EP2552130B1 - Verfahren zur Klangsignalverarbeitung und Computerprogramm zur Implementierung des Verfahrens - Google Patents

Verfahren zur Klangsignalverarbeitung und Computerprogramm zur Implementierung des Verfahrens Download PDF

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EP2552130B1
EP2552130B1 EP11305977.8A EP11305977A EP2552130B1 EP 2552130 B1 EP2552130 B1 EP 2552130B1 EP 11305977 A EP11305977 A EP 11305977A EP 2552130 B1 EP2552130 B1 EP 2552130B1
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source
listener
room
opening
point
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EP2552130A1 (de
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Benjamin Bernard
François BECKER
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Auro Technologies NV
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Auro Technologies NV
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04SSTEREOPHONIC SYSTEMS 
    • H04S7/00Indicating arrangements; Control arrangements, e.g. balance control
    • H04S7/30Control circuits for electronic adaptation of the sound field
    • H04S7/302Electronic 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.
  • US 7 027 600 B1 discloses an audio signal processing device, which arranges objects in a virtual 3D space and generates audio signals by performing, at a prescribed listening position, audio simulation to sounds generated from a prescribed sounding position.
  • the sound field space subject to audio simulation is structured by combining spatial objects, and audio simulation is performed thereto.
  • 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 relay point is a point belonging to the opening, and 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 listener sound signal is thereby 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 listener sound signal is thereby 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 follows:
  • 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 are 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 0, 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 1 of the path, and delayed by ⁇ t taking into account the wave speed c in the medium.
  • the method also comprises the following steps:
  • 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
  • a point C is a centre of mass of said projection SP2
  • 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 0 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 0 (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 gain factor g may be determined by:
  • 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 s L 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 1 is determined regarding the opening O 1 by the described method that transforms the ambient source S into a relay point V 1 behaving as 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 other 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 O n 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.

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  • Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • Acoustics & Sound (AREA)
  • Signal Processing (AREA)
  • Stereophonic System (AREA)

Claims (5)

