• Title/Summary/Keyword: Multi-channel surround

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Artificial reverberation algorithm to control distance of phantom sound source for surround audio system (서라운드 오디오 시스템을 위한 가상음원의 거리를 조절할 수 있는 인공잔향기)

  • Shim, Hwan;Seo, Jeong-Hun;Sung, Koeng-Mo
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.447-450
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    • 2005
  • Multi-channel artificial reverberation algorithm to control perceived direction and distance is described in this paper. In conventional algorithms using IIR filters, reverberation time is the only parameter to be controlled. Moreover, since the convolution-based conventional algorithms apply only same impulse responses, but not considering sound localization, it was not realistic enough. The new algorithm proposed in this paper utilizes early reflections segmented according to the azimuth from which direct sound comes and controls perceived direction by panning the direct sound, and controls perceived distance by adjusting Energy Decay Curve (EDC) of reverberation and gain of the direct sound. In addition, the algorithm enhances Listener Envelopment(LEV) to make late reverberation incoherent among channels.

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A Fast MSRCR Algorithm Using Hierarchical Discrete Correlation (HDC를 이용한 고속 MSRCR 알고리즘)

  • Han, Kyu-Phil
    • Journal of Korea Multimedia Society
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    • v.13 no.11
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    • pp.1621-1629
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    • 2010
  • This paper presents an improved fast MSRCR algorithm that MSRs are commonly adopted at tone mapping in color vision. Conventional MSRs consist of three SSRs, which use three Gaussian functions with different scales as those surround ones. This convolution processes require much computation load. Therefore, the proposed algorithm adopts a hierarchical discrete correlation which is equivalent to Gaussian function and the Retinex process is only applied to the luminance channel in order to get a fast processing. A simple color preservation scheme is applied to the Retinex output from the luminance channel in the proposed MSRCR algorithm. Experimental results show that the proposed algorithm required less number of oprations and computation time about 1/9.5 and 1/3.5 times, respectively, than those of the simplest MSR and was equivalent to conventional MSRs.

A Study on Realistic Sound Reproduction for UHDTV (UHDTV를 위한 실감 오디오 재현 기술)

  • Jang, Daeyoung;Seo, Jeongil;Lee, Yong Ju;Yoo, Jae-Hyoun;Park, Taejin;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.68-81
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    • 2015
  • Owing to the latest development of component and media processing technologies, UHDTV as a successor of the HDTV is expected that this will be coming soon realization. Accordingly, an audio technology that provides a 5.1-channel surround sound in home should be contemplating on what services should be provided with the advent of UHDTV era. In fact, however, the market of 5.1-channel audio is struggling, due to the difficulty of installation and maintenance of the multi speakers in a home. Meanwhile, the movie sound market for a long time been used in 5.1 and 7.1-channel sound formats, have changed as Dolby ATMOS, IOSONO, AURO3D etc. are launched one after another with the introduction of hybrid audio technologies that include the ceiling and object-based sounds. This very object-based audio technology is assured to be introduced in the home theater and broadcast audio market, and this change in audio technology is expected to be a breath of pioneering technological advances and market growth from the channel-based audio market that lacks flexibility. In this paper, we will investigate a suitable realistic audio solution for UHDTV, and introduce hybrid audio technologies, which is expected to be an audio technology for UHDTV, and we will describe the hybrid audio content format and reproduction methods in a home and consider the future prospects of realistic audio.

A Study of the Changes of Game Music (게임음악의 변천에 대한 고찰)

  • Lee, Jeong-Hyeok
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • Games in 1970s have used the savings of analog wavelength as in music and the like on hardwares of small cassette, gramophone, and the like. Due to these configuration elements, durability has to be declined so much. In the event of using the music on the video game, more affordable method is to use the computer chip to convert the analog sound into the computer code to convert into the electric wavelength to send to the speaker. The sound effect of the game is generated in this method. The technical limit has been gradually overcome to grant more freedom to the composers and the sound track pre-recorded on the optic disc and the like has emerged. The game developers of today have made several attempts on the technology to produce the game music. This study has contemplated the process of advancement in the change of game music production with the influence on technology and business.