[0001] This invention relates to the reproduction of 3D-sound from two-speaker stereo systems,
headphones, and multi-speaker audio systems. It relates particularly, though not exclusively,
to a method for the creation of one or more virtual sound sources simultaneously from
a single, common sound signal which, nevertheless, can be discerned separately from
one another by a listener in use.
[0002] Such methods have been described in general terms in US 5,666,425, WO98/52382, and
our co-pending UK patent applications GB9813290.5 and GB9905872.9. The latter contains
a comprehensive description of how head-related transfer functions (HRTFs) are used
in the synthesis of 3D sound.
Technical Background
[0003] The Haas (or Precedence) Effect [M B Gardner, J. Acoust. Soc. Am., 43, (6), pp.1243-1248
(1968)] is the phenomenon that the brain, when presented with several similar pieces
of audio information at slightly differing times to process, uses only the first information
to arrive from which to compute directional information. The brain then attributes
the subsequent, similar information packets with the same directional information.
The key to this is that the brain recognises signals which are related to one another
(i.e. correlated), and processes them in a particular way.
[0004] For example, if several loudspeakers play music in a room, each at exactly. the same
loudness, it would appear that all the sound comes from the nearest loudspeaker, and
that all the others would appear to be silent. The first sounds to arrive at the listener
are used to determine the spatial position of the sound source, and the subsequent
sounds simply make it appear louder. This effect is so strong that the intensity of
the second signal could be up to 8 dB greater than the initial signal, and the brain
would still use the first (but quieter) signal to decide where the sound originated.
[0005] This effect is also known under the names "law of the first wavefront", "auditory
suppression effect", "first-arrival effect" and "threshold of extinction", and it
is used for the basis of sound reinforcement used in Public Address systems.
[0006] The brain attributes great relative importance to time information as opposed to
intensity information. For example, an early paper by Snow [W B Snow, J. Acoust. Soc.
Am., 26, (6), pp.1071-1074 (1954)] describes experiments on compensating differences
in left-right intensity balance using relative L-R time delays. It was reported that
a 1 ms time delay would balance as much as 6 dB of intensity misbalance.
[0007] It seems possible that this mechanism has evolved so that the brain can deal with
multiple reflections in a room without confusion. This would enable the rapid location
of the primary sound-source, distinguished clearly from a confusing array of first-order
sound images caused by the reflections.
[0008] The relevance of the precedence effect here is that it can contribute to "spatial
fusion", under particular circumstances, during the synthesis of virtual 3D-sound
images. The "Spatial Fusion" effect is not widely appreciated or known, and it is
common both to loudspeaker and headphone listening. It occurs when synthesising several
virtual sound sources from a single, common source, such that there is a significant
common-mode content present in the left and right channels (and rear-left and rear-right
channels in a four-speaker 3D-audio system).
Example 1. Primary signal + derived reverberation.
[0009] When 3D "sound-scapes" are created from many individual sound-sources, any signals
which have been derived directly from another sound source (such as a [secondary]
reverberation signal created from a primary source), are perceived to "combine" spatially
with the primary signal if they are presented to the listener within a period of about
15 ms. Beyond this time period, they begin to be discernible as separate entities,
in the form of an echo. The effect of such spatial combination is to inhibit the secondary
image and create an imprecise and vaguely positioned spatial image at the location
of the primary sound source.
Example 2. Symmetrical placement with a common-mode signal present.
[0010] In some circumstances, especially when virtual sound effects are to be recreated
to the sides of the listener, the HRTF processing decorrelates the individual signals
sufficiently such that the listener is able to distinguish between them, and hear
them as individual sources, rather than "fuse" them spatially into apparently a single
sound. However, when a pair (or other, even number) of virtual sounds are to be synthesised
in a symmetrical configuration about the median plane (the vertical plane which bisects
the head of the listener, running from front to back), the symmetry enhances any correlation
between the individual sound sources, and the result is that the perceived sounds
can become spatially "fused" together into one. For example, if it is required to
"virtualise stereo" for headphone listening (i.e. create virtual left- and right-sources
at azimuth angles ±30° for the respective channels), then this can be achieved reasonably
well using discrete, individual virtual sources. However, if a stereo music source
were used, then, inevitably, the centrally positioned elements of the stereo mix would
present a significant common-mode signal, and so the perceived virtual sound image
would tend to collapse. Instead of appearing as a pair of external sound sources,
the sound image would become centralised and perceived to be "inside the head" for
headphone users.
[0011] These limitations are caused and exacerbated by the unnaturally high degree of correlation
between the signals which are presently used in 3D-sound synthesis. The situation
is also much less true-to-life, in that the virtual sound emitters are implemented
as simplistic "point" sources, rather than as line or area sound-emitters. (Methods
for remedying this have been described in our co-pending patent application GB9813290.5.)
