Audio plays a significant role in providing a content-rich multimedia experience in consumer electronics. The scalability and mobility of consumer electronic devices along with the growth of wireless connectivity provides users with instant access to content. Various audio reproduction systems can be used for playback over headphones or loudspeakers. In some examples, audio program content can include more than a stereo pair of audio signals, such as including surround sound or other multiple-channel configurations.
A conventional audio reproduction system can receive digital or analog audio source signal information from various audio or audio/video sources, such as a CD player, a TV tuner, a handheld media player, or the like. The audio reproduction system can include a home theater receiver or an automotive audio system dedicated to the selection, processing, and routing of broadcast audio and/or video signals. Audio output signals can be processed and output for playback over a speaker system. Such output signals can be two-channel signals sent to headphones or a pair of frontal loudspeakers, or multi-channel signals for surround sound playback. For surround sound playback, the audio reproduction system may include a multichannel decoder.
The audio reproduction system can further include processing equipment such as analog-to-digital converters for connecting analog audio sources, or digital audio input interfaces. The audio reproduction system may include a digital signal processor for processing audio signals, as well as digital-to-analog converters and signal amplifiers for converting the processed output signals to electrical signals sent to the transducers. The loudspeakers can be arranged in a variety of configurations as determined by various applications. Loudspeakers, for example, can be stand-alone units or can be incorporated in a device, such as in the case of consumer electronics such as a television set, laptop computer, hand held stereo, or the like. Due to technical and physical constraints, audio playback can be compromised or limited in such devices. Such limitations can be particularly evident in electronic devices having physical constraints where speakers are narrowly spaced apart, such as in laptops and other compact mobile devices. To address such audio constraints, various audio processing methods are used for reproducing two-channel or multi-channel audio signals over a pair of headphones or a pair of loudspeakers. Such methods include compelling spatial enhancement effects to improve the listener's experience.
Various techniques have been proposed for implementing audio signal processing based on Head-Related Transfer Function (HRTF) filtering, such as for three-dimensional audio reproduction using headphones or loudspeakers. In some examples, the techniques are used for reproducing virtual loudspeakers, such as can be localized in a horizontal plane with respect to a listener or located at an elevated position with respect to the listener. To reduce horizontal localization artifacts for listener positions away from a “sweet spot” in a loudspeaker-based system, various filters can be applied to restrict the effect to lower frequencies.
Audio signal processing can be performed at least in part using an audio virtualizer. An audio virtualizer can include a system, or portion of a system, that provides a listener with a three-dimensional (3D) audio listening experience using at least two loudspeakers. However, such a virtualized 3D audio listening experience can be limited to a relatively small area or specific region in a playback environment, commonly referred to as an audio sweet spot, where the 3D effect is most impactful on the listener. In other words, 3D audio virtualization over loudspeakers is generally most compelling for a listener located at the sweet spot. When the listener is outside of the sweet spot, the listener experiences inaccurate localization of sound sources and unnatural coloration of the audio signal. Thus, the 3D audio listening experience is compromised or degraded for a listener outside of the sweet spot.
In one aspect, an example system is provided for adjusting one or more received audio signals based on user input indicating a sweet spot location relative to a speaker. A graphic display circuit causes display of a sweet spot graphic at a display screen location in relation to a display screen location of a graphic representing a speaker location, based upon user input selecting the sweet spot graphic display screen location. A sweet spot location positioning circuit determines a sweet spot location in relation to the speaker location, based at least in part upon the speaker location and the user-selected sweet spot graphic display screen location in relation to the display screen location of the graphic representing the speaker location. An audio processor circuit is configured to generate one or more adjusted audio signals based at least in part upon the one or more received audio signals and an indication of the determined sweet spot location in relation to the speaker location.
In another aspect, a method is provided for adjusting one or more received audio signals based on user input indicating a sweet spot location relative to a speaker. A sweet spot graphic is displayed at a display screen location in relation to a display screen location of a graphic representing a speaker location, based upon user input selecting the sweet spot graphic display screen location. A sweet spot location is determined in relation to the speaker location, based at least in part upon the speaker location and the user-selected sweet spot graphic display screen location in relation to the display screen location of the graphic representing the speaker location. An audio processor circuit is used to generate one or more adjusted audio signals based at least in part upon the one or more received audio signals, an indication of the determined sweet spot location in relation to the speaker location.
In another aspect, an example system is provided for adjusting one or more received audio signals based on a listener position relative to a speaker to provide a sweet spot at the listener position in a listening environment. A graphic display circuit causes display of a sweet spot graphic at a display screen location in relation to a display screen location of a graphic representing a speaker location, based upon user input selecting the sweet spot graphic display screen location. A sweet spot location positioning circuit to determine a sweet spot location in relation to the speaker location, based at least in part upon the speaker location and the user-selected sweet spot graphic display screen location in relation to the display screen location of the graphic representing the speaker location. A first sensor is configured to receive a first indication about one or more listener positions in a listening environment monitored by the first sensor. An audio processor circuit is configured to generate one or more adjusted audio signals based on (1) a selected one of the one or more listener positions corresponding to the determined sweet spot location in relation to the speaker location, (2) information about a position of the speaker relative to the first sensor, and (3) the one or more received audio signals.
