• Title/Summary/Keyword: sound panning

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Optimized Ambisonic Panning Algorithm Using Directional Psychoacoustic Criteria (방향심리인자를 이용한 최적 앰비소닉 패닝기법)

  • Lee, Sin-Lyul;Lee, Seung-Rae;Sung, Koeng-Mo
    • The Journal of the Acoustical Society of Korea
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    • v.25 no.1E
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    • pp.8-13
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    • 2006
  • In this paper, an Optimized Ambisonic Panning Algorithm (OAPA) which reduces sound localization error, is proposed. In the conventional Ambisonic Panning Algorithm (APA), sound localization is usually different from the panning angle, especially when listeners are not in an ideal listening position, because of low signal separation among other channels. To overcome this problem, an OAPA using window functions is proposed. A proper window function can be verified, comprising of higher harmonic components than 2M+1 and improved DPC and channel separation. Analysis results demonstrate that the proposed method results in higher signal separation among other channels and lower sound localization errors than the conventional APA.

Perceptual Localization of a phantom sound image for Ultrahigh-Definition TV (UHD TV를 위한 가상 음상의 인지 위치)

  • Lee, Young-Woo;Kim, Sun-Min
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.5
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    • pp.9-17
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    • 2010
  • This paper presents a localization perception of a phantom sound image for ultrahigh-definition TV with respect to various loudspeaker configurations; two-horizontal, two-vertical and triplet loudspeakers. Vector base amplitude panning algorithm with modification for non-equidistant loudspeaker setup is applied to create the phantom sound image. In order to practically study the localization performance in real situation, the listening tests were conducted at the on-axis and off-axis positions of TV in normal listening room. A method of adjustment which can reduce the ambiguity of a perceived angle is exploited to evaluate the angles of octave-band signals. The subjects changed the panning angle until the real sound source and virtually panned source were coincident. A spatial blurring can be measured by examining the differences of the panning angles perceived with respect to each band. The listening tests show that the triplet panning method has better performance than vertical panning in view of perceptual localization and spatial blurring at both on-axis and off-axis positions.

Amplitude Panning Algorithm for Virtual Sound Source Rendering in the Multichannel Loudspeaker System (다채널 스피커 환경에서 가상 음원을 생성하기 위한 레벨 패닝 알고리즘)

  • Jeon, Se-Woon;Park, Young-Cheol;Lee, Seok-Pil;Youn, Dae-Hee
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.4
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    • pp.197-206
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    • 2011
  • In this paper, we proposes the virtual sound source panning algorithm in the multichannel system. Recently, High-definition (HD) and Ultrahigh-definition (UHD) video formats are accepted for the multimedia applications and they provide the high-quality resolution pixels and the wider view angle. The audio format also needs to generate the wider sound field and more immersive sound effects. However, the conventional stereo system cannot satisfy the desired sound quality in the latest multimedia system. Therefore, the various multichannel systems that can make more improved sound field generation are proposed. In the mutichannel system, the conventional panning algorithms have acoustic problems about directivity and timbre of the virtual sound source. To solve these problems in the arbitrary positioned multichannel loudspeaker system, we proposed the virtual sound source panning algorithm using multiple vectors base nonnegative amplitude panning gains. The proposed algorithm can be easily controlled by the gain control function to generate an accurate localization of the virtual sound source and also it is available for the both symmetric and asymmetric loudspeakers format. Its performance of sound localization is evaluated by subjective tests comparing with conventional amplitude panning algorithms, e.g. VBAP and MDAP, in the symmetric and asymmetric formats.

Vector Base Amplitude Panning Based Noise Control Method for Improving the Amenity in Building Environment (실내 환경에서 쾌적성 향상을 위한 Vector Base Amplitude Panning 기반의 소음제어)

  • Kwon, Byoung-Ho;Park, Young-Jin;Park, Youn-Sik
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.21 no.6
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    • pp.521-528
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    • 2011
  • A variety of noise control methods have been developed as an interest on noise issues increases. Among them, noise control methods using masking effect, a phenomenon to reduce the ability to notice the unwanted sound by proper sound, to implement a pleasant sound environment have been studied under the name of soundscape. We proposed a novel vector base amplitude panning(VBAP) based noise control method to apply to the building environment. The proposed method could improve the amenity inside the building to reproduce the sounds with excellent masking effect on the incoming path of noise using the control speakers, considering the direction of noise source. The directional masking sounds can be generated by using VBPA technique. To verify the performance of the proposed method, we carried out the subjective test for the degree of amenity according to direction of the masking sound. Subjective test results showed that it is possible to improve the amenity inside the building by controlling the direction of masking sound considering the human's auditory characteristic.

