Immersive Audio puts all its effort into delivering the sound through loudspeakers and headphones in a way that the listening experience is as close as it can get to what human ears can directly hear in different natural environments. It is of utmost importance to know the major technologies and the algorithms they use to provide this real and lifelike experience, which is the attempted present, and arguably the future of the audio world. This study also makes an attempt at a simple implementation of one of the methods studied, which firstly proves that immersive audio is indeed attainable; however, the facilities and the expertise required for a desirable quality of spatialization and reproduction of the sound is of course outside the scope and measures of this project. This is proved by a simple comparison between the Binaural Junior, the spatializer developed in this study, and an existing commercial spatializer named SPAT SPATIAL. Regardless of Binaural Junior's simplicity, the shortcomings in terms of the output audio quality, and a mild but noticeable loss of low frequencies, the Binaural Junior manages to simulate the effect of sound coming from different horizontal angles from rear left to rear right rather accurately. Unfortunately, the comparisons show that neither of the two aforementioned plugins succeed at providing a perceivable simulation of the sound moving in the vertical direction. However, the effect of sound source localization in terms of distance works at an acceptable quality although it is arguably a work in progress. Achieving a higher sound quality and adding a few more controls over the application may be a great direction towards which a potential future study can be headed.
L'Audio Immersivo impiega varie tecniche per trasmettere il suono attraverso altoparlanti e cuffie in modo tale che l'esperienza di ascolto sia simile a ciò che l'udito umano può ascoltare negli ambienti naturali. Perciò è necessario conoscere le principali tecnologie e gli algoritmi utilizzati per fornire questa esperienza reale e vivida, che rappresenta, il futuro del mondo audio. Questo studio contiene anche una semplice implementazione di uno dei metodi studiati, dimostrando che l'audio immersivo è alla nostra portata; tuttavia, ci teniamo a precisare che strutture ed esperienza richieste per una qualità di spazializzazione e riproduzione del suono accettabile, sono ovviamente al di fuori della portata di questo progetto. Questo viene dimostrato dal confronto tra il Binaural Junior, lo spazializzatore sviluppato in questo studio, e uno spazializzatore commerciale esistente denominato SPAT SPATIAL. Nonostante sia una semplice implementazione limitata da tempo e mezzi, e presenti carenze in termini di qualità audio in uscita, ed una perdita lieve ma percettibile di basse frequenze, il Binaural Junior riesce a simulare in modo accurato l'effetto del suono proveniente da diversi angoli verticali e orizzontali. Anche l'effetto di localizzazione della fonte sonora in termini di distanza dimostra una qualità accettabile. Futuri studi ed esperimenti in questo campo e su questa implementazione potrebbero con successo migliorare questi elementi ed aggiungere ulteriori controlli all'implementazione dell'algoritmo.
Immersive audio: professional design and applications
SOLTANPOURKHAZAEI, HAMIDREZA
2022/2023
Abstract
Immersive Audio puts all its effort into delivering the sound through loudspeakers and headphones in a way that the listening experience is as close as it can get to what human ears can directly hear in different natural environments. It is of utmost importance to know the major technologies and the algorithms they use to provide this real and lifelike experience, which is the attempted present, and arguably the future of the audio world. This study also makes an attempt at a simple implementation of one of the methods studied, which firstly proves that immersive audio is indeed attainable; however, the facilities and the expertise required for a desirable quality of spatialization and reproduction of the sound is of course outside the scope and measures of this project. This is proved by a simple comparison between the Binaural Junior, the spatializer developed in this study, and an existing commercial spatializer named SPAT SPATIAL. Regardless of Binaural Junior's simplicity, the shortcomings in terms of the output audio quality, and a mild but noticeable loss of low frequencies, the Binaural Junior manages to simulate the effect of sound coming from different horizontal angles from rear left to rear right rather accurately. Unfortunately, the comparisons show that neither of the two aforementioned plugins succeed at providing a perceivable simulation of the sound moving in the vertical direction. However, the effect of sound source localization in terms of distance works at an acceptable quality although it is arguably a work in progress. Achieving a higher sound quality and adding a few more controls over the application may be a great direction towards which a potential future study can be headed.File | Dimensione | Formato | |
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https://hdl.handle.net/10589/218057