EP2552130A1 - Method for sound signal processing, and computer program for implementing the method - Google Patents
Method for sound signal processing, and computer program for implementing the method Download PDFInfo
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- EP2552130A1 EP2552130A1 EP11305977A EP11305977A EP2552130A1 EP 2552130 A1 EP2552130 A1 EP 2552130A1 EP 11305977 A EP11305977 A EP 11305977A EP 11305977 A EP11305977 A EP 11305977A EP 2552130 A1 EP2552130 A1 EP 2552130A1
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- 238000000034 method Methods 0.000 title claims abstract description 56
- 230000005236 sound signal Effects 0.000 title claims abstract description 49
- 238000004590 computer program Methods 0.000 title claims description 5
- 230000001902 propagating effect Effects 0.000 claims abstract description 10
- 230000002238 attenuated effect Effects 0.000 claims description 7
- 230000003111 delayed effect Effects 0.000 claims description 6
- 230000007423 decrease Effects 0.000 claims description 3
- 230000000694 effects Effects 0.000 description 9
- 239000000463 material Substances 0.000 description 6
- 230000008859 change Effects 0.000 description 4
- 230000006870 function Effects 0.000 description 3
- 238000004364 calculation method Methods 0.000 description 2
- 230000008569 process Effects 0.000 description 2
- 238000004088 simulation Methods 0.000 description 2
- 238000004458 analytical method Methods 0.000 description 1
- 238000004891 communication Methods 0.000 description 1
- 230000003247 decreasing effect Effects 0.000 description 1
- 238000009792 diffusion process Methods 0.000 description 1
- 238000006073 displacement reaction Methods 0.000 description 1
- 238000004519 manufacturing process Methods 0.000 description 1
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04S—STEREOPHONIC SYSTEMS
- H04S7/00—Indicating arrangements; Control arrangements, e.g. balance control
- H04S7/30—Control circuits for electronic adaptation of the sound field
- H04S7/302—Electronic adaptation of stereophonic sound system to listener position or orientation
Definitions
- the present invention concerns a method for sound signal processing.
- Such methods are applied for predicting room acoustic response, such as concert halls.
- One object of the present invention is to provide a method for sound signal processing that may be done in real time.
- the invention is a method for sound signal processing, said sound originating from a source situated inside a first room and propagating to a listener situated inside a second room, said second room being adjacent to said first room, and said first and second rooms having an opening between them, the method comprising the steps of:
- the sound signal processing needs few calculi and it can be processed in real time on a standard small computer.
- the positions and properties of the sources and listeners can be changed and tuned.
- the effects of the modifications on the listener sound signal can be heard in real time by a sound engineer.
- a predetermined displacement of any listener inside the three dimensional environment can be defined, and the listener sound signal can be computed accordingly.
- the change of properties of any source or element in the environment can be defined over time and the listener sound signal can be also computed accordingly.
- Such method may reproduce many acoustical room effects (reflection, and eventually reverberation) and sound propagation effects inside the room (attenuation, doppler).
- the invention also relates to a computer program comprising machine code for operating the above method steps, wherein the computer program is operated on at least one computer or on at least one embedded processing board.
- the Figure 1 shows a top view of a three-dimensional (3D) environment wherein the method is applied and Figure 2 shows the same 3D environment in a perspective view.
- the 3D environment comprises for example a first room R1 and a second room R2, said rooms having an opening O between them.
- a room is substantially a convex 3D-space volume having none, one or a plurality of surfaces, said surfaces being globally substantially closed and convex, and enclosing the 3D-space volume.
- the room may comprise for example four walls, a floor, and a ceiling.
- the first room R1 comprises four lateral walls 11, 12, 13 and 14, a floor 10 and a ceiling 16.
- the second room R2 comprises four lateral walls 21, 22, 23 and 24, a floor 20 and a ceiling 26.
- the second room R2 is adjacent to the first room R1, and the walls 11 and 21 are in that case a common wall of the first and second rooms.
- the surfaces of the rooms have formed with a material having a sound reflecting property.
- An opening O is a convex portion of the surfaces belonging to a room.
- the surfaces are often plane surfaces.
- the opening is more often a plane portion.
- the opening O is a passage belonging to a room through which sound wave may go through, passing from the first room R1 to the second room R2, or reciprocally.
- the opening O is between the first and second rooms R1, R2 through said common wall 11, 21.
- the opening O comprises a periphery, the periphery being a convex curve belonging to the common wall 11, 21 separating the rooms.
- Such 3D space environment is for example a model of a real scene, defined with sets of data stored inside a memory of a computer.
- the method is operated by such computer to simulate propagation of sound inside said environment between sources S and listeners L, located inside said environment.
