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    • 54. 发明申请
    • IMMERSIVE 3D SOUND SPACE FOR SEARCHING AUDIO
    • 用于搜索音频的立体3D声音空间
    • US20140185823A1
    • 2014-07-03
    • US13728467
    • 2012-12-27
    • AVAYA INC.
    • Doree Duncan SELIGMANNAjita JOHNMichael J. SAMMON
    • H04R3/00
    • H04S3/002H04R27/00H04R2227/003H04R2227/005H04S7/40H04S2400/11
    • Systems, methods, and computer-readable storage media for generating an immersive three-dimensional sound space for searching audio. The system generates a three-dimensional sound space having a plurality of sound sources playing at a same time, wherein each of the plurality of sound sources is assigned a respective location in the three-dimensional sound space relative to one another, and wherein a user is assigned a current location in the three-dimensional sound space relative to each respective location. Next, the system receives input from the user to navigate to a new location in the three-dimensional sound space. Based on the input, the system then changes each respective location of the plurality of sound sources relative to the new location in the three-dimensional sound space.
    • 用于产生用于搜索音频的沉浸式三维声音空间的系统,方法和计算机可读存储介质。 该系统产生具有同时播放的多个声源的三维声音空间,其中多个声源中的每一个相对于彼此被分配在三维声音空间中的相应位置,并且其中用户 被分配在相对于每个相应位置的三维声音空间中的当前位置。 接下来,系统接收来自用户的输入以导航到三维声音空间中的新位置。 基于输入,系统然后相对于三维声音空间中的新位置改变多个声源的每个相应位置。
    • 56. 发明授权
    • Systems, methods, and apparatus for recording multi-dimensional audio
    • 用于记录多维音频的系统,方法和设备
    • US08699849B2
    • 2014-04-15
    • US12759375
    • 2010-04-13
    • Tyner Brentz Strub
    • Tyner Brentz Strub
    • H04N9/80
    • H04S7/301H04S3/002H04S7/304
    • Certain embodiments of the invention may include systems, methods, and apparatus for recording three dimensional audio. According to an example embodiment of the invention, the method may include orienting a three-dimensional (3-D) microphone with respect to a predetermined spatial direction, selectively receiving sounds from one or more directions corresponding to directional receiving elements, recording the selectively received sounds in a 3-D recorder having a plurality of recording channels, recording time code in at least one channel of the 3-D recorder; and mapping the recorded channels to a plurality of output channels.
    • 本发明的某些实施例可以包括用于记录三维音频的系统,方法和装置。 根据本发明的示例实施例,该方法可以包括相对于预定空间方向定向三维(3-D)麦克风,有选择地从与定向接收元件相对应的一个或多个方向接收声音,记录有选择地接收 具有多个记录通道的3-D记录器中的声音,在3-D记录器的至少一个通道中记录时间码; 并将记录的频道映射到多个输出频道。
    • 57. 发明授权
    • Game sound field creator
    • 游戏声场创作者
    • US08696457B2
    • 2014-04-15
    • US13447384
    • 2012-04-16
    • Yoshinori TsuchidaMinoru Tsuchihashi
    • Yoshinori TsuchidaMinoru Tsuchihashi
    • A63F9/24
    • H04S3/002H04S2400/11
    • Game sound field creator is comprised of means for computing a spaced distance between a sound source and a player character, means for outputting sound track data to default speakers if the spaced distance is a first distance or shorter, means for stopping output of the sound track data if the spaced distance is a second distance or longer, means for computing a virtual development angle of each sound channel according to the spaced distance if the spaced distance is between the first distance and the second distance, means for converting a virtual development angle into an actual angle adding a direction of the sound source and means for reproducing the sound track data of each sound channel based upon the converted actual angle.
    • 游戏声场创建器包括用于计算声源和播放器角色之间的间隔距离的装置,用于如果间隔距离为第一距离或更短则将声道数据输出到默认扬声器的装置,用于停止输出声轨的装置 如果间隔距离是第二距离或更长的数据,则用于如果所述间隔距离在所述第一距离和所述第二距离之间,则根据所述间隔距离来计算每个声道的虚拟展开角度的装置,用于将虚拟展开角度转换为 添加声源的方向的实际角度和基于转换的实际角度再现每个声道的声道数据的装置。
    • 58. 发明申请
    • MULTI-CHANNEL AUDIO ENHANCEMENT SYSTEM
    • 多通道音频增强系统
    • US20140044288A1
    • 2014-02-13
    • US13964885
    • 2013-08-12
    • DTS LLC
    • Hideaki KatoAlan D. KraemerSarah Yang
    • H04R5/00
    • H04R5/00H04S3/002H04S7/308H04S2400/03H04S2400/05H04S2400/07H04S2420/01
    • A method for processing audio signals can include receiving left and right front audio signals and left and right rear audio signals, where the left and right rear audio signals. In addition, the method can include applying at least one front perspective filter to each of the left and right front audio signals to yield filtered left and right front output signals, where the left and right front output signals each drive a front speaker. Moreover, the method can include applying at least one rear perspective filter to each of the left and right rear audio signals to yield left and right rear output signals, where the left and right rear output signals each drive a rear speaker to simulate a rear surround sound effect when positioned in front of a listener.
