unit 5 - surround and 3d sound systems

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Unit 5 Surround & 3D Sound Systems Digital Audio Processing (20023) Sound and Image in Telecommunicat ion Engineering Course 2015/2016 Sergio Bleda Pérez Department of Physics, Engineering Systems and Signal Theory 1

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Page 1: Unit 5 - Surround and 3D Sound Systems

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Unit 5

Surround & 3D

Sound Systems 

Digital Audio Processing (20023)Sound and Image in Telecommunication Engineering

Course 2015/2016

Sergio Bleda PérezDepartment of Physics, Engineering Systems and Signal Theory

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Introduction

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Introduction

!  In this unit we are going to review the different soundsystems available to produce surround sound

!  But prior to see these systems we must review the

concepts of spatial hearing

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Spatial Perception of Sound

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Spatial Perception

!  If you haven’t noticed yet: we have 2 ears

!  Why two?

Because our sound localization mechanism needs two

different signals"

 

Using only one, localization is very very difficult

!  But not always impossible

!  To explain the sound localization mechanism, Lord

Rayleight proposed the Duplex theory in its ‘Theory ofSound’ in 1877.

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Duplex Theory

!  The sounds perceived by both ears are similar bothnot identical

"  Comparing both sounds the brain is able to locate the sound

source

!  If not the exact position, at least the direction of arrival (DOA)

The hearing sense localizes sound sources using

fundamentally two different parameters:

"  Inter-Aural Time Difference (ITD)

Inter-Aural Intensity Difference (IID)

!   Also known as Inter-Aural Level Difference (ILD)

!  These parameters allow a left/right localization

They allow Azimuth localization (lateralization)6

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ITD

!  It measures the temporal difference between thearrival of the sound to the left and right ears

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In this case, right signalarrives before left signal

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ITD

!  It’s useful for low frequency signals

"  The phase shift (delay) between both ears is easy to calculate

with low frequency signals

What is the low frequency limit?"

 

1.5 kHz

"  This frequency has a wavelength similar to the head size

!  For higher frequencies, hearing uses the ITD of the

envelopes (not the waveform)"  But it’s much less relevant than ITD for lower frequencies

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IID

!  It measures the difference of signal level/intensitybetween both ears 

"  The head produces a shadow zone

Consequently both ears doesn’t receive the same amount of

signal

!  Unless the sound source is in front of (or at the back of) the head

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Left ear is inshadow zone

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IID

!  It is useful to perform localization of high frequencysources

"  Head produces sound shadows above 1.5 kHz

Below this limit, diffraction reduces considerably the

shadowing, avoiding effective localization

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No shadowdue to diffraction

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Duplex Theory

!  Hearing uses both ITD and IID

!  They are not used alternatively, they are used at the

same time

For low frequency content ITD"  For high frequency content IID

!  But this theory has limits, It can’t distinguish between:

"  In front of / behind sources

 Above / Below sources

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Duplex Theory

!  Example of ambiguity: 

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Both cases produce:ITD = 0

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Cone of Confusion

!  If we trace a imaginary straight line between both ears,we obtain the: interaural axis

"  Using only the duplex theory we are going to obtain revolution

symmetry

13

Every sound sourcelocated in the cone

produce the sameITD & IID

 Ambiguity

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Improving localization

!  To eradicate the ambiguity we need to add somedifferent aspects to the localization mechanism

!  We need to include the effects of:

Head"  Shoulders

Pinna

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 All of them produce reflections & diffractionover the sound

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Improving localization

!  Head, shoulders & pinna effects: 

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Soundsource

Soundsource

Head, shoulders & pinnaproduce ‘reverb like’ reflections

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Improving localization

!  If the listener or the sound source moves, all changes

"  Reflections (and diffraction) are completely different

But, how all of these affect localization?