- a source S is located inside the first room R1.
- the source S is emitting a sound inside the first room R1.
- the emitted sound from the source S is a time signal named the source sound signal s s .
- a listener L is located inside the second room R2.
- the listener L is receiving a sound inside the second room R2.
- the received sound at listener L is a time signal named the listener sound signal s L .
- a plane PO is a plane comprising the opening O, and being adjacent to the wall 21 belonging to the second room R2.
- the opening O for example represents a door or a window between the first and second rooms R1, R2.
- Each surface of a room behaves as a real surface. It may produce reflection of an incident sound wave, according to material properties of said surface.
- Such room is a closed 3D space (reflection on all the surfaces), or semi-open 3D space (one surface has no reflection), or an open 3D space (a single surface has reflection), or any other type of space.
- the surfaces have no reflection and only direct path from the source S to the listener are taken into account during the method. In that case, the method is less expensive for the computer calculi.
- the sizes and the positions of each surfaces belonging to each room that is to say the three-dimensional model of the environment, any type of space may be defined.
- a reflection is the change of direction of a sound propagating inside a space when the wave arrives at an interface between two mediums (a surface belonging to a room), i.e. interface between air inside a room and the material of a surface.
- the sound wave returns into the medium from which it is originated.
- the sound wave arrives to the surface with an angle of incidence in relation to a normal vector to the surface.
- the reflected sound wave continues to propagate from said surface with an angle of reflection.
- the angle of incidence and angle of reflection are usually equal in value.
- a source S is considered to be either a punctual source type or an ambient source type.
- a punctual source type or an ambient source type.
- the source S comprises a determined position inside the 3D space of the room.
- Such source is represented on the figures with a cross.
- the sound propagates from said determined position substantially as a spherical wave, i.e. in all the directions.
- the sound wave energy going through a determined area and propagating from a punctual source decreases with the distance between the position of the sound source and a point of space.
- the punctual source therefore comprises a predetermined attenuation law.
- the intensity can be limited to a pre-defined maximum.
- the source S is a sound source for which the perceived sound for a listener is always the same for any position of said listener inside said room.
- Such ambient source is defined by a direction of incidence, but no position inside the room, and no attenuation law. Therefore, such ambient source may be positioned anywhere inside the room.
- Such source is represented on the figures with an arrow (a source direction vector).
- the method of present invention can be applied for a punctual source type or an ambient source type.
- the method comprises the following steps:
- the position of the relay point V is determined by the shortest path P for going from the source S to the listener L through the opening O.
- the figures 2 and 3 illustrate three cases wherein the source S has three different positions inside the first room R1: these are identified by the references S, S' and S".
- the source S is visible from the listener L inside the second room R2.
- a straight line between the source S and the listener L intersects the plane PO with a point belonging to the opening O area or periphery.
- Said point is the relay point V, defining a direction from the relay point V to the listener L, said direction being the direction from which the listener L perceives the sound originating from the source S.
- the source S ' and S " are not visible from the listener L inside the second room R2.
- the positions of the relay point V', V" are determined by the following conditions:
- the relay point V is a point defined so that:
- the listener sound signal s L is determined by applying to the source sound signal s s the effect of the propagation of sound from the source S to the listener L through the defined path passing via the relay point V.
- the sound signal is attenuated by the attenuation law by taking into account the length l of the path, and delayed by ⁇ t taking into account the wave speed c in the medium.
- the method also comprises the following steps:
- the ambient source S is perceived by the listener L with a perceived direction vector á' modified by the opening O, said perception direction vector á' is determined by the following process:
- a transverse plane PT is defined, said transverse plane PT being defined by the listener L, the opening direction vector f , and the source direction vector a .
- the transverse plane PT intersects the periphery of the opening with a first point 01 being in the half-plane of the transverse plane PT in the direction of the source direction vector a , and a second point 02 being in the other half-plane of the transverse plane PT in the opposite direction of the source direction vector a .
- a first angle ⁇ is the angle between the opening direction vector f and the vector L.O1 between the listener L and the first point 01,
- a second angle ⁇ is the angle between the opening direction vector f and the source direction vector a .
- the opening O modifies the perceived direction of the source S, by a proportional coefficient of ( ⁇ - ⁇ )/ ⁇ . This means that the opening modifies more the perceived direction of the source S if the perceived angle of the opening viewed from the listener L is greater.
- the perceived direction vector a ' is a vector having an angle ⁇ ' with the opening direction vector f .
- the relay point V representing the ambient source S inside the second room R2 is defined by the line passing through the listener L and collinear to the perceived direction vector a ', and a distance defined as the shortest distance between the listener L and the opening O (see figure 4 ), and chosen such as L.V is in the opposite direction of the perceived direction vector a '.
