Scientists find solution for better sound in 3DIndividual
head models enable users to adjust frequency response to get full
effect of 3D sound. Steve Bush
Researchers from Singapore have been looking to improve 3D sound
systems by matching them to the user.
3D sound systems seek to give listeners the impression that sound
is being generated all around by adding ‘psycho-acoustic'
distortions to audio from conventional stereo loudspeakers.
Frequency bands shift sound f1 f2
f3 f4 f5 f6 225Hz
680Hz 2kHz 6.3kHz 10.9kHz* 22kHz* Band A B C D E
* Variable
To make a sound appear in front of the listener, bands A, C and E
are boosted, while B and D are attenuated, opposite adjustments
position a sound to the rear. To increase perceived elevation, the
frequency of band breaks f4 and f5 are shifted upwards, while
maintaining their frequency difference. Down shifts reduce
elevation.
The clues are generated with knowledge of the way our brains and
ears process and modify sound, and a geometric model of the human
head.
Each system uses a proprietary model, an average head with average
ears, based on research from target markets.
Using these systems, most people get some form of 3D sound
experience, but very few - only those that physically match the
model - get the full effect.
To achieve this maximum 3D sound experience requires that the
psychoacoustic processing uses individual head and ear models for
each user. This has so-far proved unacceptably complex and time
consuming to implement.
In an article published in the IEE's Electronic Letters (Volume
34), Chong-Jin Tan and Woon-Seng Gan of Nanyang Technological
University, have proposed and tested a compromise solution.
It allows the listener to select from a set of stored head models
to find the one closest to their own, then adjust the frequency
response to compensate for differences between their ears and the
average model. 3D sound from two loudspeakers?
The ears and brain detect the direction of sounds using three
parameters: sound level difference between the ears, reception time
difference between the ears and received signal frequency spectrum
compared with known sounds. The brain uses the first two effects to
give the angle to the sound source in the horizontal plane, but
these clues only start to resolve front-back ambiguity, and neither
can be used to extract elevation information. To sort these out,
the brain relies on spectral modifications to sounds made by the
shape of an individuals ears. California-based SRS Labs license 3D
sound systems, as does the UK's CRL with its Sensaura Digital Ear
technology.
The first step refines the user's perception of angular
displacement in the horizontal plane, the second gives the best fit
for adding elevation perception to the sound and solving front-back
ambiguity.
The researchers have done much work on the frequency response
effects, these being the most difficult to achieve accurately due
to the subtle nature of the clues the brain extracts.
The frequency response approach Tan and Gan employ is not new,
involving splitting sound into five variable-width frequency bands
(see table) and boosting or attenuating each band by 8dB (more at
high frequency).
What is new is that the researchers allow the listener to vary the
magnitude of the shifts and amplitude changes.
Their results show that the frequency response technique is not
perfect, but user-modification significantly improves the number of
people that perceive movement.
Of ten subjects, the number experiencing front-back confusion
dropped from eight to four when they were able to set their own
values and seven got a sense of change in elevation.