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Auditory Perception and Audition Addition of audio cues to VR - - PowerPoint PPT Presentation
Auditory Perception and Audition Addition of audio cues to VR - - PowerPoint PPT Presentation
CSE6335 Topics in Virtual Reality Wednesday March 25, 2009 Auditory Perception and Audition Addition of audio cues to VR environments Primary goal is to provide 3D audio cues (simulate audio coming from a particular direction) Technical
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Threshold varies with frequency Ear as a filter
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Middle Ear
Operates as an impedance transformer
Innear Ear
Organs of balance Cochlea
Pressure pathway through the Cochlea
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Cochlea analyzes sound Auditory perception -> Audio in VR
Direction azimuth and elevation Distance Spaciousness Presence and envelopment
So how do we know where sounds come from?
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Duplex Theory
We use ITD’s and IID’s to localize targets. Clearly not a complete theory (but predicts many effects). Cannot account for Long wavelength sounds (sound diffracts around the head). Geometric confusions..
Cone of confusion
Geometry shows a large number of points with the same ITD’s. So its more complex than just geometry
Effect of head rotation
Head rotations can be used to ‘solve’ front-back ambiguities
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Head-related transfer function
Sound source localization is dependent upon the frequency distribution of sound sources. Each individual ear filters frequencies in different directions and we use this information to localize sounds. Note: makes assumptions about the distribution of energy in the sound source.
HRTFs
Can measure these individually, construct ‘approximate’ ones, etc. KEMAR is a freely available one. HRTF Measurement
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So,
This suggests how to simulate 3d sound in VR Generate appropriate IID and ITD cues Generate appropriate HRTF cues Present these cues to the left and right ears.
Headphone systems
One ‘speaker’ to each ear. Invalidates the effects
- f the pinnae.
Suffers from ‘inside the head’ localization.
Speaker systems
2, 4, 5.1 and higher channel systems exist Question is ‘how do you spread sound over these speakers so that the sound comes from a specific direction?’ The first big problem is crosstalk
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Crosstalk
How do you ‘cancel out’ the unwanted sound?
Reducing crosstalk
Generate inverted (negative) version of appropriately delayed sound to ‘cancel’ out as much as possible the unwanted sound. Can do this recursively.
Distributing sound over a speaker array
Basic task is to apply amplitude gains (and possibly temporal delays) to sound given the sound location and distribution of speakers. Many different approaches, we will look at two
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Ambisonics
Amplitude-panning approach Sound has a gain factor at each microphone
alpha is the angular separation between source and speaker i Four channel system
Vector base amplitude panning Triplet-based system
Direction to speaker n Direction to sound source p is a linear sum
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