- the position of the relay point V depends on the position of the listener L.
- the relay point V is not necessarily positioned onto the plane PO.
- the relay point V is considered for the listener L to be a punctual source generating a sound inside the second room R2, said sound being equal to the source signal s s of the ambient source S belonging to the first room R1.
- the listener sound signal s L is determined by applying to the source sound signal s s the effect of the propagation of sound from the relay point V to the listener L.
- the sound signal is attenuated by the attenuation law by taking into account the length of the path VL, and delayed by taking into account the wave speed c in the medium.
- the listener sound signal s L is determined by applying to the source sound signal s S the same attenuation and delay, and by multiplying it by a gain factor g.
- the amplitude of the sound from the ambient source S from the first room R1 may be decreased, notably if the source direction vector is not directed in the first room R1 in direction to the opening O.
- the gain factor g may be a function of ⁇ , wherein the gain factor g is an increasing function between zero and ⁇ , and is equal to one between ⁇ and ⁇ .
- the relay point V is considered to behave as a punctual source that propagates the sound of the ambient source S located inside the first room R1 to the listener L inside the second room R2.
- the listener sound signal SL is determined by applying to the source sound signal s S the attenuation, the delay and the gain factor.
- the previous processes for a punctual source or an ambient source may be improved by taking into account a plurality of paths between the source S and the relay point V, and/or between the relay point V and the listener L.
- the listener sound signal s L is determined by a sum of sound components, each component corresponding to a path of sound between a first point to a second point inside a room, each component corresponding to a direct path between the first point and the second point, or corresponding to a predetermined number of reflections on the surfaces of the room.
- the determined listener sound signal s L may produce reverberation effects, due to the room model parameters (for example: size, room surface materials).
- each opening O i comprises a relay point V i corresponding to the opening O i , said relay point representing the source S perceived by the listener L inside the second room R2.
- Such relay point V i is determined by the following rules:
- the listener sound signal s L is therefore the sum of all the independent listener signals s Li for each relay point V i .
- a single relay point V representing the ambient source S inside the second room R2 through all the openings O i can be determined by the line passing through the listener and collinear to the global perceived direction vector a ' and a distance defined as the shortest distance between the listener L and the surface SCH, said SCH is defined by the area of the opening plane PO bordered by the convex hull of all the openings O i , and chosen such as L.V is in the opposite direction of a '.
- the listener sound signal s L can be determined as previously explained.
- each room being in communication with the following by an opening O j , a source S being inside the first room R1 and a listener L being inside the last room Rr, the method to determine a relay point V is expendable.
- a relay point V j is determined at each opening O j , so that the length of all the segments SV 1 , V 1 V 2 , to V r-2 V r-1, , V r-1 L is minimal.
- Each relay point V j belongs to the corresponding opening O j (or is at the periphery of it).
- the perceived direction vector is determined by the last relay point (V r-1 ) alone.
- a relay point V is determined regarding the opening O 1 by the described method that transforms the ambient source S into a relay point V 1 behaving has a punctual source; the projection is done on the sphere SP centered on a V' 2 , the point of the opening O 2 on the shortest path between the center of the opening O 1 and the listener L through the successive openings. Then, the others relay points V 2 to V r-1 are determined by the minimal length through the corresponding openings O 1 to O r-1 .
- the above described method is simpler than ray tracing acoustic calculation methods.
- the method may be implemented in real time.
- the method may be used for sound mixing.
- the method may be used for sound simulation in computer games.
- the method may be used for sound mixing for a cinema movie.
- the sound mixing may be done for a listener being at the 3D position of the camera, so that to reproduce the 3D environment acoustic effects.
- the sound mixing may be done for a listener being at a different position than the position of the camera, so that to modify the acoustic effects, to be more pleasant or to be amplified or attenuated.
- Such choice is done by the sound engineer doing the film mixing.
- the sound engineer may modify all the environment properties: for example, the wall and surfaces materials, the attenuation laws, the positions, and any other property of the environment model.
- the method may be implemented as software in one personal computer or a plurality of personal computers connected together by any known network.
- the method may be computed using the main Central Processing Unit CPU, or the Graphics Processing Unit GPU, or both of them, or any signal processing unit.
- the method may be implemented inside a standalone mixing console schematically represented on figure 5 , having:
- the control interface may be a keyboard, a screen or a touch screen, haptic or motion tracking systems, or any device that automatically change the parameters of mixing.
- a camera may record a scene comprising an actor who moves inside the three dimensional environment.
- the control interface may analyse the images of the camera to track the actor and determine its 3D position inside the environment, and change the position of a listener corresponding to said actor inside the predetermined environment stored inside the control interface.