In another aspect, a method is provided for adjusting one or more received audio signals based on a listener position relative to a speaker to provide a sweet spot at the listener position in a listening environment. A sweet spot graphic is displayed at a display screen location in relation to a display screen location of a graphic representing a speaker location, based upon user input selecting the sweet spot graphic display screen location. A sweet spot location is determined in relation to the speaker location, based at least in part upon the speaker location and the user-selected sweet spot graphic display screen location in relation to the display screen location of the graphic representing the speaker location. A first indication is received from a first sensor about one or more listener positions in a listening environment monitored by the first sensor. One or more adjusted audio signals are generated based on (1) a selected one of the received first indication about one or more listener positions from the first sensor selected based upon the determined sweet spot location in relation to the speaker location, (2) information about a position of the speaker relative to the first sensor, and (3) the one or more received audio signals.
In the drawings, which are not necessarily drawn to scale, like numerals may describe similar components in different views. Like numerals having different letter suffixes may represent different instances of similar components. The drawings illustrate generally, by way of example, but not by way of limitation, various embodiments discussed in the present document.
In the following description that includes examples of systems, methods, apparatuses, and devices for performing audio signal virtualization processing, such as for providing listener sweet spot adaptation in an environment based upon user input about a listener position provided through a graphical user interface (GUI), reference is made to the accompanying drawings, which form a part of the detailed description. The drawings show, by way of illustration, specific embodiments disclosed herein can be practiced. These embodiments are generally referred to herein as “examples.” Such examples can include elements in addition to those shown or described. However, the present embodiments also contemplate examples in which only those elements shown or described are provided. The present inventors contemplate examples using any combination or permutation of those elements shown or described (or one or more aspects thereof), either with respect to a particular example (or one or more aspects thereof), or with respect to other examples (or one or more aspects thereof) shown or described herein.
As used herein, the phrase “audio signal” is a signal that is representative of a physical sound. Audio processing systems and methods described herein can include hardware circuitry and/or software configured to use or process audio signals using various filters. In some examples, the systems and methods can use signals from, or signals corresponding to, multiple audio channels. In an example, an audio signal can include a digital signal that includes information corresponding to multiple audio channels.
Various audio processing systems and methods can be used to reproduce two-channel or multi-channel audio signals over various loudspeaker configurations. For example, audio signals can be reproduced over headphones, over a pair of bookshelf loudspeakers, or over a surround sound or immersive audio system, such as using loudspeakers positioned at various locations in an environment with respect to a listener. Some examples can include or use compelling spatial enhancement effects to enhance a listening experience, such as where a number or orientation of physical loudspeakers is limited.
In U.S. Pat. No. 8,000,485, to Walsh et al., entitled “Virtual Audio Processing for Loudspeaker or Headphone Playback”, which is hereby incorporated by reference in its entirety, audio signals can be processed with a virtualizer processor circuit to create virtualized signals and a modified stereo image. In U.S. Pat. No. 9,426,598, to Walsh et al., entitled, “Spatial Calibration of Surround Sound Systems Including Listener Position Estimation”, which is hereby incorporated by reference in its entirety, a microphone array is used to detect listener spatial position for spatial calibration. In commonly owned U.S. patent application Ser. No. 16/119,368, to Shi et al., filed Aug. 31, 2018, entitled, “Sweet Spot Adaptation for Virtualized Audio”, which is hereby incorporated by reference in its entirety, a camera is used to detect a listener's position and to adjust the sweet spot of an audio virtualizer to a user's actual listening position.
A 3D audio experience is generally limited to a small area or region in an environment that includes the two or more loudspeakers. The small area or region, referred to as the sweet spot, represents a location where the 3D audio experience is most pronounced and effective for providing a multi-dimensional listening experience for the listener. When the listener is away from the sweet spot, the listening experience degrades, which can lead to inaccurate localization of sound sources in the 3D space. Furthermore, unnatural signal coloration can occur or can be perceived by the listener outside of the sweet spot.
Using a microphone array or a camera may increase cost of an audio system such as a sound bar, for example. In addition, using a camera raises privacy concerns. Some people may not be comfortable with the idea of having a camera in the living room, for example. The present inventors have recognized that an audio processing system may be configured to allow a user to manually select a sweet spot. User location of a sweet spot should be performed with precision since a sweet spot occupies such a small area or region within a larger physical space and since 3D sound quality may drop off significantly outside the sweet spot. Example embodiments provide a graphical user interface (GUI) for a user to manually select an audio “sweet spot” at a physical location where 3D audio is to be most effectively received by a listener and for the audio system to translate the user instructions to a sweet spot location. In an example, the GUI provides a graphic representation of physical locations relative to an audio source such as one or more speakers within a physical 3D listening space. A user may indicate a physical sweet spot location within the physical 3D listening space based upon the graphic locations indicated by the GUI. The audio processing system may be configured to translate user selected locations represented graphically within the GUI to physical sweet spot locations within the physical 3D listening space.
