EMT Phoenix 5.1, a system for true surround sound with headphones, based on Binaural Room Synthesis (BRS)

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EMT Phoenix 5.1

A system for true surround sound with headphones,

based on Binaural Room Synthesis (BRS)

 

 

Preliminary information

 

 

 

Lead-in

Our ear is a complex machine and involves many different processes. They enable us to hear specially and to pinpoint a sound source in the space around us. In cooperation with the institute for broadcast engineering, IRT Munich, the Phoenix 5.1 was developed to acoustically represent a virtual 5.1 studio setup in a headphone by simulating a multichannel monitor room in a sub optimal environment (e.g. broadcast van, home cinema in living room), all in professional quality.

The primary target application of the Phoenix 5.1 is mainly in professional audio. A sound engineer in a broadcast van, for example, is able to do a “live”- mixdown at a place, which is not really suitable for a mixdown because of its acoustical properties. The sound engineer is mixing like in a normal multichannel surround studio. Instead of the 5+1 speaker system, which is the sound source in a normal studio mixdown, the sound engineer works with the Phoenix system only through headphones, which generate the virtual environment in connection with the BRS technique. An important feature of the the Phoenix 5.1 system is its ability to accurately detect any head movements and to continuously adjust the audio processing so as to realistically simulate a stationary multichannel sound source in a space where the listener can move his / her head. From a technical point of view the audio signals are convoluted with measured (real) room impulse responses.

 

 

 

Listening with headphones

Compared with monitor speakers, headphones offer with much greater efficiency at least the same sonic qualities, such as bandwidth, freedom of linear and non-linear distortions and also the same maximum sound pressure at the ear. Furthermore, the acoustical behavior of the listening room has no influence on the playback performance through headphones. However, without any manipulation, the well known “head internal localization” of the listening event can be a disadvantage.

 

Operating mode of BRS

For the BRS process, an existing monitor room with its speakers is accurately measured with a dummy head positioned in the reference listening position. The processor generates the desired signals, such as the left speaker for instance, through convolution of the source signal with the appropriate HRTF pair. The calculated output signals for the headphones are similar to the signals as measured on the dummy head in the sweet spot of the studio. Provided the parameters of the dummy head and the headphones are well defined and considered in the process, the BRS processor provides the same listening experience as perceived by the dummy head. To prevent any outer ear and head dependend front/rear inversions, spontaneous head movements are also considered in the process. For this, a head-tracking system transmits the head position signals to the BRS processor which then allocates dynamically the correct HRTF (outer ear transfer function) that is stored in the BRS data. With the BRS pro cessor it is now possible to simulate a realistic monitoring situation in multichannel.

 

 

 

 

 

 

Diffuse-field equalization

The headphones are an integral part of the whole system. The headphones get diffuse-field equalized, just like the dummy head too. As the natural binaural function of the outer ear becomes ineffective when wearing headphones, they have to replace that function in the diffuse-field. By equalizing the summation of all direction specific linear distortions, the influence of the outer ear on the sonic quality gets minimized as well.

 

Latency Time

The latency is defined as the time between impulse and response, in this case head rotation and data processing. If the message of a fast head movement to the right gets delayed too much on its way to the BRS, then the listener perceives this as a displacement of a stationary sound source to the right. As soon as the head movement then gets processed, the perceived location of the sound moves back again to its original location. Therefore, the latency needs to be kept as short as possible, which means that more head movements need to be processed in shorter periods of time. As this increases processing needs, an optimal balance had to be found between sound performance and efficient processing power. The resulting architecture is able to avoid any audible artefacts that can result from rapid changes. To speed up the processign, corresponding spectra are stored in fast RAM. Depending on the head position the necessary spectrum is calculated from an efficient working algorithm.

 

 

 

Design and specifications are subject to change without notice!

 

 

 

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