结果表明,该方法可以重放稳定的前方空间的水平和垂直虚拟源。因此,四扬声器布置结合听觉传输处理足以重放前方空间环绕声的垂直定位信息,实现多通路空间环绕声的向下混合与简化。   相似文献   

2.
林慧镔  谢菠荪 《应用声学》2018,37(2):187-195
随着VR眼镜技术的发展,普通的智能手机已可以作为虚拟现实和动态声、视频重放的平台。该文提出了一种基于手机的多通路环绕声动态双耳重放技术及其信号处理的高效实现方法。利用手机内的加速度传感器、电子罗盘、陀螺仪组成头踪迹跟踪器,实时检测倾听者头部的方向,并利用手机的信号处理芯片实现动态双耳合成。采用头相关脉冲响应的最小相位近似和主成分分解的方法简化双耳合成处理,提高了信号处理的效率。文中给出了系统的结构和软、硬件设计方法,并给出了实现22.2通路空间环绕声动态双耳重放的例子。客观测量和心理声学实验验证了所提出的方法。  相似文献   

3.
谢菠荪  刘路路  江建亮 《声学学报》2021,46(6):1223-1233
双耳重放的目标之一是在耳机重放中产生不同方向和距离的虚拟源感知。本文研究了动态双耳Ambisonics重放自由场虚拟源方向和距离信息的简化信号处理方法。该信号处理方法包括两步:第1步是基于目标声场的球谐函数分解,合成采用扬声器的近场Ambisonics重放中逐级重构目标声场的信号;第2步是采用虚拟扬声器重放的方法,用动态头相关函数滤波处理将Ambisonics的扬声器重放信号转换为双耳重放信号并用耳机重放。进一步研究了动态双耳Ambisonics的阶数对定位效果的影响,为简化信号处理提供依据。对重放产生的双耳声压分析表明,5阶动态双耳Ambisonics重放足以提供听觉方向定位和距离感知的重要信息。同时心理声学的实验结果表明,结合声源距离相关的响度因素,5阶动态双耳Ambisonics重放可产生不同方向和1.0 m以下不同近场距离的自由场虚拟源的听觉感知。本文的方法仅需要固定距离的48个均匀空间方向的远场非个性化HRTF处理,实现了信号处理的简化。   相似文献   

4.
提出了一种改进的5.1通路环绕声的耳机虚拟重放信号处理方法。在对现有的信号处理方法进行分析,指出它会产生不自然主观听觉效果后,通过理论和心理声学实验证明,采用HRTF信号处理、环绕声信号去相关等方法,在克服普通耳机声重放的“头中定位”的缺点、虚拟出多环绕扬声器效果的同时,并未带来新的不自然听觉效果。因此信号处理方法可增加听觉上的包围感,从而改善耳机重放的主观听觉效果。  相似文献   

5.
5.1通路环绕声的虚拟重放系统   总被引:2,自引:0,他引:2  
提出了一种改进的5.1通路环绕声虚拟重放系统及其信号处理方法。首先对5.1通路环绕声的虚拟重放声场进行了分析,指出现有的系统存在听音区域窄、声像位置畸变、重放音色改变等缺陷。在此基础上,通过理论分析提出将一对前方重放扬声器布置缩窄到士±15°、音色均衡的信号处理等措施,可较好地克服现有系统的缺陷,且信号处理也相对简单。心理声学实验验证了理论分析,证明系统可重放出整个前半平面(约±90°)的立体声像。因此所提出的系统及其扬声器布置是适合于电视和多媒体计算机的应用。  相似文献   

6.
在两扬声器虚拟声重放中,通过精确重构双耳声压而产生不同的空间听觉感知。其重放的定位性能应该是由双耳声压控制的代价和稳定性所共同决定的。过去研究主要对双耳声压控制的稳定性进行分析,并以此作为扬声器布置和信号处理的依据。该文研究表明仅对双耳声压的稳定性分析是不足以完全衡量扬声器虚拟声重放的定位性能的。进一步采用虚拟声信号处理滤波器响应平均功率对双耳声压控制的代价进行分析。结果表明,缩窄左右对称扬声器布置的张角或采用非对称扬声器布置会明显增加产生侧向目标虚拟源时的双耳声压控制代价。虚拟源(虚拟声像)定位实验表明,双耳声压控制代价增加会引起虚拟源定位缺陷。实际应用中,为了有效产生侧向虚拟源,应避免采用过窄张角(如立体声偶极)和非对称的扬声器布置。  相似文献   

7.
基于稀疏表示和特征加权的离格双耳声源定位*   总被引:1,自引:1,他引:0       下载免费PDF全文
基于头相关传递函数数据库的传统双耳声源定位方法的定位角度往往被限定在头相关传递函数数据库的离散测量点上。当头相关传递函数数据库的测量方位角间隔较大时,这类算法的性能会显著下降,这就是典型的离格问题。该文提出了基于加权宽带稀疏贝叶斯学习的离格双耳声源定位算法。首先该算法建立离格双耳信号的稀疏表示模型,然后利用双耳相干与扩散能量比特征对各个频点进行加权以降低噪声和混响的影响,最后通过加权宽带稀疏贝叶斯学习方法估计离格声源的方位角。实验结果表明,该算法在各种复杂的声学环境下都有着较高的定位精度和鲁棒性,特别是提高了离格条件下的声源定位性能。  相似文献   

