The original paper is in English. Non-English content has been machine-translated and may contain typographical errors or mistranslations. ex. Some numerals are expressed as "XNUMX".
Copyrights notice
The original paper is in English. Non-English content has been machine-translated and may contain typographical errors or mistranslations. Copyrights notice
Cet article décrit un algorithme de localisation sonore 3D en temps réel à mettre en œuvre avec l'utilisation d'un DSP intégré à faible consommation. Une caractéristique distinctive de cette approche de mise en œuvre est que la bande de fréquences audibles est divisée en trois, conformément à l'analyse des effets de réflexion et de diffraction du son à travers différents médias, depuis une certaine source sonore jusqu'aux oreilles humaines. Dans les sous-bandes de fréquences basses, intermédiaires et hautes, différents schémas de localisation sonore 3D sont conçus au moyen d'un filtre IIR, d'égaliseurs paramétriques et d'un filtre en peigne, respectivement, de manière à être exécutés en temps réel sur un DSP intégré de faible puissance. Cet algorithme vise à fournir à un auditeur des effets sonores 3D via des écouteurs à faible coût et à faible consommation d'énergie.
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Wataru KOBAYASHI, Noriaki SAKAMOTO, Takao ONOYE, Isao SHIRAKAWA, "3D Acoustic Image Localization Algorithm by Embedded DSP" in IEICE TRANSACTIONS on Fundamentals,
vol. E84-A, no. 6, pp. 1423-1430, June 2001, doi: .
Abstract: This paper describes a realtime 3D sound localization algorithm to be implemented with the use of a low power embedded DSP. A distinctive feature of this implementation approach is that the audible frequency band is divided into three, in accordance with the analysis of the sound reflection and diffraction effects through different media from a certain sound source to human ears. In the low, intermediate, and high frequency subbands, different schemes of the 3D sound localization are devised by means of an IIR filter, parametric equalizers, and a comb filter, respectively, so as to be run realtime on a low power embedded DSP. This algorithm aims at providing a listener with the 3D sound effects through headphones at low cost and low power consumption.
URL: https://global.ieice.org/en_transactions/fundamentals/10.1587/e84-a_6_1423/_p
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@ARTICLE{e84-a_6_1423,
author={Wataru KOBAYASHI, Noriaki SAKAMOTO, Takao ONOYE, Isao SHIRAKAWA, },
journal={IEICE TRANSACTIONS on Fundamentals},
title={3D Acoustic Image Localization Algorithm by Embedded DSP},
year={2001},
volume={E84-A},
number={6},
pages={1423-1430},
abstract={This paper describes a realtime 3D sound localization algorithm to be implemented with the use of a low power embedded DSP. A distinctive feature of this implementation approach is that the audible frequency band is divided into three, in accordance with the analysis of the sound reflection and diffraction effects through different media from a certain sound source to human ears. In the low, intermediate, and high frequency subbands, different schemes of the 3D sound localization are devised by means of an IIR filter, parametric equalizers, and a comb filter, respectively, so as to be run realtime on a low power embedded DSP. This algorithm aims at providing a listener with the 3D sound effects through headphones at low cost and low power consumption.},
keywords={},
doi={},
ISSN={},
month={June},}
Copier
TY - JOUR
TI - 3D Acoustic Image Localization Algorithm by Embedded DSP
T2 - IEICE TRANSACTIONS on Fundamentals
SP - 1423
EP - 1430
AU - Wataru KOBAYASHI
AU - Noriaki SAKAMOTO
AU - Takao ONOYE
AU - Isao SHIRAKAWA
PY - 2001
DO -
JO - IEICE TRANSACTIONS on Fundamentals
SN -
VL - E84-A
IS - 6
JA - IEICE TRANSACTIONS on Fundamentals
Y1 - June 2001
AB - This paper describes a realtime 3D sound localization algorithm to be implemented with the use of a low power embedded DSP. A distinctive feature of this implementation approach is that the audible frequency band is divided into three, in accordance with the analysis of the sound reflection and diffraction effects through different media from a certain sound source to human ears. In the low, intermediate, and high frequency subbands, different schemes of the 3D sound localization are devised by means of an IIR filter, parametric equalizers, and a comb filter, respectively, so as to be run realtime on a low power embedded DSP. This algorithm aims at providing a listener with the 3D sound effects through headphones at low cost and low power consumption.
ER -