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3-D audio (processing) is the spatial domain convolution of sound waves using head-related transfer functions. It is the phenomenon of transforming sound waves (using head-related transfer function or HRTF filters and cross talk cancellation techniques) to mimic natural sounds waves, which emanate from a point in a 3-D space.
MPEG Surround coding uses our capacity to perceive sound in the 3D and captures that perception in a compact set of parameters. Spatial perception is primarily attributed to three parameters, or cues, describing how humans localize sound in the horizontal plane: Interaural level difference (ILD), Interaural time difference (ITD) and Interaural coherence (IC).
In the real sound localization, the robot head and the torso play a functional role, in addition to the two pinnae. This functions as spatial linear filtering and the filtering is always quantified in terms of Head-Related Transfer Function (HRTF). [14] HRTF also uses the robot head sensor, which is the binaural hearing model.
The first and simplest method is using a surround sound recording technique—capturing two distinct stereo images, one for the front and one for the back or by using a dedicated setup, e.g., an augmented Decca tree [20] —or mixing-in surround sound for playback on an audio system using speakers encircling the listener to play audio from ...
An application of 3D sound synthesis is the sense of presence in a virtual environment, by producing more realistic environments and sensations in games, teleconferencing systems, and tele-ensemble systems. 3D sound can also be used to help those with sensory impairments, such as the visually impaired, and act as a substitute for other sensory feedback.
Ambisonics can be scaled to any desired spatial resolution at the cost of additional transmission channels and more speakers for playback. Higher-order material remains downwards compatible and can be played back at lower spatial resolution without requiring a special downmix.
For instance, iPhone owners will be able to use features like Personalized Spatial Audio, which creates a kind of 360-degree listening experience. Apple users also get access to Siri, as well as ...
When localizing 3D sound in spatial domain, one could take into account that the incoming sound signal could be reflected, diffracted and scattered by the upper torso of the human which consists of shoulders, head and pinnae. Localization also depends on the direction of the sound source. [5]