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    • 1. 发明申请
    • Audio Spatialization and Environment Simulation
    • 音频空间化与环境模拟
    • US20120213375A1
    • 2012-08-23
    • US13332699
    • 2011-12-21
    • Jerry MahabubStephan A. BernseeGary Smith
    • Jerry MahabubStephan A. BernseeGary Smith
    • H04R5/00
    • H04S5/00H04R2499/13H04S1/00H04S3/00H04S2400/03H04S2420/01
    • Methods and apparatus are disclosed for processing an audio sound source to create four-dimensional spatialized sound. A virtual sound source may be moved along a path in three-dimensional space over a specified time period to achieve four-dimensional sound localization. The various embodiments described herein provide methods and systems for converting existing mono, 2-channel and/or multi-channel audio signals into spatialized audio signals have two or more audio channels. The incoming audio signals may be down-mixed, up-mixed or otherwise translated into fewer, greater or the same number of audio channels. The various embodiments also describe methods, systems and apparatus for generating low frequency effect and center channel signals from incoming audio signals having one or more channels.
    • 公开了用于处理音频声源以产生四维空间化声音的方法和装置。 虚拟声源可以在三维空间中的路径上移动规定的时间段以实现四维声音定位。 本文描述的各种实施例提供了用于将现有的单声道,2声道和/或多声道音频信号转换为具有两个或更多个音频通道的空间化音频信号的方法和系统。 传入的音频信号可以被混合,混合或以其他方式转换成更少,更大或相同数量的音频通道。 各种实施例还描述了用于从具有一个或多个信道的输入音频信号产生低频效应和中心信道信号的方法,系统和装置。
    • 2. 发明授权
    • Audio spatialization and environment simulation
    • 音频空间化与环境模拟
    • US09154896B2
    • 2015-10-06
    • US13332699
    • 2011-12-21
    • Jerry MahabubStephan A. BernseeGary Smith
    • Jerry MahabubStephan A. BernseeGary Smith
    • H04R5/00H04S5/00H04S3/00H04S1/00
    • H04S5/00H04R2499/13H04S1/00H04S3/00H04S2400/03H04S2420/01
    • Methods and apparatus are disclosed for processing an audio sound source to create four-dimensional spatialized sound. A virtual sound source may be moved along a path in three-dimensional space over a specified time period to achieve four-dimensional sound localization. The various embodiments described herein provide methods and systems for converting existing mono, 2-channel and/or multi-channel audio signals into spatialized audio signals have two or more audio channels. The incoming audio signals may be down-mixed, up-mixed or otherwise translated into fewer, greater or the same number of audio channels. The various embodiments also describe methods, systems and apparatus for generating low frequency effect and center channel signals from incoming audio signals having one or more channels.
    • 公开了用于处理音频声源以产生四维空间化声音的方法和装置。 虚拟声源可以在三维空间中的路径上移动规定的时间段以实现四维声音定位。 本文描述的各种实施例提供了用于将现有的单声道,2声道和/或多声道音频信号转换为具有两个或更多个音频通道的空间化音频信号的方法和系统。 传入的音频信号可以被混合,混合或以其他方式转换成更少,更大或相同数量的音频通道。 各种实施例还描述了用于从具有一个或多个信道的输入音频信号产生低频效应和中心信道信号的方法,系统和装置。
    • 4. 发明授权
    • Audio spatialization and environment simulation
    • 音频空间化与环境模拟
    • US09197977B2
    • 2015-11-24
    • US12041191
    • 2008-03-03
    • Jerry MahabubStephan M. BernseeGary Smith
    • Jerry MahabubStephan M. BernseeGary Smith
    • H04R5/00H04S7/00H04R5/033H04R5/04
    • H04S7/30H04R5/033H04R5/04H04S7/305H04S2400/11H04S2420/01
    • A method and apparatus for processing an audio sound source to create four-dimensional spatialized sound. A virtual sound source may be moved along a path in three-dimensional space over a specified time period to achieve four-dimensional sound localization. A binaural filter for a desired spatial point is applied to the audio waveform to yield a spatialized waveform that, when the spatialized waveform is played from a pair of speakers, the sound appears to emanate from the chosen spatial point instead of the speakers. A binaural filter for a spatial point is simulated by interpolating nearest neighbor binaural filters chosen from a plurality of pre-defined binaural filters. The audio waveform may be processed digitally in overlapping blocks of data using a Short-Time Fourier transform. The localized sound may be further processed for Doppler shift and room simulation.