- the inputs I 1 to I m and the outputs O 1 to On may be analog and/or digital ports.
- the outputs may deliver data in any known audio format, such as stereo, Dolby digital, 5.1 audio format, 6.1 audio format or 7.1 audio format, or any audio format, for diffusion on multiple device types, such as but not limited to headphones, home cinema speaker sets, cinema speaker sets. All these outputs may be delivered simultaneously.
- the audio mixing is therefore similar for all of them, and only one mixing is done by the sound engineer.
Abstract
Description
- The present invention concerns a method for sound signal processing.
- Acoustic sound simulation methods, that determines a time sound signal at any point inside a three dimensional environment, are known. Ray tracing methods or image source methods are well known.
- Such methods are applied for predicting room acoustic response, such as concert halls.
- Unfortunately, these methods require lots of calculi during many minutes, even if it is processed on a powerful computer. Such method is therefore very expensive.
- One object of the present invention is to provide a method for sound signal processing that may be done in real time.
- To this effect, the invention is a method for sound signal processing, said sound originating from a source situated inside a first room and propagating to a listener situated inside a second room, said second room being adjacent to said first room, and said first and second rooms having an opening between them, the method comprising the steps of:
- determining a position of a single relay point belonging to a plane comprising the opening, said relay point being substantially a point from which the listener perceives the sound originating from the source, and
- determining a listener sound signal for the listener, said listener sound signal being based on a source sound signal of the source inside the first room, and the position of the relay point.
- Thanks to these features, the sound signal processing needs few calculi and it can be processed in real time on a standard small computer.
- The positions and properties of the sources and listeners can be changed and tuned. The effects of the modifications on the listener sound signal can be heard in real time by a sound engineer. Additionally, a predetermined displacement of any listener inside the three dimensional environment can be defined, and the listener sound signal can be computed accordingly. Additionally, the change of properties of any source or element in the environment can be defined over time and the listener sound signal can be also computed accordingly.
- Such method may reproduce many acoustical room effects (reflection, and eventually reverberation) and sound propagation effects inside the room (attenuation, doppler).
- In various embodiments of the method, one and/or other of the following features may optionally be incorporated:
- the source is a punctual source propagating a substantially spherical sound wave inside the first room, around the source position, and having an attenuation law that decreases the sound wave amplitude in relation to a distance from the position of the source;
- the position of the relay point is determined so that a distance being the length of a first segment between the source and the relay point added to the length of a second segment between the relay point to the listener (L) is minimal, the relay point being a point belonging to the opening;
- the listener sound signal is determined by the source sound signal attenuated by the attenuation law applied to the distance, and delayed by a propagation delay corresponding to the distance;
- the source is an ambient source propagating a substantially plane sound wave inside the first room in a direction of a source direction vector;
- the position of the relay point is determined by the intersection between the plane of the opening and a line passing through the listener and having a direction of a perceived direction vector corresponding to the direction from which the source is perceived by the listener;
- the position of the relay point is determined by the direction of the perceived direction vector from which the source is perceived by the listener and a distance which is the length of the shortest path between the listener and a point of the opening.
- the perceived direction vector is a vector forming an angle (β') in relation to an opening direction vector, said perceived direction vector being in a transverse plane, and said angle (β') being given by a function f:
wherein- the opening direction vector is defined as a unity vector in the direction of a vector
L.C between the listener and a centre point, wherein the centre point is a point being the mass centre of a surface being the projection of the second room without the opening on a unity sphere centred around the listener, - the transverse plane is defined by the listener, the opening direction vector and the source direction vector,
- α is a first angle between the opening direction vector and a deviation vector (
L.O1 ) between the listener and a first point, said first point being the intersection of the periphery of the opening with the transverse plane in the direction of the source direction vector, and - β is a second angle between the opening direction vector and the source direction vector;
- the angle (β') between the opening direction vector and the perceived direction vector is given by:
- the listener sound signal is determined by the source sound signal attenuated by the attenuation law applied to a distance between the relay point and the listener, delayed by a propagation delay corresponding to said distance, and multiplied by a gain factor g;
- the gain factor g is determined as follow:
-
and -
-
- the opening direction vector is defined as a unity vector in the direction of a vector
- The invention also relates to a computer program comprising machine code for operating the above method steps, wherein the computer program is operated on at least one computer or on at least one embedded processing board.
- Other features and advantages of the invention will be apparent from the following detailed description of one embodiment given by way of non-limiting example, with reference to the accompanying drawings.