Examples of the systems discussed herein may include or use an audio virtualizer circuit. In an example, relative virtualization filters, can be derived from head-related transfer functions, can be applied to render 3D audio information that is perceived by a listener as including sound information at various specified altitudes, or elevations, above or below a listener to further enhance a listener's experience. In an example, such virtual audio information is reproduced using a loudspeaker provided in a horizontal plane and the virtual audio information is perceived to originate from a loudspeaker or other source that is elevated relative to the horizontal plane, such as even when no physical or real loudspeaker exists in the perceived origination location. In an example, the virtual audio information provides an impression of sound elevation, or an auditory illusion, that extends from, and optionally includes, audio information in the horizontal plane. Similarly, virtualization filters can be applied to render virtual audio information perceived by a listener as including sound information at various locations within or among the horizontal plane, such as at locations that do not correspond to a physical location of a loudspeaker in the sound field. The audio virtualizer circuit can include a binaural synthesizer and a crosstalk canceller. In an example, the systems can further include a sweet-spot adapter circuit configured to enhance a listening experience for the listener based on the determined spatial position of the listener.
The example listening space 101 includes a television screen display 102. The television 102 includes an audio source including a pair of left and right speakers 105A and 105B. Although the pair of speakers 105A and 105B are illustrated as being integrated with the television 102, the pair of speakers 105A and 105B could be loudspeakers provided externally to the television 102, and optionally can be driven by a source other than a television. The pair of speakers 105A and 105B are oriented to project sound away from the face of the television 102 and toward an area, such as a couch (or sofa) 107, in the listening space 101 where the listener 150 is most likely to be positioned. Alternatively, for example, the pair of speakers 105A and 105B may be integrated with another entertainment media system or system component, a server computer, a client computer, a personal computer (PC), a tablet computer, a laptop computer, a netbook computer, or a mobile device such as a smart phone, for example.
The example of
In an example, the pair of speakers 105A and 105B receives signals from an audio signal processor that includes or uses a virtualizer circuit to generate virtualized or 3D audio signals from one or more input signals. The audio signal processor can generate the virtualized audio signals using one or more HRTF filters, delay filters, frequency filters, or other audio filters.
In the example GUI 201 of
The GUI-based sweet spot selection system 422 includes a GUI display control circuit 426 to control a 2D display screen 200, a user input circuit 424, and a 3D sweet spot position determination circuit 428. The user input circuit 424 is configured to receive manual user input information 425 used to adjust an indication of a physical sweet spot location in relation to the speakers 105A, 105B. The GUI display control circuit 426 includes a sweet spot graphics module 427 configured to cause the display screen 200 to display a 2D GUI 201, such as that of
In operation, a user input 425 at the user input circuit 424 causes the GUI display control circuit 426 to cause the display screen 200 to display a graphical listener image 250 (e.g., an image of a person) at a user-selected 2D screen location. The example graphical couch image 207 of
Also, in operation, the user input 425 at the user input circuit 424 causes the sweet spot position determination circuit 428 to determine a sweet spot location within the physical 3D listening space. Referring to the GUI of
The sweet spot position determination circuit 428 determines sweet spot position based upon a user selected 2D GUI location within the couch 207 where a user positions a listener image 250 and a user-selected distance from a plane of the two or more speakers. More particularly, a user selected distance ‘d’ can now be used as the distance between the listener and the speakers in the equations for the cartesian coordinates, distance between the listener and the two loudspeakers, and delay and gain adjustment explained below with reference to
In some examples, the user input circuit 424, the display unit 426, and the sweet spot position determination circuit 428 are integrated into a portable device such as a smart phone, a cellular telephone, a wearable device (e.g., a smart watch), or a personal digital assistant (PDA), for example. The display screen 200, user input unit 424 and the display control circuit 426 are integrated together in a touch screen, for example. One or more processor circuits of the portable device are configured to determine a sweet spot physical location based upon the user input to the user input unit 424 to control a listener graphic position in a GUI displayed by the display unit 426. In other examples, the display screen 200, user input unit 424, display control unit 424 and sweet spot position determination circuit 428 are integrated into an entertainment media system or system component, a personal computer (PC), a tablet computer screen, a laptop computer, or a netbook computer, which includes a mouse or keyboard that act as a user input circuit 424 and a separate display screen to act as a display unit 426 and one or more processors to determine a physical sweet spot based upon listener graphic position in a GUI, for example. In other examples, the user input unit 424 are wirelessly coupled to the display control circuit 426 and the sweet spot position determination circuit 428. For example, the user input circuit 424 and the display control circuit 426 are integrated into a television (TV) remote control device that can include physical actuators such as left, right, front, back buttons to receive user input commands, the display screen 200 includes the TV, and the sweet spot position determination circuit 428 includes one or more processors coupled to the TV and configured to determine a physical sweet spot based upon listener graphic position in a GUI.