    • 一种用于处理音频声源以产生四维空间化声音的方法和装置。 虚拟声源可以在三维空间中的路径上移动规定的时间段以实现四维声音定位。 用于所需空间点的双耳滤波器被施加到音频波形以产生空间化波形,当从一对扬声器播放空间化波形时,声音似乎从所选择的空间点而不是扬声器发出。 通过内插从多个预定义双耳滤波器中选择的最近邻双耳滤波器来模拟空间点的双耳滤波器。 音频波形可以使用短时傅里叶变换以数字方式在重叠的数据块中进行数字处理。 本地声音可进一步处理多普勒频移和室内模拟。
    • 6. 发明申请
    • AUDIO SPATIALIZATION AND ENVIRONMENT SIMULATION
    • 音频空间化和环境模拟
    • US20090046864A1
    • 2009-02-19
    • US12041191
    • 2008-03-03
    • Jerry MahabubStephan M. BernseeGary Smith
    • Jerry MahabubStephan M. BernseeGary Smith
    • H04R5/00
    • H04S7/30H04R5/033H04R5/04H04S7/305H04S2400/11H04S2420/01
    • A method and apparatus for processing an audio sound source to create four-dimensional spatialized sound. A virtual sound source may be moved along a path in three-dimensional space over a specified time period to achieve four-dimensional sound localization. A binaural filter for a desired spatial point is applied to the audio waveform to yield a spatialized waveform that, when the spatialized waveform is played from a pair of speakers, the sound appears to emanate from the chosen spatial point instead of the speakers. A binaural filter for a spatial point is simulated by interpolating nearest neighbor binaural filters chosen from a plurality of pre-defined binaural filters. The audio waveform may be processed digitally in overlapping blocks of data using a Short-Time Fourier transform. The localized sound may be further processed for Doppler shift and room simulation.
    • 一种用于处理音频声源以产生四维空间化声音的方法和装置。 虚拟声源可以在三维空间中的路径上移动规定的时间段以实现四维声音定位。 用于所需空间点的双耳滤波器被施加到音频波形以产生空间化波形,当从一对扬声器播放空间化波形时,声音似乎从所选择的空间点而不是扬声器发出。 通过内插从多个预定义双耳滤波器中选择的最近邻双耳滤波器来模拟空间点的双耳滤波器。 音频波形可以使用短时傅里叶变换以数字方式在重叠的数据块中进行数字处理。 本地声音可进一步处理多普勒频移和室内模拟。
    • 7. 发明授权
    • Method and apparatus for creating spatialized sound
    • 用于创建空间化声音的方法和装置
    • US08638946B1
    • 2014-01-28
    • US10802319
    • 2004-03-16
    • Jerry Mahabub
    • Jerry Mahabub
    • H04R5/00
    • H04R5/00H04S7/30H04S2420/01
    • A method and apparatus for creating spatialized sound, including the operations of determining a spatial point in a spherical coordinate system, and applying an impulse response filter corresponding to the spatial point to a first segment of the audio waveform to yield a spatialized waveform. The spatialized waveform emulates the audio characteristics of a non-spatialized waveform emanating from the chosen spatial point. That is, when the spatialized waveform is played from a pair of speakers, the played sound apparently emanates from the chosen spatial point instead of the speakers. A finite impulse response filter may be employed to spatialize the audio waveform. The finite impulse response filter may be derived from a head-related transfer function modeled in spherical coordinates, rather than a typical Cartesian coordinate system. The spatialized audio waveform ignores speaker cross-talk effects, and requires no specialized decoders, processors, or software logic to recreate the spatialized sound.
    • 一种用于创建空间化声音的方法和装置,包括确定球面坐标系中的空间点的操作,以及将与空间点相对应的脉冲响应滤波器应用于音频波形的第一段以产生空间化波形。 空间化波形模拟从所选择的空间点发出的非空间化波形的音频特性。 也就是说,当从一对扬声器播放空间化波形时,播放的声音显然从所选择的空间点而不是扬声器发出。 可以使用有限脉冲响应滤波器来使音频波形空间化。 有限脉冲响应滤波器可以从以球面坐标建模的头部相关传递函数导出,而不是典型的笛卡尔坐标系。 空间化音频波形忽略扬声器串扰效应,并且不需要专门的解码器,处理器或软件逻辑来重现空间化声音。