unit 5 - surround and 3d sound systems
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3d soundTRANSCRIPT
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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
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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
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s
r
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
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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
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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
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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
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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)
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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
0º
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
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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
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[ ]!!!
"
#
$$$
%
&
=
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
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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)
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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
68
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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
80
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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
81
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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!
85
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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
87
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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
92
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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:
96
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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