When we are young, the brain learns that a soundarriving from a given direction has a distinctive ‘reverb

like’ pattern

"  These ‘reverb like’ patterns are known as: cues (marcas)

So, a sound including a given cue is detected ascoming from a given direction 

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Improving localization

!  The use of the cues improves considerably the spatiallocalization mechanism

!  But, there are still some ambiguities that are not

solved"  Example: still in front of / behind sources

!  To eliminate the remaining ambiguities, humans tendto move involuntarily the head

When you are looking for something that makes noise,instinctively you start moving the head

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Other Additional Factors

!  There are some other factors that affect thelocalization

!   Additional factors:

Kind of sound"  Length of the sound

!  Long sounds are easier to find

"  Onset

!  The instant were the sound begins

"  Spectral content of the source

!  Wider spectral contents are easier to find

!  On the other hand, tones are extremely difficult to find

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Location of Several Sound Sources

!  When there is more than one sound source, the soundof all the sources is overlapped

"  That is to say, they are mixed together

!  If the sound sources are incoherent or partially

incoherent! "  Hearing treats each one alone

So, hearing detects one different location for each source

!  If the sound sources are coherent

They are joined together

"  So, hearing detects only one location

"  This unique location is known as Phantom Image

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Phantom Image

!  When dealing with coherent sources, the phantomimage appears

"  There is only one unique location

!  But, which location?

"  The location is a mean of the locations of the different sources

"  But the mean is weighted by the levels of each source

!  This is known as: Sum of locations

!  Moreover, phantom Image depends on the spectral

content of the signal"  In high frequencies the pinna interferes the location

"  So, location of high frequencies tends to be diffuse

!  HF Sound sources seem wider20

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Location with Reverb

!   All of the localization mechanism said previously are infree field conditions

"  There is no room involved

!  But in real world there is always some kind of room

Or at least the floor

"  So, there will always be some reverb

!  What signal arrives to the ear?

Direct sound + Several reflections

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Location with Reverb

!  What signal arrives to the ear?

"  Direct sound + Several reflections

!  In this case the hearing can locate the sound without

problem "  But, the perceived sound is colored due to comb filtering

effects

!  But, direct sound & reflections are coherent signals! 

Theory says that there should appear a phantom imageproviding an incorrect location

But hearing has other useful tool to avoid this: Haas effect

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Haas Effect

!  The Haas effect is known under two other names:

"  Law of the first wavefront

"  Precedence effect

!  The Haas effect does the following:

"  Once the first wavefront (usually the direct sound) arrives

It inhibits the location mechanism during the following 2 to 50

ms

"  This way the location of the reflections is avoided, effectively

blocking the formation of the (wrong) phantom image

Haas Effect is influenced by the head, shoulders andpinna reflections

It works better in the horizontal plane

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Distance Perception

!  What does hearing notice when a sound is near of far?

"  It depends on reverberation

In free field conditions (without reverberation) :

"  We appreciate a drop of 6 dB

!  Each time we double the distance

Low frequencies are less attenuated than high frequencies

!   Another aspect is the wavefront curvature:

Near sources produce a spherical wavefront

Far sources produce a planar wavefront

!  But this is not noticed by hearing, at least not if we do not move

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Distance Perception

!  In diffuse field conditions (with reverb.)

"  We notice a change in the direct sound/reverb proportion

Near sources have high content of direct sound

"  And relatively low content or reverb

Far sources have more reverberation

"  The reverb proportion is increased with distance

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Movement Perception

!  When the sound source and/or the listener are inmovement we obtain the Doppler effect

!  When they are getting closer / away:

 Apparent frequency is raised / lowered respectively

26

 s

a   f  vc

c f   !!

"

#$$

%

&

+

=

f  a : apparent frequencyf  s : real frequencyv r : relative speedc : speed of sound

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Distance + Movement

!  There is one additional effect due to distance andmovement both at the same time: Motion Parallax

!  Motion Parallax:

Near moving sources produce large sound level differences

"  Far moving sources have a constant level

"  E.g: a flying mosquito at night (when you are trying to sleep)

!  When is far you didn’t notice it (it has a constant low level)

!  When is near ! it seems like a plane (it produces large soundlevel differences)

!   And, of course: doppler

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Distance + Movement

!  This effect is not limited to sound! 

