• Title/Summary/Keyword: 잔향 생성기

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Sound Field Control System for Multipurpose Halls (다목적 홀의 음장 가변 시스템)

  • Kang Sung-Hun;Lee Jai-Won
    • Proceedings of the Acoustical Society of Korea Conference
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    • autumn
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    • pp.283-286
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    • 2001
  • 본 논문은 전기적으로 음장을 가변하여 청감적 인상에 변화를 주는 실험 결과를 기술하였다. 본 실험은 마이크로폰으로 무대의 음원을 수음하고 잔향기로 옆방향 반사음과 잔향음을 각각 생성하여 스피커로 출력하였다. 실험 결과 실내의 청감적 인상이 개선됨을 확인하였다. 또 음원 수음 시 발생하는 하울링, 실내 잔향과 다른 스피커의 음색, 잔향기에서 발생하는 음색 변조 둥 기술적 문제를 해결하였다.

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Fast Convolution Method using Psycho-acoustic Filters in Sound Reverberator (잔향 생성기에서 심리 음향 필터를 이용한 고속 컨벌루션 방법)

  • Shin, Min-Cheol;Wang, Se-Myung
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.11a
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    • pp.1037-1041
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    • 2007
  • With the advent of sound field simulator, many sound fields have been reproduced by obtaining the impulse responses of specific acoustic spaces like famous concert hall, opera house. This sound field reproduction has been done by the linear convolution operation between the sound input signal and the impulse response of certain acoustic space. However, the conventional finite impulse response based linear convolution operation always makes real-time implementation of sound field generator impossible due to the large amount of computational burden. This paper introduces the fast convolution method using perceptual redundancy in the processed signals, input audio signal and room impulse response. Temporal and spectral psycho-acoustic filters considering masking effects are implemented in the proposed convolution structure. It reduces the computational burden of convolution methods for realtime implementation of a sound field generator. The conventional convolutions are compared with the proposed one in views of computational burden and sound quality. In the proposed method, a considerable reduction in the computational burden was realized with acceptable changes in sound quality.

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Fast Convolution Method Using Real-time Masking Effects in Sound Reverberator (잔향 생성기에서 실시간 마스킹 효과를 이용한 고속 컨벌루션 방법)

  • Shin, Min-Cheol;Wang, Se-Myung
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.18 no.2
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    • pp.231-237
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    • 2008
  • With the advent of sound field simulator, many sound fields have been reproduced by obtaining the impulse responses of specific acoustic spaces like famous concert hall, opera house. This sound field reproduction has been done by the linear convolution operation between the sound input signal and the impulse response of certain acoustic space. However, the conventional finite impulse response based linear convolution operation always makes real-time implementation of sound field generator impossible due to the large amount of computational burden. This paper introduces the fast convolution method using perceptual redundancy in the processed signals, input audio signal and room impulse response. Temporal and spectral real-time masking blocks are implemented in the proposed convolution structure. It reduces the computational burden of convolution methods for real-time implementation of a sound field generator. The conventional convolutions are compared with the proposed one in views of computational burden and sound quality. In the proposed method, a considerable reduction in the computational burden was realized with acceptable changes in sound quality.

Possibility of False Target Signals Induced by Reverberation Due to Internal Waves in Shallow Water (천해에서 내부파로 인해 생성되는 잔향음에 의한 허위표적 신호 발생 가능성)

  • Lee, Sung Chun;Kim, Sunhyo;Choi, Jee Woong;Kang, Donhyug;Park, Joung Soo;Park, Kyeongju
    • The Journal of the Acoustical Society of Korea
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    • v.34 no.2
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    • pp.98-107
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    • 2015
  • It is investigated that there exists the possibility of the false target signals induced by reverberation in an active sonar system due to the internal waves in shallow water. The rays down-refracted from the internal waves may generate strong bottom-reverberation signals, which can result in false target signals. Sound waves emitted from a source propagate 3-dimensionally. Therefore, the study of internal waves on the reverberation should be studied for azimuthal direction as well as 2-dimensional (r-z) plane. Internal-wave modelling was conducted, based on solitons which were predicted with the various conditions such as, the range of source-soliton, horizontal widths of soliton. Variable depth sonar (VDS) was assumed as a source, of which the depth was located in the minimum sound speed layer in a simulation environment. Finally, the simulation on the reverberation level with time was made based on ray-based reverberation model, and the results implied that several false-target signals could be displayed on the PPI(Plan Position Indicator) scope simultaneously with range from source to soliton, and the horizontal width of soliton.

