四个扬声器的三维平移及其解决方案

Song Wang, R. Hu, Shihong Chen, Xiaochen Wang, Yuhong Yang, Weiping Tu, Cheng Yang
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引用次数: 2

摘要

本文提出了一种基于粒子速度和声压的四个扬声器合成虚拟声源的三维平移方法。首先,根据严格保持声音物理特性的要求,通过4个扬声器和虚拟声源的坐标计算4个扬声器的分布系数;当分布系数不全为正时,保持粒子速度和声压方向不变,得到一系列可行解。在此基础上,通过最小化粒子速度误差,选择出4个扬声器的最优分布系数。客观实验表明,该方法在赤道平面上的声压平均误差比安藤法在球心附近的声压平均误差最大降低19.3%左右。主观实验表明,该方法优于安藤方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Three-dimensional panning by four loudspeakers and its solution
This paper proposes a 3D panning method based on particle velocity and sound pressure by four loudspeakers for synthesizing a virtual sound source. Firstly, according to the requirements of maintaining sound physical properties strictly, the distribution coefficients of four loudspeakers are calculated by the coordinates of four loudspeakers and a virtual sound source. If the distribution coefficients is not all positive, we maintain the direction of particle velocity and sound pressure to get a series of feasible solutions. Then optimal distribution coefficients of four loudspeakers are chosen through minimizing the error of particle velocity from these feasible solutions. Objective experiment demonstrates that this method can make mean error of sound pressure at most about 19.3% lower than Ando's method around spherical center in equatorial plane. Subjective experiment shows that the proposed method performs better than Ando's method.
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