As explained more fully below with reference to
In operation, the first virtualizer circuit 512A in the first audio processor circuit implementation 510A is configured to apply virtualization processing to one or more of the audio input signals 503 to provide intermediate audio output signals 505A. In one example, the first virtualizer circuit 512A applies one or more virtualization filters based on a reference sweet spot or based on other information or considerations specific to the listening environment. In such example, the first virtualizer circuit 512A does not use the listener location signal 531 to influence its processing of the audio input signals 503. Instead, the first sweet spot adapter circuit 514A receives the listener location signal 531 and, based on the listener location signal 531 (e.g., a signal indicating or including information about a user-designated location of a listener 150 relative to one or more loudspeakers 105A, 105B in the listener's environment, applies gain and/or delay per the examples listed below. The virtualizer circuit 512A is responsible for applying virtualization filters to the signal.
The first sweet spot adapter circuit 514A then renders or provides audio the output signals 507A that can be reproduced using the audio output 450A. In an example, the first sweet spot adapter circuit 514A applies gain or attenuation to one or more of the intermediate audio output signals 505A to provide the audio output signals 507A. The gain or attenuation can be applied to specific frequencies or frequency bands. In an example, the first sweet spot adapter circuit 514A applies a delay to one or more of the intermediate audio output signals 505A to provide the audio output signals 507A.
In another example, the first virtualizer circuit 512A applies one or more virtualization filters based, at least in part, on the listener location signal 531 from the sweet spot positioner circuit 528. That is, one or more filters used by the first virtualizer circuit 512A to process the audio input signals 503 can be selected based on information about a user-selected listener position from the listener location signal 531. The first sweet spot adapter circuit 514A can also receive the listener location signal 531 and, based on the listener location signal 531 (e.g., a signal indicating or including information about a location of a listener relative to one or more loudspeakers in the listener's environment), select one or more filters for processing the intermediate audio output signals 505A received from the virtualizer circuit 512A.
The GUI-based sweet spot location selection system 422 is operatively coupled to provide to the vision analysis circuit 802, the output signals 531 generated based upon first user input 533 that indicates a user-selected horizontal offset location and second user input 535 that indicates a user-selected distance as described with reference to
In an example, implementation of 3D audio virtualization over loudspeakers includes or uses a binaural synthesizer and a crosstalk canceller. When an input signal is already binaurally rendered, such as for headphone listening, the binaural synthesizer step can be bypassed. Both the binaural synthesizer and the crosstalk canceller can use head related transfer functions (HRTFs). An HRTF is a frequency domain representation of HRIR (head related impulse response). HRTFs are transfer functions that result in acoustic transformations of a sound source propagating from a location in 3D space to the listener's ears, when applied to audio signals. Such a transformation can capture diffraction of sound due to, among other things, physical characteristics of the listener's head, torso, and pinna. HRTFs can generally be provided in pairs of filters, such as including one for a left ear, and one for a right ear.
In binaural synthesis, a sound source is convolved with a pair of HRIRs to synthesize the binaural signal received at the listener's ears. In the frequency domain, the binaural signal received at the listener's ears can be expressed as,
In an example, to achieve 3D audio virtualization over two loudspeakers in a listening environment, an additional step is used to remove crosstalk from the left loudspeaker to the listener's right ear and from the right speaker to the listener's left ear.
In the example of
Crosstalk cancellation techniques often assume that loudspeakers are placed at symmetric locations with respect to the listener for simplicity. In spatial audio processing, such as using the systems and methods discussed herein, a location at which the listener perceives an optimal 3D audio effect is called the sweet spot (typically coincident with an axis of symmetry between the two loudspeakers). However, 3D audio effects will not be accurate if the listener is outside of the sweet spot, for example because the assumption of symmetry is violated.
First, a machine or computer vision analysis circuit (e.g., the image processor circuit 530) can receive a video input stream (e.g., the image signal 523) from a camera (e.g., the camera 301 and/or the video image source 521) and, in response, provide or determine a face rectangle and/or information about a position of one or both eyes of a listener, such as using a first algorithm. The first algorithm can optionally use a distortion correction module before or after detecting the face rectangle, such as based on intrinsic parameters of the image source (e.g., of the camera or lens) to improve a precision of listener position estimation.
The machine or computer vision analysis circuit (e.g., the image processor circuit 530) can calculate a distance from the image source (e.g., from a depth sensor or camera) to the listener's face center (e.g., in millimeters) using the estimated face rectangle width (e.g., in pixels) or eye distance (e.g., in pixels). The distance calculation can be based on camera hardware parameters or experimental calibration parameters, among other things, for example using an assumption that a face width or distance between eyes is constant. In an example, an eye distance and/or head width can be assumed to have a fixed or reference value for most listeners, or for listeners most likely to be detected by the system. For example, most adult heads are about 14 cm in diameter, and most eyes are about 5 cm apart. These reference dimensions can be used to detect or correct information about a listener's orientation relative to the depth sensor or camera, for example, as a precursor to determining the listener's distance from the sensor. In other words, the system can be configured to first determine a listener's head orientation and then use the head orientation information to determine a distance from the sensor to the listener.
