一个声音定位实验和自动化的框架

D. Nakano, Jonathan Lam, B. Kapralos, K. Kanev, K. Collins, A. Hogue, M. Jenkin
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引用次数: 1

摘要

桌面计算在过去十年中逐渐普及,并将很快进入消费市场,为游戏产业开辟另一个新市场。然而,在地面计算机被广泛接受之前,有许多关于这些设备的声音制作和接收的问题需要探索。在这里,我们描述了在水平(桌面计算机)表面上检查声音定位的两个实验。在第一个实验中,我们通过使用由25个等间距扬声器组成的计算机控制网格来收集有关物理声源定位的“地面真相”数据。在第二个实验中,我们使用双线性插值振幅平移方法和改进的四声道扬声器配置来研究虚拟声源定位,其中四个扬声器位于表面的每个角落,以一种方式使它们以“向上”方向发出声音。结果表明,虚拟声源在水平面上的声音定位容易出现误差,这与我们的物理声源“地面真值”数据得到了证实。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A framework for sound localization experiments and automation
Table-top computing has been growing in popularity slowly for the last decade and is poised to make in-roads into the consumer market soon, opening up another new market for the games industry. However, before surface computers become widely accepted, there are many questions with respect to sound production and reception for these devices that need to be explored. Here, we describe two experiments that examine sound localization on a horizontal (table-top computer) surface. In the first experiment we collect "ground truth" data regarding physical sound source localization by employing a computer controlled grid of 25 equally spaced loudspeakers. In the second experiment we investigate virtual sound source localization using bilinear interpolation amplitude panning method and a modified quadraphonic loudspeaker configuration whereby four loudspeakers are positioned at each corner of the surface in a manner such that they emanate sound in an "upwards" direction. Obtained results indicate that sound localization of virtual sound sources on a horizontal surface is prone to errors and this is confirmed with our physical sound source "ground truth" data.
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