A Study on Realistic Audio Sound Generation according to User's Movement in Virtual Reality System

Kwangki Kim, Kiho Kim, Jinsul Kim
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引用次数: 1

Abstract

Generally, a virtual reality (VR) system cannot provide the realistic sound formed by the multi-channel audio signals to a user with the stereo headphone environment. In addition, the VR system has a gap between the visual scene and the sound because it supplies the audio signal having only a constant sound scene without respect to the change of the user's position. To solve these problems, we introduce the sound scene control of binaural sound. Binaural sound is a stereo realistic sound that can be generated by convolving a 10.1 channel audio signal with a head related transfer function (HRTF) coefficients which features all the paths from the multi-channel speaker layout to the ears in free space. However, since a binaural sound is generated using a fixed multi-channel layout and HRTF coefficients, the binaural sound has a constant sound scene and cannot reflect the user's movements. So, we apply the sound scene control scheme that modifies the binaural sound to allow the user's movement in the VR system. Initially, a multichannel layout is re-created according to the user's azimuth change and the original multi-channel signal is mapped to a new ultra multi-channel layout using a constant power panning law. Secondly, the sound level of the new multichannel audio signal is controlled by the user's distance change, using the characteristics of the sound level inversely proportional to distance. Finally, the final multi-channel audio signal is convolved with the HRTF coefficients to produce a binaural sound with the controlled sound scene. As a result, the proposed realistic audio sound generation method allows the current VR system to provide true VR service without distinction between the visual scenes and sounds.
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虚拟现实系统中基于用户运动的逼真音效生成方法研究
一般来说,虚拟现实(VR)系统无法为具有立体声耳机环境的用户提供多声道音频信号形成的真实声音。此外,由于VR系统提供的音频信号只有一个恒定的声音场景,而不考虑用户位置的变化,因此在视觉场景和声音之间存在差距。为了解决这些问题,我们介绍了双耳声音的声景控制。双耳声音是一种立体声逼真的声音,可以通过卷积10.1声道音频信号和头部相关传递函数(HRTF)系数产生,该系数具有从多声道扬声器布局到自由空间中耳朵的所有路径。然而,由于双耳声音是使用固定的多声道布局和HRTF系数生成的,因此双耳声音具有恒定的声音场景,无法反映用户的动作。因此,我们采用声音场景控制方案,修改双耳声音,允许用户在VR系统中移动。首先,根据用户的方位变化重新创建多通道布局,并使用恒定功率平移定律将原始多通道信号映射到新的超多通道布局。其次,利用声级与距离成反比的特性,利用用户距离的变化来控制新多声道音频信号的声级。最后,将最终的多声道音频信号与HRTF系数进行卷积,以产生具有受控声音场景的双耳声音。因此,本文提出的真实感音频声音生成方法使当前的VR系统能够在不区分视觉场景和声音的情况下提供真正的VR服务。
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