In an example, an eye distance, or interpupillary distance, can be assumed to be about 5 cm for a forward-facing listener. The interpupillary distance assumption can be adjusted based on, for example, an age or gender detection algorithm. The interpupillary distance corresponds to a certain width in pixels in a received image, such as can be converted to an angle using eye positions in the image, the camera's field of view, and formulas presented herein for the similar ‘face width’ algorithm. In this example, the angle value corresponds to a particular distance from the camera. Once a reference measurement is made (e.g., a reference distance to a listener in millimeters and corresponding interpupillary distance in pixels, such as converted to radians), a distance to the listener can be determined using a later-detected interpupillary distance, such as for the same or different forward-facing listener.
For a listener who may be facing a direction other than forward (e.g., at an angle relative to the camera), information from a head-orientation tracking algorithm (e.g., configured to detect or determine head yaw, roll and/or pitch angles) can be used to rotate a detected eye center position on a sphere of, for example, 143 millimeters diameter for an adult face. As similarly explained above for interpupillary distance, the assumed or reference head diameter can be changed according to, for example, the listener's age or gender. By rotating the detected eye center about the hypothetical sphere, corrected or corresponding forward-facing eye positions can be calculated.
Following the distance calculation, an optional classification algorithm can be used to enhance or improve accuracy of the position or distance estimation. For example, the classification algorithm can be configured to determine an age and/or gender of the listener and apply a corresponding face width parameter or eye distance parameter.
Next, with knowledge of the face image center in pixels (e.g., image_width/2, image_height/2) and the face center in pixels, the method can include calculating horizontal and vertical distances in the face plane in pixels. Assuming a constant adult face width (e.g., about 143 millimeters) and its detected size in pixels, the distances can be converted to millimeters, for example using:
distance (mm)=distance(pixels)*face_width (mm)/face_width(pixels).
Using the two distance values, the method can continue by calculating a diagonal distance from the image center to the face center. Now with a known distance from the camera to the listener's face and distance from the image center to the listener's face, the Pythagorean theorem can be used to calculate a distance to the face plane.
Next, an azimuth angle can be calculated. The azimuth angle is an angle between a center line of the face plane and a projection of the distance to the face in the horizontal plane. The azimuth angle can be calculated as the arctangent between the center line and the horizontal distance between the image center and the face position.
An elevation angle can similarly be determined. The elevation angle is an angle between a line from the camera to the face center and its projection to the horizontal plane across the image center. The elevation angle can be calculated as the arc sine of the ratio between the vertical distance and the listener distance.
Finally, an estimated listener position can be optionally filtered by applying hysteresis to reduce any undesirable fluctuations or abrupt changes in listener position.
In an example, another method for estimating a listener position in a listening environment includes determining the listener's distance and angle independently. This method uses information about the camera's field of view (FOV), such as can be obtained during a calibration activity.
During a calibration event, a reference face distance to the camera (d_ref) can be measured and a corresponding reference face width in radians (w_ref) can be recorded. Using the reference values, for any face in the scene, a face width can be converted to radians (w_est) and the distance to camera d can be calculated as,
d=d_ref*w_ref/w_est.
In an example, if the horizontal FOV and the image size are known, then the vertical FOV can be calculated as,
The elevation angle in radians (e_in_radians) can be similarly calculated as,
Sweet spot adaptation, according to the systems and methods discussed herein, can be performed using one or a combination of virtualizer circuits and sweet spot adapter circuits, such as by applying delay and/or gain compensation to audio signals. In an example, a sweet spot adapter circuit applies delay and/or gain compensation to audio signals output from the virtualizer circuit, and the sweet spot adapter circuit applies a specified amount of delay and/or based on information about a listener position or orientation. In an example, a virtualizer circuit applies one or more different virtualization filters, such as HRTFs, and the one or more virtualization filters are selected based on information about a listener position or orientation. In an example, the virtualizer circuit and the sweet spot adapter circuit can be adjusted or configured to work together to realize appropriate audio virtualization for sweet spot adaptation or relocation in a listening environment.
Delay and gain compensation can be performed using a distance between the listener and two or more speakers used for playback of virtualized audio signals. The distance can be calculated using information about the listener's position relative to a camera and using information about a position of the loudspeakers relative to the camera. In an example, an image processor circuit can be configured to estimate or provide information about a listener's azimuth angle relative to the camera and/or to the loudspeaker, a distance from the listener to the camera, an elevation angle, and face yaw angle, face pitch angle, and/or roll angle relative to a reference plane or line.
x=d cos(ϕ)cos(α)
y=d cos(ϕ)sin(α)
z=d sin(ϕ),
In an example, coordinates of the left speaker and right speaker can be [xl yl z1] and [xr yr zr] respectively. A distance between the listener and the two loudspeakers can then be calculated as,
d
l=√{square root over ((x−xl)2+(y−yl)2+(z−zl)2)}
d
r=√{square root over ((x−xr)2+(y−yr)2+(z−zr)2)}.