!  Example: A car running fast in a motorway

"  High Speed: traffic barrier (near)

Low Speed: mountains (far)

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Spatial Sound Systems

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Spatial Sound Systems

!  There are 3 different families:

"  Stereophonic Systems

"  Binaural Systems

Sound Field Reconstruction Systems

!  It may be systems that are a mix between families

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Monoaural Sound

!  The first sound system was the monoaural, in whichthere is only one channel

!  With this system there is no possibility to move the

sound out of the position of the speaker

 All the sound sources are located in the position of the

loudspeaker

This is our starting point

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Stereophonic Systems

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Stereo

!  The stereo systems uses 2 channels: L & R

"  It produces a substantial enhancement in sound quality

It allows the (apparent) movement of the sound source

"  The movement is only based on IID (it does not use ITD)

"  Producing phantom sources

The use of IID for movement has a severe

consequence:

"  We are using a parameter that uses the head as reference

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In any stereophonic system, the reference point is

ALWAYS THE HEAD

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Stereo

!  Phantom sources are located between the arc thatunites both speakers 

34

o! =

 p! 

Maximum aperture

must be 60º

Otherwise phantom

gets unstable

SWEET SPOTUnique place in which

phantom source is perceived OK

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Stereo Panning

!  Since we are using the IID the movement of thesource is controlled with a panning

"  Sending more or less signal to each channel

!  There are several options to calculate the proportion ofthe signals:

Linear law

"  Sine law

"  Tangent law

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Stereo Panning

Linear law:

"  This is the easiest law, but it is not advisable

"  Since it does not maintain the apparent level of the source

during the movement

!  Hearing is not linear, is logarithmic

36

L  R  

100 %

0 %

Phantom Source

Gain appliedto each channel

GR

GL 

g L   =1! g R

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Stereo Panning

Sine law:

"  This more elaborated law maintains a constant level when the

source moves 

37

 R L

 R L

o

 p

 g  g 

 g  g 

+

!

=

sin

sin

Maximumaperture

Phantomposition

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Stereo Panning

Tangent law:

"  This law maintains a constant energy level when the source

moves 

38

Maximumaperture

Phantomposition

 R L

 R L

o

 p

 g  g 

 g  g 

+

!

=

tan

tan

This is the mostaccurate panning law

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Stereo Panning

Both previous laws only say the proportion betweengains

!  But we need another equation to be able to calculate

the gains:"  (Two equations for two unknowns)

39

1=+ R L

  GG   122=+

 R L  GG

For Free Field For Diffuse Field

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Stereo Panning

To take into account: mixing consoles and otherequipment has a panning control 

!  Panning control uses tangent law

But the maximum aperture used is 90º

In this case, tangent law with difusse field can be

simplified to the following equations:

40

)cos()sin(

 P  L

 P  R

G

G

=

=

This is why tangent law is alsoknown as Sine-Cosine law

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Quadraphonic

Since the apparition of the stereo was a revolution,manufacturer of Hi-Fi equipment decided to go further

!  They designed the quadraphonic systems

Instead of 2 channels they use 4 channels

It was a complete disaster

"  In 1970 this was very difficult to implement

"  Each manufacturer produced it’s own standard

With vinyl discs we needed 2 discs being reproduced at thesame time

"  The use was simple with eight-track cartridges

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Quadraphonic

 As you can see, speakers do not maintain the rule:"  The maximum aperture must be 60º

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Phantom with several speakers

How do we locate phantom sources with more than 2speakers?