  1. Verfahren zur Klangsignalverarbeitung, wobei der Klang von einer Quelle (S) stammt, die sich in einem ersten Raum (R1) befindet, und sich zu einem Hörer (L) fortpflanzt, der sich in einem zweiten Raum (R2) befindet, wobei der zweite Raum (R2) an den ersten Raum (R1) grenzt und der erste und der zweite Raum (R1, R2) zwischen sich eine Öffnung (O) aufweisen, wobei das Verfahren folgende Schritte umfasst:
    - Bestimmen einer Position eines einzelnen Weitergabepunktes (V), wobei der Weitergabepunkt (V) ein Punkt ist, von dem der Hörer (L) den von der Quelle (S) stammenden Klang wahrnimmt, und
    - Bestimmen eines Hörerklangsignals (sL ) für den Hörer (L), wobei das Hörerklangsignal (sL ) auf einem Quelleklangsignal (sS ) der Quelle (S) in dem ersten Raum (R1) und der Position des Weitergabepunkts (V) basiert, dadurch gekennzeichnet, dass bei dem Schritt des Bestimmens der Position des Weitergabepunkts (V),
    wenn die Quelle (S) eine punktuelle Quelle ist, die eine kugelförmige Klangwelle in dem ersten Raum (R1) um die Position der Quelle herum fortpflanzt und ein Schwächungsgesetz aufweist, das die Amplitude der Klangwelle im Verhältnis zu einer Entfernung von der Position der Quelle (S) vermindert, die Position des Weitergabepunkts (V) derart bestimmt wird, dass eine Entfernung, welche die Länge eines ersten Segments zwischen der Quelle (S) und dem Weitergabepunkt (V) ist, addiert zur Länge eines zweiten Segments zwischen dem Weitergabepunkt (V) und dem Hörer (L), minimal ist, wobei der Weitergabepunkt (V) zu einer Ebene (PO) gehört, die durch die Öffnung (O) definiert ist, und ein Punkt ist, der zur Öffnung (O) gehört,
    wenn die Quelle (S) eine Umgebungsquelle ist, die eine ebene Klangwelle in dem ersten Raum (R1) in einer Richtung eines Quellenrichtungsvektors (a) fortpflanzt, die Position des Weitergabepunkts (V) durch eine Linie bestimmt wird, die durch den Hörer (L) verläuft und eine Richtung eines Vektors der wahrgenommenen Richtung (a') aufweist, welcher der Richtung entspricht, aus der der Hörer (L) die Quelle (S) wahrnimmt, eine Entfernung gleich der kürzesten Entfernung zwischen dem Hörer (L) und der Öffnung (O) ist und derart, dass L V in der entgegengesetzten Richtung des Vektors der wahrgenommenen Richtung (a') liegt, wobei der Weitergabepunkt (V) eine Quelle punktueller Art ist, die Klangwellen in den zweiten Raum (R2) fortpflanzt, wobei:
    - der Vektor der wahrgenommenen Richtung (a') ein Vektor ist, der einen Winkel (β') im Verhältnis zu einem Öffnungsrichtungsvektor (f) bildet, wobei der Vektor der wahrgenommenen Richtung (a') in einer Querebene (PT) liegt und der Winkel (β') gegeben ist durch: β' = β.(π-α)/ π,
    - der Öffnungsrichtungsvektor (f) als ein Einheitsvektor in der Richtung eines Vektors L C zwischen dem Hörer (L) und einem Mittelpunkt (C) definiert ist, wobei der Mittelpunkt (C) ein Punkt ist, der das Massezentrum einer Fläche ist, wobei die Fläche die zentrale Projektion der Flächen des zweiten Raums (R2) ohne die Öffnung (O) auf einer Einheitskugel ist, deren Mitte der Hörer (L) ist,
    - die Querebene (PT) durch den Hörer (L), den Öffnungsrichtungsvektor (f) und den Quellenrichtungsvektor (a) definiert ist,
    - α ein erster Winkel zwischen dem Öffnungsrichtungsvektor (f) und einem Abweichungsvektor (L O1) zwischen dem Hörer (L) und einem ersten Punkt (O1) ist, wobei der erste Punkt (O1) der Schnittpunkt des Umfangs der Öffnung (O) mit der Querebene (PT) in der Richtung des Quellenrichtungsvektors (a) ist, und
    - β ein zweiter Winkel zwischen dem Öffnungsrichtungsvektor (f) und dem Quellenrichtungsvektor (a) ist.
  2. Verfahren nach Anspruch 1, wobei bei dem Schritt des Bestimmens des Hörerklangsignals (sL ), wenn die Quelle (S) eine punktuelle Quelle ist, das Hörerklangsignal durch das Quelleklangsignal (sS ) bestimmt wird, das durch das Schwächungsgesetz geschwächt wird, das auf die Entfernung angewandt wird, welche die Länge eines ersten Segments zwischen der Quelle (S) und dem Weitergabepunkt (V) ist, addiert zur Länge eines zweiten Segments zwischen dem Weitergabepunkt (V) und dem Hörer (L), verzögert durch eine Fortpflanzungsverzögerung, die der Entfernung entspricht.
  3. Verfahren nach Anspruch 1, wobei bei dem Schritt des Bestimmens des Hörerklangsignals (sL ), wenn die Quelle (S) eine Umgebungsquelle ist, das Hörerklangsignal (sL ) durch das Quelleklangsignal (sS ) bestimmt wird, das durch das Schwächungsgesetz geschwächt wird, das auf eine Entfernung zwischen dem Weitergabepunkt (V) und dem Hörer (L) angewandt wird, verzögert durch eine Fortpflanzungsverzögerung, die der Entfernung entspricht, und multipliziert mit einem Verstärkungsfaktor g.
  4. Verfahren nach Anspruch 3, wobei der Verstärkungsfaktor g wie folgt bestimmt wird:
    - wenn 0 <= β < α, g β = 1 sin 2 α β ,
    Figure imgb0012
    und
    - wenn α < β < π, g(β) = 1.
  5. Computerprogramm, Befehle umfassend, die bei Ausführung durch einen Computer den Computer veranlassen, die Schritte des Verfahrens nach einem der Ansprüche 1 bis 4 auszuführen, wobei das Computerprogramm auf mindestens einem Computer oder auf mindestens einer eingebetteten Verarbeitungsplatine ausgeführt wird.
EP11305977.8A 2011-07-27 2011-07-27 Verfahren zur Klangsignalverarbeitung und Computerprogramm zur Implementierung des Verfahrens Active EP2552130B1 (de)

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US10293259B2 (en) 2015-12-09 2019-05-21 Microsoft Technology Licensing, Llc Control of audio effects using volumetric data
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