8.
头相关传输函数(HRTF)是自由场情况下点声源到双耳的声学传输函数,它包含了有关声源的主要空间信息,因而在双耳空间听觉的研究方面有非常重要的意义.作为HRTF的一个重要的应用,虚拟听觉则是近二十年发展起来的新技术,它利用HRTF进行信号处理,模拟出声波从声源到双耳的传输,从而在耳机或扬声器重放中虚拟出相应的空间听觉.虚拟听觉技术在有关听觉的科学实验、通信、多媒体与虚拟现实、家用声重放、室内声学设计等科学研究、工程技术、消费电子领域都有重要的应用价值.近十多年来,国际上有关HRTF和虚拟听觉技术的研究发展很快,已成为声学、信号处理、听觉等研究领域的热门与前沿课题,并已在众多的领域得到应用.  相似文献   

9.
张驰  谢菠荪 《应用声学》2024,43(1):64-75
典型的多通路空间声扬声器布置一般包含水平面左前、右前,高仰角左前上、右前上四个方向的扬声器。 本文提出一种利用该四个扬声器产生前方水平与垂直方向虚拟源的一阶局域Ambisonics 信号馈给法。该信号馈给法是通过对目标和重放声场进行球谐函数展开并取一阶近似得到。采用简化的头部模型和精确的头相关传输函数模型分析表明,一阶局域Ambisonics 信号馈给法可以产生合适的低频听觉定位因素,包括双耳时间差及其随头部转动的动态变化。虚拟源定位实验结果表明,该方法可以在扬声器布置的范围内,甚至在略超出扬声器布置的范围内产生不同方位角和仰角的虚拟源。因而本文的方法可用在多通路空间声重放中产生与图像配合的虚拟源定位效果。  相似文献   

10.
环绕声重放中通路信号相关性与听觉空间印象   总被引:1,自引:0,他引:1  
石蓓  谢菠荪 《声学学报》2009,34(4):362-369
通过心理声学实验研究了5.1通路环绕声重放中前方左、右,以及左环绕、右环绕四个扬声器通路信号相关性与听觉空间印象之间的关系。结果表明,对前方左、右扬声器重放或左环绕、右环绕扬声器重放,都可以通过控制通路信号的相关系数在一定程度上改变前方或后方声像的宽度。对不同频率范围的信号,声像宽度与通路信号的相关系数之间的定量关系有所不同。但对一对侧向扬声器重放,基本上不能通过控制通路信号相关系数来改变声像的宽度,并且声像宽度很窄。对于前方和环绕两对扬声器同时重放,对粉红噪声和中心频率不大于1 kHz的倍频程信号,适当控制各扬声器对通路信号的相关系数可以获得较强的包围感;但是对中心频率为2 kHz和4 kHz的倍频程信号则无法获得包围感。进一步的理论计算和实验测量结果表明,重放声像宽度和双耳听觉互相关系数(IACC)并没有唯一对应的关系,这可能和IACC的计算方法有关。对于IACC的计算方法和适用性还需要进一步的实验验证。本文的结果将有助于实际的环绕声节目制作和评价。   相似文献   

11.
Ambisonics is a series of spatial sound reproduction system based on spatial harmonics decomposition and each order approximation of sound field. Ambisonics signals are originally intended for loudspeakers reproduction. By using head-related transfer functions (HRTFs) filters, binaural Ambisonics converts the Ambisonics signals for static or dynamic headphone reproduction. In present work, the performances of static and dynamic binaural Ambisonics reproduction are evaluated and compared. The mean binaural pressure errors across target source directions are first analyzed. Then a virtual source localization experiment is conducted, and the localization performances are evaluated by analyzing the percentages of front-back and up-down confusion, the mean angle error and discreteness in the localization results. The results indicate that binaural Ambsonics reproduction with insufficiently high order (for example, 5-10 order) is unable to recreate correct high-frequency magnitude spectra in binaural pressures, resulting in degradation in localization for static reproduction. Because dynamic localization cue is included, dynamic binaural Ambisoncis reproduction yields obviously better localization performance than static reproduction with the same order. Even a 3-order dynamic binaural Ambisoncis reproduction exhibits appropriate localizations performance.  相似文献   

12.
The real-time simulation of room acoustical environments for one’s own voice using generic software has been difficult until very recently due to the computational load involved: requiring real-time convolution of a person’s voice with a potentially large number of long room impulse responses. This paper describes a software-based solution that accomplishes real-time convolution with head-tracking to simulate the effect of room acoustical environments on the sound of one’s own voice, using binaural technology. Actual rooms are characterized by measuring the room impulse response from the mouth to ears of the same head (oral binaural room impulse response, OBRIR). By repeating this process at 2° yaw increments for a given head position, the rooms are binaurally scanned around a given position to obtain a collection of OBRIRs, which is then used by the software-based simulation system. In the simulated rooms, a person equipped with a near-mouth microphone and near-ear loudspeakers can speak or sing and hear their voice, as it would sound in the recorded rooms, while physically being in an anechoic room. By continually updating the person’s head orientation using head-tracking, the corresponding OBRIR is chosen for convolution with their voice. The system described in this paper achieves the low latency that is required to simulate nearby reflections, and it can perform convolution with long room impulse responses.  相似文献   