A delay in samples (D) can be calculated as
In an example, gain compensation can be applied to one or more audio signals or channels, such as additionally or alternatively to delay. In an example, gain compensation can be based on a distance difference between the two loudspeakers. For example, a gain in dB can be calculated as,
gain=20*log10(dl/dr).
To preserve an overall sound level, a gain of a more distant speaker relative to the listener can increased while the gain of a nearer speaker can be decreased. In such case, an applied gain can be about half of the calculated gain value.
x=c sin(α)+q
y=−l
=−c cos(α).
Similarly, a position of the right speaker, Speaker R, can be expressed as
x=c sin(α)+q
y=l
=−c cos(α).
In an example, when q is 0 and c is 0, then positions of the left and right speakers are [x=0, y=−l, z=0] and [x=0, y=l, z=0], respectively. In this case, the two speakers are coincident with the y axis. Such an orientation can be typical in, for example, implementations that include or use a sound bar (see, e.g., the example of
In an example, when q is 0 and α is 0, then positions of the left and right speakers are [x=0, y=−l, z=−c] and [x=0, y=l, z=−c], respectively. In this case, the two speakers are on the y-z plane. Such an orientation can be typical in, for example, implementations that include a TV (see, e.g., the examples of
Due to a variable screen angle of a laptop computer, however, a pitch angle of the camera may not be identically 0. That is, the camera may not face, or be coincident with, the x-axis direction. Thus, a detected listener position can be adjusted before computing a distance between the listener and the two speakers. The listener's position can be rotated by the camera pitch angle in the x-z plane so that the camera faces the x-axis direction. For example, the adjusted listener position can be expressed as
x′=cos(α)x−sin(α)z
y′=y.
z′=sin(α)x+cos(α)z
After the listener position is adjusted, a distance from the listener to each speaker can be calculated.
As discussed earlier, it can be beneficial to a user experience to filter delay and gain parameters to accommodate various changes or fluctuations in a determined listener position. That is, it can be beneficial to the listener experience to filter an estimated delay value (Dest) and/or an estimated gain value (Gest) to reduce unintended audio fluctuations. An efficient approach is to apply a running average filter, for example,
D
next=(1−α)Dprev+αDest,
G
next=(1−α)Gprev+αGest,
Where α is a smoothing constant between 0 and 1, Dnext and Gnext are subsequent or next delay and gain values, and Dprev and Gprev are previous delay and gain values. Alternative approaches for smoothing such as median filtering can additionally or alternatively be used.
Alternate embodiments of the 3D sweet spot adaptation systems and methods discussed herein are possible. Many other variations than those described herein will be apparent from this document. For example, depending on the embodiment, certain acts, events, or functions of any of the methods and algorithms described herein can be performed in a different sequence, can be added, merged, or left out altogether (such that not all described acts or events are necessary for the practice of the methods and algorithms). Moreover, in certain embodiments, acts or events can be performed concurrently, such as through multi-threaded processing, interrupt processing, or multiple processors or processor cores or on other parallel architectures, rather than sequentially. In addition, different tasks or processes can be performed by different machines, circuits, and computing systems that can function together. For example, audio virtualization and sweet spot adaptation can be performed using discrete circuits or systems, or can be performed using a common, general purpose processor.
The various illustrative logical blocks, modules, methods, and algorithm processes and sequences described in connection with the embodiments disclosed herein can be implemented as electronic hardware, computer software, or combinations of both. To clearly illustrate this interchangeability of hardware and software, various illustrative components, blocks, modules, and process actions have been described above generally in terms of their functionality. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the overall system. The described functionality can be implemented in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of this document. Embodiments of the sweet spot adaptation and image processing methods and techniques described herein are operational within numerous types of general purpose or special purpose computing system environments or configurations, such as described in the discussion of
The various illustrative logical blocks and modules described in connection with the embodiments disclosed herein can be implemented or performed by a machine, such as a general purpose processor, a processing device, a computing device having one or more processing devices, a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic device, discrete gate or transistor logic, discrete hardware components, or any combination thereof designed to perform the functions described herein. A general purpose processor and processing device can be a microprocessor, but in the alternative, the processor can be a controller, microcontroller, or state machine, combinations of the same, or the like. A processor can also be implemented as a combination of computing devices, such as a combination of a DSP and a microprocessor, a plurality of microprocessors, one or more microprocessors in conjunction with a DSP core, or any other such configuration.
Further, one or any combination of software, programs, or computer program products that embody some or all of the various examples of the virtualization and/or sweet spot adaptation described herein, or portions thereof, may be stored, received, transmitted, or read from any desired combination of computer or machine readable media or storage devices and communication media in the form of computer executable instructions or other data structures. Although the present subject matter is described in language specific to structural features and methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described herein. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims.
Various systems and machines can be configured to perform or carry out one or more of the signal processing tasks described herein, including but not limited to listener position or orientation determination or estimation using information from a sensor or image, audio virtualization processing such as using HRTFs, and/or audio signal processing for sweet spot adaptation such as using gain and/or delay filtering of one or more signals. Any one or more of the disclosed circuits or processing tasks can be implemented or performed using a general-purpose machine or using a special, purpose-built machine that performs the various processing tasks, such as using instructions retrieved from a tangible, non-transitory, processor-readable medium.