"  The answer is the same for every stereo based system

!  Phantom sources are always created using only 2speakers

Speakers are always used by pairs for creating phantom

sources, only two are used at a time

But remember to maintain always the maximum aperture of

60 degrees

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Dolby Stereo

The Dolby Stereo system was designed for cinema 

!  There were two different domestic versions:

"  Dolby Surround

"  Dolby Surround ProLogic

It uses 4 different channels: L, R, C, S

"  All of them were mixed in only two channels

"  C (center) is used to maintain the dialogues stable

S (surround) is used for ambient sound

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Dolby Stereo

Maximum aperture is 60º 

45

30º-30º

Phantom images

are only possible

with L & R speakers

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Dolby Stereo

Example: Dolby Stereo in Cinema"  As you can see, surround channel uses several speakers

"  But everyone emits the same sound

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Dolby Stereo

Example: Dolby Surround ProLogic at Home

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The Dolby Surround version does not have the center channel

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3/2 System

 Also known as 5.0 system"  Or 5.1 If it includes the subwoofer channel (LFE)

It uses 5 channels:

"  L, R, C, LS & RS

!   All the speakers must reside over a circle

!  Since it is a stereo based system, it’s location power is

the same as stereo"  It only allows a better ambient definition (surround)

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3/2 System

Diagram: 

49

100-120º100-120º

Surround

channelsare not fixed

They are not

used forlocation ofsources

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3/2 System

Using more speakers does not enhance localization 

50

6.1 7.1

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10.2 System

This system has a slogan:"  Twice as good as 5.1

"  It’s designer is the engineer creator of THX

!   As the name implies, it uses 10 channels plus 2 LFE

The interesting part is that is uses:

"  2 channels for elevation at 45º

!  They allow the reproduction of sounds above the stage

2 Channels at 55º!  They enhance localization

!   And allow lateral reflections: increasing the spatial sensation

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10.2 System

LH & RH: Left/Right height

!  LW & RW: Left/right wide 

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22.2 System

This is a System proposed by the NHK"  The national television of Japan

!  It consist of 22 channels + 2 LFE

Channels are divided in layers, allowing elevation

effects

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22.2 System

The placement of the speakers is as follows: 

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VBAP

Vector Based Amplitude Panning

!   As the name implies, it uses an amplitude panning to

move the source around

!  But now the movement can be in 3D too

Well, 3D with severe restrictions

!  To allow elevation it needs an additional speaker

So now we are going to make pannings with 3 speakers" 

 Applying a generalized version of the tangent law

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VBAP

We are going to maintain the listener as referencepoint

56

[ ]!!!

"

#

$$$

%

&

=

321

321

321

k k k 

mmm

nnn

k mn

l l l 

l l l 

l l l 

 p p p g 

Phantomcoordinates

Speakerscoordinates

Gain(1x3) We can use more than 3 speakers

But always making triangles

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Binaural Systems

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Binaural Systems

Stereo systems has severe limitations when dealingwith precise spatial location

"  They are only using IID

!  We could choose to use ITD instead (or both at a time)

Delaying the sound from each channel we can achieve thesame results than with IID

"  But it’s more complex and it enhances nothing

!  So, instead of using only IID (or ITD) we can make

another approach"  Use everything: ITD + IID + Reflections & Diffraction on head,

shoulders and pinna

"  These are Binaural systems58

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Binaural Systems

So, binaural systems try to:"  Reconstruct exactly the same signals that are produced by

real sound sources over the ears

!  But, at first sight this is very, very complex

!  How do we include head, shoulders & pinna

reflections & diffraction?

"  With the HRTF

59

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HRTF

HRTF: Head Related Transfer Function

!   A HRTF is a filter

"  This filter introduces all the needed effects

"  Reflections & diffraction due to head, shoulders & pinna

!  Indeed, we need a large set of filters

"  Two filters (HRTFs) for each direction of arrival

!  One for the left ear & one for the right ear

How do we compute/measure the HRTF filters?

"  With a bit or work

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HRTF Measurement

We need to use 2 small microphones"  Located inside the ears

 An then, with the head still, we are going to producesound from every possible direction

"  With a given resolution (e.g. 5 or 10 degrees)

61

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HRTF Measurement

To speed up the process we can use a semicirculararray of speakers 

62

 Anechoic chambergets rid of

room reflections

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HRTF Measurement

From each speaker at a time we send an impulse"  Or any other signal useful for obtaining an impulse response

63

HRIR 

Impulse

HRIR: Head Related Impulse Response

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HRTF Measurement

If we represent all the HRIR for the horizontal planewe obtain the following map: 

64

This exampleis for the

right ear

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HRTF Measurement

We have measured an HRIR then, what is a HRTF?"  A HRTF is the Fourier transform of the HRIR

!  The previous chart in frequency becomes:

65

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HRTF

One big problem that comes with the HRTF is theuniqueness

People tend to have different heads, shoulders and

ears! 

