Fraunhofer-Gesellschaft zur Förderung der angewandten Forschung e.V. (20240284132). Apparatus, Method or Computer Program for Synthesizing a Spatially Extended Sound Source Using Variance or Covariance Data simplified abstract

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Apparatus, Method or Computer Program for Synthesizing a Spatially Extended Sound Source Using Variance or Covariance Data

Organization Name

Fraunhofer-Gesellschaft zur Förderung der angewandten Forschung e.V.

Inventor(s)

Yun-Han Wu of Erlangen (DE)

Jürgen Herre of Erlangen (DE)

Mikhail Korotiaev of Erlangen (DE)

Matthias Geier of Erlangen (DE)

[[:Category:Simon Schw�r of Erlangen (DE)|Simon Schw�r of Erlangen (DE)]][[Category:Simon Schw�r of Erlangen (DE)]]

Alexander Adami of Erlangen (DE)

[[:Category:Carlotta Anem�ller of Erlangen (DE)|Carlotta Anem�ller of Erlangen (DE)]][[Category:Carlotta Anem�ller of Erlangen (DE)]]

Apparatus, Method or Computer Program for Synthesizing a Spatially Extended Sound Source Using Variance or Covariance Data - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240284132 titled 'Apparatus, Method or Computer Program for Synthesizing a Spatially Extended Sound Source Using Variance or Covariance Data

The patent application describes an apparatus for synthesizing a spatially extended sound source, which includes various rendering data items for different limited spatial sectors within the rendering range for a listener.

  • The apparatus stores rendering data items for limited spatial sectors, such as left variance data, right variance data, and left-right covariance data.
  • A sector identification processor identifies limited spatial sectors for the sound source based on spatially extended sound source data.
  • A target data calculator calculates target rendering data from the stored variance and covariance data.
  • An audio processor processes the audio signal representing the sound source using the target rendering data.

Potential Applications: - Virtual reality and augmented reality audio experiences - Immersive gaming environments - Audio production and mixing tools

Problems Solved: - Enhancing spatial audio rendering for a more realistic sound experience - Providing accurate localization of sound sources in a virtual environment

Benefits: - Improved immersion and realism in audio experiences - Enhanced spatial awareness for users - Precise control over sound localization and movement

Commercial Applications: Title: Spatial Audio Synthesizer for Immersive Experiences This technology can be used in virtual reality headsets, gaming consoles, audio software tools, and entertainment venues to create realistic and immersive audio environments, enhancing user experiences and engagement.

Questions about the technology: 1. How does this apparatus improve spatial audio rendering for users? 2. What are the key features that set this spatial audio synthesizer apart from existing technologies?


Original Abstract Submitted

an apparatus synthesizing a spatially extended sound source, includes: a storage for storing one or more rendering data items for different limited spatial sectors, wherein the different limited spatial sectors are located in a rendering range for a listener, wherein the one or more rendering data items for a limited spatial sector includes at least one of a left variance data item, a right variance data item, and a left-right covariance data item; a sector identification processor for identifying one or more limited spatial sectors for the spatially extended sound source within the rendering range for the listener based on spatially extended sound source data; a target data calculator for calculating target rendering data from the stored left variance data, the stored right variance data, or the stored covariance data; and an audio processor for processing an audio signal representing the spatially extended sound source using the target rendering data.