- In the drawings:
-
Figure 1 is a schematic top view of an environment comprising a first and second room, for applying the method for sound signal processing, -
Figure 2 is a perspective view of the environment offigure 1 , -
Figure 3 is a top view of the environment offigure 1 showing the processing of three cases of punctual sources, -
Figure 4 is a top view of the environment offigure 1 showing the processing of an ambient source, -
Figure 5 is an example of a mixing console implementing the method for sound signal processing, -
Figure 6 is an example of a computer software's user interface, said computer software contains an implementation of the method of the present invention. - The
Figure 1 shows a top view of a three-dimensional (3D) environment wherein the method is applied andFigure 2 shows the same 3D environment in a perspective view. - The 3D environment comprises for example a first room R1 and a second room R2, said rooms having an opening O between them.
- A room is substantially a convex 3D-space volume having none, one or a plurality of surfaces, said surfaces being globally substantially closed and convex, and enclosing the 3D-space volume.
- The room may comprise for example four walls, a floor, and a ceiling. In the figures, the first room R1 comprises four
lateral walls floor 10 and aceiling 16. The second room R2 comprises fourlateral walls floor 20 and aceiling 26. The second room R2 is adjacent to the first room R1, and thewalls - The surfaces of the rooms have formed with a material having a sound reflecting property.
- An opening O is a convex portion of the surfaces belonging to a room. The surfaces are often plane surfaces. The opening is more often a plane portion. The opening O is a passage belonging to a room through which sound wave may go through, passing from the first room R1 to the second room R2, or reciprocally.
- The opening O is between the first and second rooms R1, R2 through said
common wall - The opening O comprises a periphery, the periphery being a convex curve belonging to the
common wall - Such 3D space environment is for example a model of a real scene, defined with sets of data stored inside a memory of a computer. The method is operated by such computer to simulate propagation of sound inside said environment between sources S and listeners L, located inside said environment.
- In the figures, a source S is located inside the first room R1. The source S is emitting a sound inside the first room R1. The emitted sound from the source S is a time signal named the source sound signal ss.
- A listener L is located inside the second room R2. The listener L is receiving a sound inside the second room R2. The received sound at listener L is a time signal named the listener sound signal sL .
- A plane PO is a plane comprising the opening O, and being adjacent to the
wall 21 belonging to the second room R2. - The opening O for example represents a door or a window between the first and second rooms R1, R2.
- Each surface of a room behaves as a real surface. It may produce reflection of an incident sound wave, according to material properties of said surface.
- Such room is a closed 3D space (reflection on all the surfaces), or semi-open 3D space (one surface has no reflection), or an open 3D space (a single surface has reflection), or any other type of space.
- For example, the surfaces have no reflection and only direct path from the source S to the listener are taken into account during the method. In that case, the method is less expensive for the computer calculi.
- By defining the material properties, the sizes and the positions of each surfaces belonging to each room, that is to say the three-dimensional model of the environment, any type of space may be defined.
- A reflection is the change of direction of a sound propagating inside a space when the wave arrives at an interface between two mediums (a surface belonging to a room), i.e. interface between air inside a room and the material of a surface. The sound wave returns into the medium from which it is originated. The sound wave arrives to the surface with an angle of incidence in relation to a normal vector to the surface. The reflected sound wave continues to propagate from said surface with an angle of reflection. The angle of incidence and angle of reflection are usually equal in value.
- Here, a source S is considered to be either a punctual source type or an ambient source type. We will describe below how each type of source is represented and simulated inside the above defined environment.
- For a source S of punctual source type, the source S comprises a determined position inside the 3D space of the room. Such source is represented on the figures with a cross. The sound propagates from said determined position substantially as a spherical wave, i.e. in all the directions. The sound wave energy going through a determined area and propagating from a punctual source decreases with the distance between the position of the sound source and a point of space. The punctual source therefore comprises a predetermined attenuation law.
-
- r is a distance between the source position and receiver position,
- P is the total source emitted power.
-
- For a source S of ambient source type, the source S is a sound source for which the perceived sound for a listener is always the same for any position of said listener inside said room. Such ambient source is defined by a direction of incidence, but no position inside the room, and no attenuation law. Therefore, such ambient source may be positioned anywhere inside the room. Such source is represented on the figures with an arrow (a source direction vector).
- The method of present invention can be applied for a punctual source type or an ambient source type.
- The method comprises the following steps:
- determining a position of a single relay point V belonging to the plane PO comprising the opening O, said relay point V being substantially a point from which the listener L perceives the sound originating from the source S, and
- determining a listener sound signal sL for the listener L on the bases of the source sound signal ss of the source S inside the first room R1, and the determined position of the relay point V.