So, each person will have a different set of HRTFs

If we are going to use them! 

"  We will have to measure the HRTFs for each person

There are sets of ‘general’ HRTF that work more orless with everyone

"  But you will achieve much more accuracy with your own

HRTFs 66

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Binaural Systems

Once we have measured the HRTFs the binauralsystems are very easy to implement

"  You only have to filter the sound with the corresponding pair

of HRTFs of the desired direction

"  And apply a delay and gain proportional to the distance of the

phantom source!  Since HRTF always measured at a given (short) distance

from the head

67

HRTFL

HRTFR

L

R

Source

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Binaural Systems

One severe drawback of binaural systems is that weneed to use headphones for reproduction

"  We are computing the sound ‘in the ears’ once it has passed

the pinna! 

"  If we use speakers we are going to include the pinna twice

!  If you do this, everything is ruined

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Binaural Systems

More problems due to headphones:"  It appears the ‘Inside the Head’ effect: in several positions of

the sources, the sound seems to come from inside the head,

not the outside

!  People like speakers over headphones for something

We are bond to the head: If the listener moves the head,the scene moves with him/her

!  To break the bond there are two options:

Obvious: Do not move the head!

Complex: Include a tracking mechanism. Following themovement of the head and compensating for it

(changing the HRTFs)

69

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Transaural Systems

The use of headphones is a severe drawback in thevast majority of scenarios"

  Worst scenario ever: Cinema

"  Best scenario: videogames

The transaural systems appear as an alternative to binauralsystems that tries to overcome the headphone problem

Using a bit of signal processing we can change the

headphones for speakers

Let’s see what we will hear using speakers! 

70

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Transaural Systems

If we change headphones for speakers, we need todeal with crosstalk

"  We need left speaker to left ear, and right speaker to right ear

But we also have crosstalk

!  We need to cancel the crosstalk using signal

processing 71

Crosstalk:dashed lines

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Transaural Systems

How do we do this?"  Emitting two signals that cancel each other crosstalk when

received by ears

x: signals emitted by speakers

"  y: signals received by ears

"  Hab: HRTF between speaker-ear pair

!  a # speaker

!  b # ear

72

x1 x2

y1 y2

H11

H12 H21

H22

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Transaural Systems

We need to solve the following system of equations: 

73

x1 x2

y1 y2

H11

H12 H21

H22

 y1

 y2

!

"

#

#

$

%

&

&=

 H 11

  H 12

 H 21   H 22

!

"

#

#

$

%

&

&

 x1

 x2

!

"

#

#

$

%

&

&

This is the desired sound(already known)

This is the soundthat we must send

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Transaural Systems

Block diagram:"  So, at the end we apply the following block diagram

74

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Transaural Systems

Now, the question is: does this really work?"  The answer is: Yes & No

Transaural systems work only in controlled scenarios

"  Room reverberation ruins our effort

!  It is very difficult to include & cancel reverberation issues

The head of the listener must be completely still

!   A small movement changes reflections drastically and avoiding

an effective crosstalk cancellation

!  In this case, we should perform a tracking of the head, andcompensate for it

"  Although during the time of reaction crosstalk is clearlynoticeable

!  In an anechoic chamber, it works great75

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Sound Field

Reconstruction Systems

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Sound Field Reconstruction

This last family of sound systems use a differentapproach to solve the spatial sound problem

Stereophonic & binaural systems are focused on the

hearing sense

They try to deceive the localization mechanism with more orless skill

"  But these approaches have a common problem: they are

head dependent

The new family will try a completely different and novelapproach

They are going to try to synthesize the sound field in a whole

area, not only in the ears 77

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Sound Field Reconstruction

Let’s explain it:"  Instead of deceiving the localization mechanism! 