Development and Validation of Reverberation Chamber Type Whole Body Exposure System fer Mobile Phone Frequency (이동전화 주파수에 대한 전자파 잔향실 형태의 전신 노출장치 개발 및 유효성 평가)

  • 정기범;고경배;도현정;백정기;정연춘;최재훈
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.15 no.3
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    • pp.291-300
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    • 2004
  • Due to the rapid growth of mobile communication services, many studies have been performed on the biological effects of EMF(Electromagnetic field) exposure. However, it is not easy to create the field uniformity in radio frequency. To overcome this difficulty, the electric field and SAR(Specific Absorption Rate) distribution is developed to measure the whole body exposure system. In this paper, we developed the whole body exposure system for in-vivo study utilizing reverberation chamber which has a high possibility of practical use by substituting previous the EMC chamber. The field uniformity in the test area of the designed reverberation chamber was satisfied by the simulation and measurement data. In animal study of the whole body exposure for a mouse, the results of FDTD simulation were compared with those of measurement to confirm SAR under the electromagnetic exposure. We analyze the electric field distribution in the interior of the reverberation chamber and treat these results in statistical manner. In the CDMA frequency band(PCS & Cellular band), an average value of the whole body SAR and local peak value for a experimental mouse were presented for various input power.

Headphone-based multi-channel 3D sound generation using HRTF (HRTF를 이용한 헤드폰 기반의 다채널 입체음향 생성)

  • Kim Siho;Kim Kyunghoon;Bae Keunsung;Choi Songin;Park Manho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.1
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    • pp.71-77
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    • 2005
  • In this paper we implement a headphone-based 5.1 channel 3-dimensional (3D) sound generation system using HRTF (Head Related Transfer Function). Each mono sound source in the 5.1 channel signal is localized on its virtual location by binaural filtering with corresponding HRTFs, and reverberation effect is added for spatialization. To reduce the computational burden, we reduce the number of taps in the HRTF impulse response and model the early reverberation effect with several tens of impulses extracted from the whole impulse sequences. We modified the spectrum of HRTF by weighing the difference of front-back spec01m to reduce the front-back confusion caused by non-individualized HRTF DB. In informal listening test we can confirm that the implemented 3D sound system generates live and rich 3D sound compared with simple stereo or 2 channel down mixing.

Real data-based active sonar signal synthesis method (실데이터 기반 능동 소나 신호 합성 방법론)

  • Yunsu Kim;Juho Kim;Jongwon Seok;Jungpyo Hong
    • The Journal of the Acoustical Society of Korea
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    • v.43 no.1
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    • pp.9-18
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    • 2024
  • The importance of active sonar systems is emerging due to the quietness of underwater targets and the increase in ambient noise due to the increase in maritime traffic. However, the low signal-to-noise ratio of the echo signal due to multipath propagation of the signal, various clutter, ambient noise and reverberation makes it difficult to identify underwater targets using active sonar. Attempts have been made to apply data-based methods such as machine learning or deep learning to improve the performance of underwater target recognition systems, but it is difficult to collect enough data for training due to the nature of sonar datasets. Methods based on mathematical modeling have been mainly used to compensate for insufficient active sonar data. However, methodologies based on mathematical modeling have limitations in accurately simulating complex underwater phenomena. Therefore, in this paper, we propose a sonar signal synthesis method based on a deep neural network. In order to apply the neural network model to the field of sonar signal synthesis, the proposed method appropriately corrects the attention-based encoder and decoder to the sonar signal, which is the main module of the Tacotron model mainly used in the field of speech synthesis. It is possible to synthesize a signal more similar to the actual signal by training the proposed model using the dataset collected by arranging a simulated target in an actual marine environment. In order to verify the performance of the proposed method, Perceptual evaluation of audio quality test was conducted and within score difference -2.3 was shown compared to actual signal in a total of four different environments. These results prove that the active sonar signal generated by the proposed method approximates the actual signal.