- If the source S is a punctual source, (see
figure 2 and3 ), the position of the relay point V is determined by the shortest path P for going from the source S to the listener L through the opening O. - The
figures 2 and3 illustrate three cases wherein the source S has three different positions inside the first room R1: these are identified by the references S, S' and S". - For the first case, the source S is visible from the listener L inside the second room R2. In other words, a straight line between the source S and the listener L intersects the plane PO with a point belonging to the opening O area or periphery. Said point is the relay point V, defining a direction from the relay point V to the listener L, said direction being the direction from which the listener L perceives the sound originating from the source S.
- For the second and third cases, the source S' and S" are not visible from the listener L inside the second room R2. The positions of the relay point V', V" are determined by the following conditions:
- the relay point V', V" is positioned at the periphery of opening O; and
- a path comprising a first line segment S'V', S"V" and a second line segment V'L, V"L is determined to have a minimal length.
- There is only one single point following these properties.
- In all cases, the relay point V is a point defined so that:
- the relay point V belongs to the opening O; and
- the position of the relay point V is determined by: length (SV) +length (VL) is minimal.
- Then, the listener sound signal sL is determined by applying to the source sound signal ss the effect of the propagation of sound from the source S to the listener L through the defined path passing via the relay point V. The sound signal is attenuated by the attenuation law by taking into account the length l of the path, and delayed by Δt taking into account the wave speed c in the medium.
- If the source S is an ambient source inside first room R1 having a direction of incidence defined by a source direction vector
a (seefigure 4 ), the method also comprises the following steps: - determining a perceived direction vector
a ' representing the direction from which the ambient source S is perceived by the listener L through the opening O, and - determining the relay point V representing the ambient source S inside the second room R2, said relay point V being a source of punctual type that propagates sound wave inside the second room R2.
- In order to determine the perceived direction vector
a , the following steps are performed: - a unit size sphere SP is defined around the listener L,
- a projection SP2 is the central projection on the sphere SP of the surfaces belonging to the second room R2 without the opening O,
- a point C is a centre of mass of said projection SP2,
- an opening direction vector
f is the vectorL.C , from the listener L to the point C, normalized, i.e. - The ambient source S is perceived by the listener L with a perceived direction vector á' modified by the opening O, said perception direction vector á' is determined by the following process:
- If
f and á' are collinear, á' = á. - If
f and á are not collinear, a transverse plane PT is defined, said transverse plane PT being defined by the listener L, the opening direction vectorf , and the source direction vectora . The transverse plane PT intersects the periphery of the opening with afirst point 01 being in the half-plane of the transverse plane PT in the direction of the source direction vectora , and asecond point 02 being in the other half-plane of the transverse plane PT in the opposite direction of the source direction vectora . - A first angle α is the angle between the opening direction vector f and the vector
L.O1 between the listener L and thefirst point 01, - A second angle β is the angle between the opening direction vector f and the source direction vector
a . -
- If β = 0, the ambient source S inside the first room R1 has a source direction vector aligned with the opening O and the listener L. In such case, the opening O does not modify the perceived direction of the source S, and β' = 0.
- The opening O modifies the perceived direction of the source S, by a proportional coefficient of (π-α)/π. This means that the opening modifies more the perceived direction of the source S if the perceived angle of the opening viewed from the listener L is greater.
- Other formulas for modifying the source S perceived by the listener may be defined.
- As illustrated in
figure 4 , the perceived direction vectora ' is a vector having an angle β' with the opening direction vectorf . - The relay point V representing the ambient source S inside the second room R2 is defined by the line passing through the listener L and collinear to the perceived direction vector
a ', and a distance defined as the shortest distance between the listener L and the opening O (seefigure 4 ), and chosen such asL.V is in the opposite direction of the perceived direction vectora '. - The position of the relay point V depends on the position of the listener L.
- The relay point V is not necessarily positioned onto the plane PO.
- The relay point V is considered for the listener L to be a punctual source generating a sound inside the second room R2, said sound being equal to the source signal ss of the ambient source S belonging to the first room R1.
- According to a first variant, the listener sound signal sL is determined by applying to the source sound signal ss the effect of the propagation of sound from the relay point V to the listener L. The sound signal is attenuated by the attenuation law by taking into account the length of the path VL, and delayed by taking into account the wave speed c in the medium.
- According to a second variant, the listener sound signal sL is determined by applying to the source sound signal sS the same attenuation and delay, and by multiplying it by a gain factor g.
- Thanks to this gain factor g, the amplitude of the sound from the ambient source S from the first room R1 may be decreased, notably if the source direction vector is not directed in the first room R1 in direction to the opening O.
- The gain factor g may be a function of β, wherein the gain factor g is an increasing function between zero and α, and is equal to one between α and π.
-
- The relay point V is considered to behave as a punctual source that propagates the sound of the ambient source S located inside the first room R1 to the listener L inside the second room R2.