"  We are going to build a sound field identical to the one that

the real sound source would produce

"  The sound field reconstruction is not limited to the sound in

the ears only, we will reconstruct it in the whole room

!  This way, in a cinema with a lot of people, each onewill perceive the scene in a different way (as happens

in the real world)

Instead of making only one scene for all people at the sametime 

78

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Sound Field Reconstruction

Example: 

79

Virtual Sound Source

Listener 1

Listener 2

Listener 3(moving)

 All listeners perceive thesame source position

But each one with adifferent DOA

DOA depends onthe current position

of the listener

Now we are:Head Independent!

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Sound Field Reconstruction

To achieve our goal there are two different systems

!  They are very different at first sight but, at the end,

they are based on the same physics

"  Both perform the same task but from different point of views

Sound Reconstruction Systems:

"  Ambisonics

"  Wave-Field Synthesis

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Ambisonics

 Ambisonics is a sound system that started as amicrophone technique used to store spatial sound

!  It stores the original sound filed of a given (andunique) point in a finite number of channels

"  It measures the sound field in a given point

Then in reproduction it extrapolates the signal that

must be sent to each speaker

When the signal emitted by each speaker arrives to theoriginal (measured) point it recreates the same sound field

that was stored for this point

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Ambisonics B-Format

The most simple version is the Ambisonics B-Format

!  It stores 4 different channels:

W: pressure

"  X: velocity in x axis

"  Y: velocity in y axis

Z: velocity in z axis

This is achieved with 4 different microphones:

"  One omnidirectional (W) and three bidirectional (X, Y, Z), onefor each axis

82*Image source: wikipedia

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Ambisonics B-Format

Having stored only the pressure (W) we can decide inwhich direction we want to be the source:

"  Giving to angles: Azimuth(") & Elevation(#)

The signals to be sent to the speakers will be:

We only need to compute the D matrix"  D: decoding matrix

!  It depends on the speaker locations

83

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Ambisonics

Example of use: 

!   Ambisonics does not store the sound to be emitted by

each speaker in a different channel"  It computes the signal to be sent to each speaker during

reproduction time

Using the decoding matrix84

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Ambisonics

 Advantages: "  The format does not define the position of the speakers

"  We can locate the speakers as we want

!  Disadvantages:

Speakers can’t be located anywhere!  Decoding matrix depends on speaker positions

!  To be able to compute the decoding matrix we need speakers at

regular positions (shapes: circle, sphere, semi-sphere, !)

It only works in the sweet spot

!  The center of the regular shape array of speakers

!   As in stereo systems! 

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Ambisonics

But! we said that this system was a Sound FieldReconstruction System

"  Not something similar to a stereo system

Yes, but this is only possible with: HOA"

 

Higher Order Ambisonics

86

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Higher Order Ambisonics

We have seen the most basic Ambisonics system"  B-Format

"  It uses only 4 channels to encode the sound

With HOA we are going to store more than 4 channels

"  Increasing the number of stored channels, we achieve a

greater sweet spot

"  Sweet spot becomes a Sweet Area

!  More channels# wider area

!  The channels now represent Spherical Harmonics

But the complexity of the calculus needed to compute the

decoding matrix is increased notably

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Higher Order Ambisonics

Representation of the Spherical Harmonics up to 3rd order: 

88*Image source: wikipedia

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Higher Order Ambisonics

The equations of the spherical harmonics up to 4th order are: 

89

4th order HOA needs 25 channels

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Higher Order Ambisonics

Example of a 3D 3rd order ambisonics reproductionsystem, CHESS (Guillaume Pottard): 

90

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Higher Order Ambisonics

The worst drawback of ambisonics is the need of aregular shape array of speakers

!  In 2D the common regular shape is the circle

"  Think about a cinema with the speakers forming a circle

around the seats! 