13.
A scheme for analyzing the timbre in spatial sound with binaural auditory model is proposed and the Ambisonics is taken as an example for analysis.Ambisonics is a spatial sound system based on physical sound field reconstruction.The errors and timbre colorations in the final reconstructed sound field depend on the spatial aliasing errors on both the recording and reproducing stages of Ambisonics.The binaural loudness level spectra in Ambisonics reconstruction is calculated by using Moore's revised loudness model and then compared with the result of real sound source,so as to evaluate the timbre coloration in Ambisonics quantitatively.The results indicate that,in the case of ideal independent signals,the high-frequency limit and radius of region without perceived timbre coloration increase with the order of Ambisonics.On the other hand,in the case of recording by microphone array,once the high-frequency limit of microphone array exceeds that of sound field reconstruction,array recording influences little on the binaural loudness level spectra and thus timbre in final reconstruction up to the highfrequency limit of reproduction.Based on the binaural auditory model analysis,a scheme for optimizing design of Ambisonics recording and reproduction is also suggested.The subjective experiment yields consistent results with those of binaural model,thus verifies the effectiveness of the model analysis.  相似文献   

14.
刘阳  谢菠荪 《声学学报》2015,40(5):717-729
提出用双耳听觉模型对空间声音色进行分析的普遍方法,并以Ambisonics为例进行了分析。Ambisonics是基于物理声场重构的空间声系统,其最终重构声场误差以及音色改变是由传声器捡拾和重放空间混叠误差共同引起的。采用修正的Moore双耳响度模型计算了Ambisonics重构声场的双耳响度级谱并和目标声场的情况比较,从而定量评价重构声场的音色改变。结果表明,在理想捡拾信号的情况下,无音色改变重放的上限频率和区域大小随Ambisonics的阶数而增加。而对于传声器阵列捡拾的情况,只要阵列的上限频率大于Ambisonics重放的上限频率,在重放的上限频率以下,传声器阵列空间混叠误差对最终重构声场及其感知音色的影响就可以忽略。在此基础上,提出了一种综合考虑捡拾与重放性能的Ambisonics系统优化设计方法。心理声学实验得到了和双耳听觉模型一致的结果,从而也验证了模型分析的有效性。   相似文献   

15.
Major criteria for a successful binaural reproduction are not only a suitable localization performance, but also the authenticity and plausibility of the presented scene. It is therefore interesting to examine whether the binaural reproduction can be perceptually distinguished from a real source. The aim of the presented investigation is to compare the quality of the binaural reproduction via headphones with two different microphone setups (miniature microphone in Open-Dome and ear plug) for individual head-related-transfer-function (HRTF) and headphone-transfer-function (HpTF) measurements. Listening tests with a total of 80 subjects were carried out focusing on plausibility and authenticity. In the examination of plausibility detection rates showed that subjects were not able to match the reproduced pink noise to its reproduction system (real source vs. binaural reproduction via headphones). The authenticity of the static binaural reproduction was highly dependent on the stimulus. Pink noise could often be distinguished due to coloration in higher frequencies and small differences in location. A difference between microphone setups could not be found in neither of the listening tests.  相似文献   

16.
仝菁  谢菠荪 《应用声学》2005,24(6):381-388
提出一种改进的5.1通路环绕声的三扬声器虚拟重发系统。本文首先指出,现有的两扬声器虚拟重发存在听音区域窄、声像稳定性差等缺陷。通过理论分析和心理声实验证明,采用一对布置在前方±30°的全频带扬声器和一个前方0°的高频中置扬声器组成5.1通路环绕声虚拟重发系统,不但可提高重发声像的稳定性,且扬声器布置实际可行,信号处理相对简单。因此所提出的虚拟系统及其扬声器布置是适合于电视和多媒体计算机的应用。  相似文献   

17.
In-head localization of sound images is a critical problem in headphone reproduction. The paper investigates the degree of externalization in terms of the distance of auditory images for various synthesis and reproduction cases. An effective binaural headphone system was constructed by way of binaural synthesis using head-related impulse responses and individual headphone equalization using Wiener filter theory. The headphone system designed had an average reproduction performance error of 2.4% for five subjects with a random noise input, and was used to perform some subjective tests with a set of virtual sources equally spaced and distanced from the center of each subject's head in the horizontal plane. The effects of individual and nonindividual binaural syntheses and those of equalized and nonequalized reproductions were separately investigated. In the tests, each subject was instructed to indicate the distance of auditory images. The results obtained demonstrate that individual equalization is important for externalization, and individual synthesis is important for consistent distance perception. Thus, a combined use of both individual equalization and individual synthesis resulted in externalized sound images of a consistent distance.  相似文献   

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