- Then, the listener sound signal SL is determined by applying to the source sound signal sS the attenuation, the delay and the gain factor.
- The previous processes for a punctual source or an ambient source may be improved by taking into account a plurality of paths between the source S and the relay point V, and/or between the relay point V and the listener L.
- In that case, the listener sound signal sL is determined by a sum of sound components, each component corresponding to a path of sound between a first point to a second point inside a room, each component corresponding to a direct path between the first point and the second point, or corresponding to a predetermined number of reflections on the surfaces of the room.
- If only direct path is used to determine the listener sound signal sL, the method is less expensive in calculations.
- If multiple paths are computed, the determined listener sound signal sL may produce reverberation effects, due to the room model parameters (for example: size, room surface materials).
- In case of a plurality of openings Oi between the first room R1 and the second room R2, i being an index number of the opening belonging to the plurality, the method is explained below.
- If the source S is a punctual source, each opening Oi comprises a relay point Vi corresponding to the opening Oi, said relay point representing the source S perceived by the listener L inside the second room R2. Such relay point Vi is determined by the following rules:
- length (SVi )+length (ViL) is minimal,
Vi belongs to the opening Oi. - Then, all the relay points Vi are a passage of sound from the first room R1 to the second room R2. The listener sound signal sL is therefore the sum of all the independent listener signals sLi for each relay point Vi.
- If the source S is an ambient source, a global perceived direction vector
a) ' representing the direction of the ambient source S perceived by the listener L through all the openings Oi is determined by a mean vector value:
each perceived direction vector - Then, a single relay point V representing the ambient source S inside the second room R2 through all the openings Oi can be determined by the line passing through the listener and collinear to the global perceived direction vector
a ' and a distance defined as the shortest distance between the listener L and the surface SCH, said SCH is defined by the area of the opening plane PO bordered by the convex hull of all the openings Oi, and chosen such asL.V is in the opposite direction ofa '. - The listener sound signal sL can be determined as previously explained.
- Thanks to this method, only one relay point V is used to determine the listener sound signal sL through a plurality of openings Oi between the first room R1 and the second room R2. The method is therefore not expensive in computer power.
- In case of a plurality of successive rooms Rj, j being an index number of the room, each room being in communication with the following by an opening Oj, a source S being inside the first room R1 and a listener L being inside the last room Rr, the method to determine a relay point V is expendable.
- If the source S is a punctual source, a relay point Vj is determined at each opening Oj, so that the length of all the segments SV1, V1V2, to Vr-2Vr-1,, Vr-1L is minimal. Each relay point Vj belongs to the corresponding opening Oj (or is at the periphery of it). The perceived direction vector is determined by the last relay point (Vr-1) alone.
- If the source S is an ambient source, a relay point V, is determined regarding the opening O1 by the described method that transforms the ambient source S into a relay point V1 behaving has a punctual source; the projection is done on the sphere SP centered on a V' 2, the point of the opening O2 on the shortest path between the center of the opening O1 and the listener L through the successive openings. Then, the others relay points V2 to Vr-1 are determined by the minimal length through the corresponding openings O1 to Or-1.
- Thanks to the previous generalisations, all configurations of rooms may be built, and any complex environment may be established.
- The above described method is simpler than ray tracing acoustic calculation methods. The method may be implemented in real time.
- The method may be used for sound mixing.
- The method may be used for sound simulation in computer games.
- The method may be used for sound mixing for a cinema movie. In the film industry, it is usual to record each source and to mix the different recordings later, during a post production editing step. The sound mixing may be done for a listener being at the 3D position of the camera, so that to reproduce the 3D environment acoustic effects. However, the sound mixing may be done for a listener being at a different position than the position of the camera, so that to modify the acoustic effects, to be more pleasant or to be amplified or attenuated. Such choice is done by the sound engineer doing the film mixing. In fact the sound engineer may modify all the environment properties: for example, the wall and surfaces materials, the attenuation laws, the positions, and any other property of the environment model.
- The method may be implemented as software in one personal computer or a plurality of personal computers connected together by any known network. The method may be computed using the main Central Processing Unit CPU, or the Graphics Processing Unit GPU, or both of them, or any signal processing unit.
- The method may be implemented inside a standalone mixing console schematically represented on
figure 5 , having: - signal inputs I1 to Im, m being a number of inputs,
- signal outputs O1 to On, n being a number of outputs, and
- a control interface adapted to modify the mixing.
- The control interface may be a keyboard, a screen or a touch screen, haptic or motion tracking systems, or any device that automatically change the parameters of mixing. For example, a camera may record a scene comprising an actor who moves inside the three dimensional environment. The control interface may analyse the images of the camera to track the actor and determine its 3D position inside the environment, and change the position of a listener corresponding to said actor inside the predetermined environment stored inside the control interface.