"  It’s not operative

91

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Wave-Field Synthesis

WFS is the second system that falls inside the SoundField Reconstruction Systems

!   At first sight is very different from Ambisonics

"  But in fact, they are almost the same

!  It’s starting point is the Huygens Principle

"  So! let’s review it

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Huygens Principle

“Every point of the wavefront can be seen as a newsource of spherical waves” 

93

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Wave-Field Synthesis

WFS uses the Huygens principle to reconstruct thesound filed 

!  If the wave front is created combining the spherical

waves of the secondary sources! "  Let’s replace secondary sources by speakers

"  This is known as ‘acoustic curtain’ principle94

Originalsource

Secondarysources

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Acoustic Curtain Concept

Step 1 – Put an speaker over each secondary source!  Step 2 – Form a linear array, instead of curve

!  Step 3 – Get rid of the original source 

95

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Wave-Field Synthesis

Stereo VS WFS comparison: 

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Wave-Field Synthesis

 Available types of sound sources: 

97

Stereo: OnlyPoint Sources

Focusedsource

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Wave-Field Synthesis

Now, the thought part! "  Which sound must be emitted by each speaker?

"  We must calculate it! 

!  Kirchhoff-Helmholtz integral:

It is used the describe (with Huygens principle) the sound field

that is inside a given surface (S)

It says: The acoustic field inside a given volume can berecreated using secondary sources distributed around the

surface that encloses the volume

98

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Wave-Field Synthesis

Kirchhoff-Helmholtz integral:

99

ListenerSoundSource

Secondarysources

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Wave-Field Synthesis

Simplifying:"  Let’s suppose that the volume is an infinite cube, the surface

is now only a plane that divides inside from outside

"  Now let’s reduce even more, from 3D we change to 2D, the

surface is now a straight line

"  And last, we discretize the surface in N points

100

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Wave-Field Synthesis

So, at the end, each speaker must emit:"  A delayed and attenuated version of the original sound

"  Plus a high pass filter:

!  This filter appears when reducing from 3D to 2D

"  All speakers form a linear array

101

Pressure

Delay due

to distance

Distanceattenuation

HP Filter

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WFS Limitations

Linear array:"  Since we are using linear arrays of speakers, the sound

emitted has cylindrical divergence instead of spherical

!  The sound decays only 3 dB each time we double the distance

102

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WFS Limitations

Diffraction:"  The array of speakers is finite, it has limits

"  In both extremes it will appear diffraction 

103

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WFS Limitations

Spatial Aliasing:"  Speakers must be located at some distance between them (at

least their size)

!  In the Huygens principle, each secondary source is infinitely

small and there are infinite sources

!  High Frequencies are not well reconstructed

104

Pure tonewith and

withoutaliasing

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WFS Limitations

Loudspeakers directivity:"  In theory, secondary sources are omnidirectional

"  In practice, speakers are not omnidirectional at all the

frequencies 

"  But this is not so important, in low frequencies they work ok

!  In high frequencies, spatial aliasing is worse than this

105

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WFS E l

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WFS Examples

Prototype at the IRCAM (France)"  It uses planar DML speakers

107

WFS E l

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WFS Examples

Prototype at UPV (Valencia)"  Uses 96 channels

108

WFS E l

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WFS Examples

Prototype at the UA

109

A bi i VS WFS

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Ambisonics VS WFS

 Ambisonics:"  It allows elevation (only for small orders of HOA)

!  Higher orders are too expensive with computing power needs

It needs a regular array of speakers

"  To obtain a big ‘Sweet Area’ it needs a very high order

 At the end, with the maximum order = WFS

WFS:

"  At the moment, without elevation

!  But equations allow it, the problem is the money (& computer power)

It allows any array configuration!  Using combinations of linear arrays

"  There is no sweet spot

!  But the center is a preferential location110

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Sound in Movie Theatres

111

S d i Ci

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Sound in Cinema

The sound in Cinema has had two great milestones:"  The apparition of sound

"  The stereo system

!  The use of more than two channels enhances the

spatial perception"

 