The machine 1800 can comprise, but is not limited to, a server computer, a client computer, a personal computer (PC), a tablet computer, a laptop computer, a netbook, a set-top box (STB), a personal digital assistant (PDA), an entertainment media system or system component, a cellular telephone, a smart phone, a mobile device, a wearable device (e.g., a smart watch), a smart home device (e.g., a smart appliance), other smart devices, a web appliance, a network router, a network switch, a network bridge, a headphone driver, or any machine capable of executing the instructions 1816, sequentially or otherwise, that specify actions to be taken by the machine 1800. Further, while only a single machine 1800 is illustrated, the term “machine” shall also be taken to include a collection of machines 1800 that individually or jointly execute the instructions 181618161816 to perform any one or more of the methodologies discussed herein.
The machine 1800 can include or use processors 1410, such as including an audio processor circuit, non-transitory memory/storage 1830, and UO components 1850, which can be configured to communicate with each other such as via a bus 18021802. In an example embodiment, the processors 1410 (e.g., a central processing unit (CPU), a reduced instruction set computing (RISC) processor, a complex instruction set computing (CISC) processor, a graphics processing unit (GPU), a digital signal processor (DSP), an ASIC, a radio-frequency integrated circuit (RFIC), another processor, or any suitable combination thereof) can include, for example, a circuit such as a processor 1812 and a processor 1414 that may execute the instructions 1816. The term “processor” is intended to include a multi-core processor 1812, 1414 that can comprise two or more independent processors 1812, 1414 (sometimes referred to as “cores”) that may execute the instructions 1816 contemporaneously. Although
The memory/storage 1830 can include a memory 1832, such as a main memory circuit, or other memory storage circuit, and a storage unit 1836, both accessible to the processors 1410 such as via the bus 18021802. The storage unit 1836 and memory 1832 store the instructions 1816 embodying any one or more of the methodologies or functions described herein. The instructions 1816 may also reside, completely or partially, within the memory 1832, within the storage unit 1836, within at least one of the processors 1410 (e.g., within the cache memory of processor 1812, 1414), or any suitable combination thereof, during execution thereof by the machine 1800. Accordingly, the memory 1832, the storage unit 1836, and the memory of the processors 1410 are examples of machine-readable media. In an example, the memory/storage 1830 comprises the look-ahead buffer circuit 120 or one or more instances thereof.
As used herein, “machine-readable medium” means a device able to store the instructions 1816 and data temporarily or permanently and may include, but not be limited to, random-access memory (RAM), read-only memory (ROM), buffer memory, flash memory, optical media, magnetic media, cache memory, other types of storage (e.g., erasable programmable read-only memory (EEPROM)), and/or any suitable combination thereof. The term “machine-readable medium” should be taken to include a single medium or multiple media (e.g., a centralized or distributed database, or associated caches and servers) able to store the instructions 1816. The term “machine-readable medium” shall also be taken to include any medium, or combination of multiple media, that is capable of storing instructions (e.g., instructions 1816) for execution by a machine (e.g., machine 1800), such that the instructions 1816, when executed by one or more processors of the machine 1800 (e.g., processors 1410), cause the machine 1800 to perform any one or more of the methodologies described herein. Accordingly, a “machine-readable medium” refers to a single storage apparatus or device, as well as “cloud-based” storage systems or storage networks that include multiple storage apparatus or devices. The term “machine-readable medium” excludes signals per se.
The I/O components 1850 may include a variety of components to receive input, provide output, produce output, transmit information, exchange information, capture measurements, and so on. The specific I/O components 1850 that are included in a particular machine 1800 will depend on the type of machine 1800. For example, portable machines such as mobile phones will likely include a touch input device, camera, or other such input mechanisms, while a headless server machine will likely not include such a touch input device. It will be appreciated that the I/O components 1850 may include many other components that are not shown in
In further example embodiments, the I/O components 1850 can include biometric components 1856, motion components 1858, environmental components 1860, or position (e.g., position and/or orientation) components 1462, among a wide array of other components. For example, the biometric components 1856 can include components to detect expressions (e.g., hand expressions, facial expressions, vocal expressions, body gestures, or eye tracking), measure biosignals (e.g., blood pressure, heart rate, body temperature, perspiration, or brain waves), identify a person (e.g., voice identification, retinal identification, facial identification, fingerprint identification, or electroencephalogram based identification), and the like, such as can influence inclusion, use, or selection of a listener-specific or environment-specific filter. The motion components 1858 can include acceleration sensor components (e.g., accelerometer), gravitation sensor components, rotation sensor components (e.g., gyroscope), and so forth, such as can be used to track changes in a location of a listener, such as can be further considered or used by the processor to update or adjust a sweet spot. The environmental components 1860 can include, for example, illumination sensor components (e.g., photometer), temperature sensor components (e.g., one or more thermometers that detect ambient temperature), humidity sensor components, pressure sensor components (e.g., barometer), acoustic sensor components (e.g., one or more microphones that detect reverberation decay times, such as for one or more frequencies or frequency bands), proximity sensor or room volume sensing components (e.g., infrared sensors that detect nearby objects), gas sensors (e.g., gas detection sensors to detect concentrations of hazardous gases for safety or to measure pollutants in the atmosphere), or other components that may provide indications, measurements, or signals corresponding to a surrounding physical environment. The position components 1462 can include location sensor components (e.g., a Global Position System (GPS) receiver component), altitude sensor components (e.g., altimeters or barometers that detect air pressure from which altitude may be derived), orientation sensor components (e.g., magnetometers), and the like.