- Moreover, the inputs I1 to Im and the outputs O1 to On may be analog and/or digital ports.
- The outputs may deliver data in any known audio format, such as stereo, Dolby digital, 5.1 audio format, 6.1 audio format or 7.1 audio format, or any audio format, for diffusion on multiple device types, such as but not limited to headphones, home cinema speaker sets, cinema speaker sets. All these outputs may be delivered simultaneously. The audio mixing is therefore similar for all of them, and only one mixing is done by the sound engineer.
Claims (11)
- A method for sound signal processing, said sound originating from a source (S) situated inside a first room (R1) and propagating to a listener (L) situated inside a second room (R2), said second room (R2) being adjacent to said first room (R1), and said first and second rooms (R1, R2) having an opening (O) between them, the method comprising the steps of:- determining a position of a single relay point (V), said relay point (V) being substantially a point from which the listener (L) perceives the sound originating from the source (S), and- determining a listener sound signal (sL ) for the listener (L), said listener sound signal (sL ) being based on a source sound signal (sS ) of the source (S) inside the first room (R1), and the position of the relay point (V).
- The method according to claim 1, wherein the source (S) is a punctual source propagating a substantially spherical sound wave inside the first room (R1), around the source position, and having an attenuation law that decreases the sound wave amplitude in relation to a distance from the position of the source (S), and the relay point (V) belongs to the plane (PO) comprising the opening (O) .
- The method according to claim 2, wherein the position of the relay point (V) is determined so that a distance being the length of a first segment between the source (S) and the relay point (V) added to the length of a second segment between the relay point (V) to the listener (L) is minimal, the relay point (V) being a point belonging to the opening (O) .
- The method according to claim 3, wherein the listener sound signal is determined by the source sound signal (sS ) attenuated by the attenuation law applied to said distance, delayed by a propagation delay corresponding to said distance.
- The method according to claims 1, wherein the source (S) is an ambient source propagating a substantially plane sound wave inside the first room (R1) in a direction of a source direction vector (
a ). - The method according to claim 5, wherein the position of the relay point (V) is determined a line passing through the listener (L) and having a direction of a perceived direction vector (
a ') corresponding to the direction from which the source (S) is perceived by the listener (L), a distance equal to the shortest distance between the listener (L) and the opening (O), and such asL.V is in the opposite direction of the perceived direction vector (a '). - The method according to claim 6, wherein the perceived direction vector (
a ') is a vector forming an angle (β') in relation to an opening direction vector (f ), said perceived direction vector (a ') being in a transverse plane (PT) , and said angle (β' ) being given by a function f:
wherein- the opening direction vector (f) is defined as a unity vector in the direction of a vectorL.C between the listener (L) and centre point (C), wherein the centre point (C) is a point being the mass centre of a surface being the projection of the second room (R2) without the opening (O) on a unity sphere centred around the listener (L),- the transverse plane (PT) is defined by the listener (L), the opening direction vector (f ) and the source direction vector (a ),- α is a first angle between the opening direction vector (f) and a deviation vector (L.O1 ) between the listener (L) and a first point (01), said first point (01) being the intersection of the periphery of the opening (O) with the transverse plane (PT) in the direction of the source direction vector (a ), and- β is a second angle between the opening direction vector (f ) and the source direction vector (a ). - The method according to claim 8, wherein the listener sound signal (sL) is determined by the source sound signal (sS) attenuated by the attenuation law applied to a distance between the relay point (V) and the listener (L), delayed by a propagation delay corresponding to said distance, and multiplied by a gain factor g.
- A computer program comprising machine code for operating the method steps according to anyone of the claims 1 to 10, wherein said computer program is operated on at least one computer or on at least one embedded processing board.
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WO2018128908A1 (en) * | 2017-01-05 | 2018-07-12 | Microsoft Technology Licensing, Llc | Redirecting audio output |
WO2018128913A1 (en) * | 2017-01-09 | 2018-07-12 | Microsoft Technology Licensing, Llc | Control of audio effects using volumetric data |
US10045144B2 (en) | 2015-12-09 | 2018-08-07 | Microsoft Technology Licensing, Llc | Redirecting audio output |
US10293259B2 (en) | 2015-12-09 | 2019-05-21 | Microsoft Technology Licensing, Llc | Control of audio effects using volumetric data |
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US10045144B2 (en) | 2015-12-09 | 2018-08-07 | Microsoft Technology Licensing, Llc | Redirecting audio output |
US10293259B2 (en) | 2015-12-09 | 2019-05-21 | Microsoft Technology Licensing, Llc | Control of audio effects using volumetric data |
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