But the difference of perception between mono & stereo is far

better

In the following slides we are going to review briefly

the different attempts made in cinema sound"  And we are going to learn how to store sound in a film

112

M l S d

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Monoaural Sound

 At the beginning of the cinema, the sound and theimage were stored separately

!  During the reproduction they used a gramophone

"  Varying the speed to maintain the synchronization

113

M l S d

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Monoaural Sound

Later, when the sound was already treated as aelectric current (over 1926)

"  The sound started to be stored jointly with the image

The sound was stored as an opaque band over a

transparent section of the film (optic format)

114

Soundband

M lti h l S d

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Multichannel Sound

The first multichannel Sound Track was “One hundredmen and a girl” in 1937

"  It was recorded in 9 channels

But at the end all channels were mixed together in the

monoaural optic band

From this moment and on, several attempts were

made to enhance the sound in cinema

But, the vast majority were a failure

The technology was very expensive for the moment

115

Fantaso nd (1940)

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Fantasound (1940)

In 1940, it was performed the first projection of a truemultichannel film: ‘Fantasia’

"  9 different sound channels

Mixed in 4 different optic bands

"  Using 3 speakers behind the screen and 65 small speakers

around the theatre

"  It was amazing but too much expensive, only used in Fantasia

116

Cinerama (1952)

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Cinerama (1952)

It used 3 joined projectors to produce a panoramic format! 

 And 7 audio channels stored in a magnetic multitrack player

 As with fantasound, it was so expensive that there were only a

few compatible cinemas and short list of produced films

117

Cinemascope (1953)

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Cinemascope (1953)

Born in 1953"  The system used an anamorphic lens to deform the image

and convert a 4:3 film in a 16:9 format

"  The lens must be used both at recording & reproduction

"  It used 4 audio channels stored in 4 magnetic tracks over the

film

118Magnetic audio tracks

Lens

Dolby (1970)

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Dolby (1970)

In 1970 Ray Dolby introduced the Dolby-A noisereduction system

"  Stanley Kubrick’s ‘A Clockwork Orange’ was the first film to

use it (1971)

In 1974 is introduced the Dolby Stereo system

119

The 4 channelsare mixed in

2 optic bands

Later itbecame an

ISO standard

Sensurround (1974)

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Sensurround (1974)

This (defunct) system was an extension of the 4channel system

"  And the precursor of the subwoofer channel

!  It added 4 very big speakers behind the screen

2 at each side

Each one driven with a 1 kW amplifier

"  Emitting only infrasounds (bellow 20 Hz)!   All of them controlled with 1 additional track

It was presented with the film:"  Earthquake

120

Digital Sound (1986 )

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Digital Sound (1986 - )

Digital Sound in cinemas was introduced in 1986

!  There are several standards:

Dolby Stereo Digital

!  Dolby Digital or Dolby SR-D

DTS!  Digital Theater System

SDDS

!  Sony Dynamic Digital Sound

From the previous unit we already know how toprocess the sound

"  But, the question is! How is stored the digital sound in the

film? 121

Digital Sound

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Digital Sound

Digital sound is stored in optic format! 

122

SDDS

DolbyDigital

DTS

Dolby

Stereo(analog)

Digital Sound

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Digital Sound

 As you have seen in the previous slide, the sound isstored near the holes of the film

"  It seems like the QR codes used for smartphones! 

!  Dolby Digital is stored in a very bad place

The projector trailing mechanism deteriorates the storedsignal each time is reproduced

"  After two weeks presenting the film (or even less), the sound

system will change to the analog sound track due to the errors

encountered when decoding dolby digital

!   And DTS! 

"  It’s so simple! only a small amount of dashes

123

DTS

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DTS

DTS is a system very similar to Dolby Digital"  It is supposed to produce better quality (with more bitrate)

"  But you must be well trained to notice it

!  The major difference is the storing mechanism

It does not store the sound in the film"

 

It stores the sound in CDs (or DVD / Bluray)

"  In the film it only stores a Time-Code to synchronize the

player