Communication can be implemented using a wide variety of technologies. The I/O components 1850 can include communication components 1860 operable to couple the machine 1800 to a network 1880 or devices 1870 via a coupling 1882 and a coupling 1872 respectively. For example, the communication components 1860 can include a network interface component or other suitable device to interface with the network 1880. In further examples, the communication components 1860 can include wired communication components, wireless communication components, cellular communication components, near field communication (NFC) components, Bluetooth® components (e.g., Bluetooth® Low Energy), Wi-Fi® components, and other communication components to provide communication via other modalities. The devices 1870 can be another machine or any of a wide variety of peripheral devices (e.g., a peripheral device coupled via a USB).
Moreover, the communication components 1860 can detect identifiers or include components operable to detect identifiers. For example, the communication components 1860 can include radio frequency identification (RFID) tag reader components, NFC smart tag detection components, optical reader components (e.g., an optical sensor to detect one-dimensional bar codes such as Universal Product Code (UPC) bar code, multi-dimensional bar codes such as Quick Response (QR) code, Aztec code, Data Matrix, Dataglyph, MaxiCode, PDF49, Ultra Code, UCC RSS-2D bar code, and other optical codes), or acoustic detection components (e.g., microphones to identify tagged audio signals). In addition, a variety of information can be derived via the communication components 1860, such as location via Internet Protocol (IP) geolocation, location via Wi-Fi® signal triangulation, location via detecting an NFC beacon signal that may indicate a particular location, and so forth. Such identifiers can be used to determine information about one or more of a reference or local impulse response, reference or local environment characteristic, or a listener-specific characteristic.
In various example embodiments, one or more portions of the network 1880, such as can be used to transmit encoded frame data or frame data to be encoded, can be an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), the Internet, a portion of the Internet, a portion of the public switched telephone network (PSTN), a plain old telephone service (POTS) network, a cellular telephone network, a wireless network, a Wi-Fi® network, another type of network, or a combination of two or more such networks. For example, the network 1880 or a portion of the network 1880 can include a wireless or cellular network and the coupling 1882 may be a Code Division Multiple Access (CDMA) connection, a Global System for Mobile communications (GSM) connection, or another type of cellular or wireless coupling. In this example, the coupling 1882 can implement any of a variety of types of data transfer technology, such as Single Carrier Radio Transmission Technology (1×RTT), Evolution-Data Optimized (EVDO) technology, General Packet Radio Service (GPRS) technology, Enhanced Data rates for GSM Evolution (EDGE) technology, third Generation Partnership Project (3GPP) including 3G, fourth generation wireless (4G) networks, Universal Mobile Telecommunications System (UMTS), High Speed Packet Access (HSPA), Worldwide Interoperability for Microwave Access (WiMAX), Long Term Evolution (LTE) standard, others defined by various standard-setting organizations, other long range protocols, or other data transfer technology.
While the above detailed description has shown, described, and pointed out novel features as applied to various embodiments, it will be understood that various omissions, substitutions, and changes in the form and details of the devices or algorithms illustrated can be made. As will be recognized, certain embodiments of the inventions described herein can be embodied within a form that does not provide all of the features and benefits set forth herein, as some features can be used or practiced separately from others.
Moreover, although the subject matter has been described in language specific to structural features or methods or acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims. The instructions 1816 can be transmitted or received over the network 1880 using a transmission medium via a network interface device (e.g., a network interface component included in the communication components 1860) and using any one of a number of well-known transfer protocols (e.g., hypertext transfer protocol (HTTP)). Similarly, the instructions 1816 can be transmitted or received using a transmission medium via the coupling 1872 (e.g., a peer-to-peer coupling) to the devices 1870. The term “transmission medium” shall be taken to include any intangible medium that is capable of storing, encoding, or carrying the instructions 1816 for execution by the machine 1800, and includes digital or analog communications signals or other intangible media to facilitate communication of such software.
This patent application is a continuation-in-part of U.S. patent application Ser. No. 16/119,368, filed on Aug. 31, 2018, which claims priority to U.S. Patent Application No. 62/553,453, filed on Sep. 1, 2017.
Number | Date | Country | |
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62553453 | Sep 2017 | US |
Number | Date | Country | |
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Parent | 16119368 | Aug 2018 | US |
Child | 16228740 | US |