Virtual Sound Localization algorithm for Surround Sound Systems (서라운드시스템을 위한 가상 음상정위 알고리즘)

  • Lee Sin-Lyul;Han Ki-Young;Lee Seung-Rae;Sung Koeng-Mo
    • Proceedings of the Acoustical Society of Korea Conference
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    • spring
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    • pp.81-84
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    • 2004
  • In this paper, we propose a virtual sound localization algorithm which improves the sound localization accuracy and sound color preservation for two channel and multi-channel surround speaker layouts. In conventional CPP laws, the sound direction is different from the panning angle and the sound color is different from real sound source especially when the speakers are spread out widely. To overcome this drawback, we design a virtual sound localization algorithm using directional psychoacoustic criteria (DPC) and sound color compensator (SCC). The analysis results show that in the case of the proposed system, the sound direction is the same as the panning angle in the audible frequency range and the sound color is less deviated from a real sound source than the conventional CPP law. In addition, its performance is verified by means of subjective tests using a real sound source.

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Implementation of Stereophonic Sound System Using Multiple Smartphones (여러 대의 스마트폰을 이용한 입체 음향 시스템 구현)

  • Kim, Ki-Jun;Myeong, Chang-Ho;Park, Hochong
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.810-818
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    • 2014
  • In this paper, we propose a stereophonic sound system using multiple smartphones. In the conventional sound systems using smartphones, all devices play the same signal so that it is difficult to provide true stereophonic effect. In order to solve this problem, we propose a novel sound system which can generate a virtual sound source at any location in such a way that smartphones at different locations play different signals with amplitude panning. By using the proposed system, we can generate more realistic stereophonic effect than the conventional system, and can control the sound effect by user's command. We developed the proposed system using commercial smartphones and verified that the developed sound system effectively provides the desired stereophonic effect.

Development of three-dimensional sound effects system for virtual reality (가상환경용 3차원 입체음향 시스템 개발)

  • Yang, Si-Young;Kim, Dong-Hyung;Jeong, Je-Chang
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.574-585
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    • 2008
  • 3D sound is of central importance for the virtual reality system, and is becoming increasingly important for the auditory displays and for the human-computer interaction. In this paper, we propose a novel real-time 3D sound representation system for virtual reality. At first, we propose a calculation method of the impulse response for virtual space. To transmit the information of the virtual space, we propose an enhanced DXF file type that contains the material information. And then, we implement the multi-channel sound panning system. we perform the experiment based on computer simulation and prove the utility of the proposed method.

A Source Separation Algorithm for Stereo Panning Sources (스테레오 패닝 음원을 위한 음원 분리 알고리즘)

  • Baek, Yong-Hyun;Park, Young-Cheol
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.2
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    • pp.77-82
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    • 2011
  • In this paper, we investigate source separation algorithms for stereo audio mixed using amplitude panning method. This source separation algorithms can be used in various applications such as up-mixing, speech enhancement, and high quality sound source separation. The methods in this paper estimate the panning angles of individual signals using the principal component analysis being applied in time-frequency tiles of the input signal and independently extract each signal through directional filtering. Performances of the methods were evaluated through computer simulations.

Solution for Spatial Sound Realization in MIDI Specification

  • Cho, Sang-Jin;Ovcharenko, Alexander;Chae, Jin-Wook;Chong, Ui-Pil
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2005.11a
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    • pp.274-277
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    • 2005
  • Panning is the way in which to realize a spatial sound in MIDI by moving sound images by the loudness of each channel. However, there is a limitation for the natural spatial sound. The HRTF (Head Related Transfer Function) has been widely known as one of the ways to realize spatial sound using the two channels, but it needs much processing power. It is very hard to implement a real time processing structure. In this paper, we propose an improved 3D sound model for the spatial sound location by changing the acoustic parameters. We could get a good result from the experiment with MIDI Pan and our Model.

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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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