    • 用于处理音频信号的方法可以包括接收左右前音频信号和左右后音频信号,其中左右后音频信号。 此外,该方法可以包括将至少一个前透视滤波器应用于左前和右前音频信号中的每一个,以产生滤波的左右前端输出信号,其中左右前端输出信号各自驱动前置扬声器。 此外,该方法可以包括将至少一个后透视滤波器应用于左后音频信号和右后音频信号中的每一个以产生左右后输出信号,其中左后输出信号和右后输出信号每个驱动后扬声器以模拟后方环绕声 定位在听众面前的声音效果。
    • 59. 发明申请
    • METHOD FOR PRODUCING OPTIMUM SOUND FIELD OF LOUDSPEAKER
    • 用于生产扬声器的最佳声场的方法
    • US20140016801A1
    • 2014-01-16
    • US13709225
    • 2012-12-10
    • NATIONAL CHENG KUNG UNIVERSITY
    • TA-CHUNG WANG
    • H04R5/02
    • H04R5/02H04R2499/13H04S3/002H04S7/303H04S2400/11H04S2420/01
    • A method for producing an optimum sound field of loudspeakers is revealed. Firstly enclose a surface of a human head with a first closed geometric shape. Then enclose the first closed geometric shape with at least one second closed geometric shape. Next set up reference points on the first and second closed geometric shapes respectively. Use signal strength of the reference point on the second closed geometric shape and a gradient of the corresponding reference points on the first and second closed geometric shapes to obtain a transfer function of each point between a virtual loudspeaker/a real loudspeaker and the sound field respectively. Then create a virtual sound field and a real sound field according to the above transfer functions. Finally, get an optimum signal of the real loudspeaker by minimizing an error between the virtual sound field and the real sound field with a boundary condition.
    • 揭示了一种用于产生扬声器最佳声场的方法。 首先用第一封闭的几何形状包围人头部的表面。 然后用至少一个第二闭合几何形状包围第一封闭的几何形状。 接下来分别在第一和第二封闭几何形状上设置参考点。 使用第二闭合几何形状上的参考点的信号强度和第一和第二闭合几何形状上的相应参考点的梯度,以分别获得虚拟扬声器/真实扬声器与声场之间的每个点的传递函数 。 然后根据上述传递函数创建虚拟声场和真实声场。 最后,通过边界条件最小化虚拟声场与真实声场之间的误差,得到真实扬声器的最佳信号。
    • 60. 发明授权
    • Sound processing apparatus and sound processing method
    • 声音处理设备和声音处理方法
    • US08594343B2
    • 2013-11-26
    • US12989344
    • 2009-05-01
    • Kazuo ToraichiMasakazu HiguchiYasuo MorookaMitsuaki Nakamura
    • Kazuo ToraichiMasakazu HiguchiYasuo MorookaMitsuaki Nakamura
    • H03G5/00
    • G10L19/04B60D1/58G06F17/17H03H17/0294H04S3/002
    • There is provided a sound processing apparatus and a sound processing method which are capable of reproducing discrete data with a high-quality sound matching users' preferences. In a sound processing means 2, since an interpolation value reflecting a value of a variable parameter α by which the value of a control sampling function c0(t) is multiplied can be calculated, an analog signal obtained through the interpolation performed in a sampling function sN(t) can be regulated in accordance with the variable parameter α by changing the value of the variable parameter α. In this way, by allowing the user to appropriately change the variable parameter α in accordance with various conditions including music reproduction environments, sound sources, musical tones and so on, it becomes possible to reproduce high-quality-sound music in which its frequency characteristics of the analog signal have changed and a high quality desired by the user is obtained.
    • 提供了一种声音处理装置和声音处理方法,其能够以与用户喜好相匹配的高质量声音再现离散数据。 在声音处理装置2中,由于可以计算出反映控制采样函数c0(t)的值被乘以的可变参数αa的值的内插值,所以通过采样函数 可以通过改变可变参数α的值,根据变量参数α来调整sN(t)。 以这种方式,通过允许用户根据包括音乐再现环境,声源,音乐等的各种条件适当地改变可变参数α,可以再现高质量音乐,其中其频率特性 的模拟信号已经改变,并且获得了用户期望的高质量。