[0012] In reality, a line or area sound-emitter can be considered to be the sum of many
individual elemental sound-sources which all possess differing amplitude and phase
characteristics. In a static, real-world environment, there are usually many objects
and surfaces asymmetrically placed about the listener, locally, which scatter and
reflect the sound waves differently on their paths to the left and right ears of the
listener. In other words, there is a degree of decorrelation occurring between the
originally emitted sound and the sum of the elemental components when they arrive
at the listener's ears. In a "dynamic" environment, in which there is also relative
movement between the emitter(s) and listener, the integral sum of the phase and amplitude
characteristics perceived by the listener are constantly changing, and hence the perceived
signals are, again, decorrelated with respect to the originally emitted signal, and
the decorrelation properties are changing dynamically. This is further enhanced by
the changing contributions from the locally scattered and reflected waves. These effects
reduce the amount of amplitude and phase correlation between:
a. the signal from one single sound-source, as measured at different points in space
(e.g. the left and right ears); and also
b. identical signals emitted from two (or more) symmetrically placed sources, such
as a loudspeaker pair, measured at one central point in space (and, of course, at
different points in space).
(It is worth noting that the tonal properties of the perceived sounds are relatively
unaffected by these processes.)
[0013] In summary, perceived sounds in the real world undergo natural decorrelation with
respect to the original source. In a moving environment, the decorrelation parameters
are changing dynamically.
[0014] In practise, however, usually for the sake of economy of storage and processing,
we are often obliged to use only a single sound recording or computer file from which
to create a plurality of virtual sources. Consequently, there is an unrealistically
high correlation between the resultant array of virtual sources: a unique and unnatural
situation. This makes the sound image susceptible to spatial fusion and collapse.
It is the recognition of this process, and the description of a method of synthesising
apparently naturally decorrelated sound signals which forms the basis of the present
invention.
[0015] One important system which has become an industry "standard" for many consumer products
related to home cinema and digital TV, is the Dolby Pro-Logic system, or Dolby Surround
. It is characterised by the encoding of four channels of analogue audio into two
channels of analogue audio, such that it can be recorded on to video tapes and DVDs
(and also used for TV broadcast), from which the signals are decoded and used to drive
four loudspeakers (left, centre, left-surround and right-surround), together with
an optional sub-woofer. However, the bandwidth limitations only allow a single rear-channel
"surround" signal. If this signal was fed in parallel to both rear loudspeakers, the
Precedence Effect would make the surround channel audio all appear to come from the
nearest loudspeaker only. In order to make the surround channel seem more spacious,
the surround signal is fed directly to one of the rear speakers, but it is inverted
before being sent to the other rear loudspeaker. This is a crude way to decorrelate
the signals being emitted from both surround speakers, but it assists the listeners
to perceive sounds emanating from both loudspeakers, rather then just one, thus creating
a more spacious experience. Of course, there can be no rear sound
image formed by this means, only spatial effects to enhance the frontal sound images and
create "surround" sound.
[0016] Two important new applications for the virtualisation of Dolby Surround material
are (a) the playback of DVD movies on multimedia systems (via loudspeakers); and (b)
the provision of headphone virtualisation for home cinema systems for "quiet" late-night
listening. The problems here are: (a) how might it be possible to generate two separately
perceivable surround channels from a single source; (b) how might it be possible to
prevent the centre channel (which is entirely common to left and right channels) from
collapsing the sound image; and (c) how can reverberation be generated and virtualised
without fusing the image?
[0017] One of the most important applications for 3D audio at present is "3D Positional
Audio" processing for computer games. In order to synthesise audio material bearing
3D-sound cues for the listener to perceive, the signals must be convolved with one
or more appropriate HRTFs, and then delivered to the listener's ears in such a way
that his or her own hearing processes do not interfere with the in-built 3D cues.
This can be achieved either by listening through headphones, or via loudspeakers in
conjunction with a suitable transaural crosstalk-cancellation scheme (as described
in co-pending patent application GB9816059.1). In order to provide a more realistic
experience for the listener, we recently devised a method for creating line and area
virtual sound-sources (GB9813290.5). An important feature of that invention is the
need to provide one or more signals which have been decorrelated from the primary
source. This was achieved by use of one or more comb filters, but it will become evident
that there are considerable limitations on the use of comb filters. The present invention,
however, is ideally suited for use in this particular application (marketed under
the trademark "Sensaura ZoomFX"), in addition to other fields of application.
Prior Art
Pseudo-stereo
[0018] A method of creating "pseudo-stereo" has been described in US 4,625,326 in which
tapped delay-lines with feed-back loops were used to create a comb-filtered signal
pair. It seems likely that this was intended for portable stereo applications.
[0019] A method of creating a reverberated signal is described in US 5,553,150.
Dolby Surround Virtualisation
[0020] US 5,844,993 discloses use of a complementary comb filter pair to create a pair of
rear channels from the single "surround" channel, and shows the first notch and peak
features occurring at 100 Hz.
Sensaura ZoomFX
[0021] The use of comb-filtering was described in GB9813290.5, but it is worth re-stating
below in order to establish the basic method and typical results.
Comb Filters
[0022] A signal can be decorrelated by means of comb-filtering, as is known in the prior
art. Figure 1 shows a simple comb filter, in which the source signal, S, is passed
through a time-delay element, and an attenuator element, and then combined with the
original signal, S. At frequencies where the time-delay corresponds to one half a
wavelength, then the two combining waves are exactly 180° out of phase, and cancel
each other, whereas when the time delay corresponds to one whole wavelength, the waves
combine constructively. If the amplitudes of the two waves are the same, then total
nulling and doubling, respectively, of the resultant wave occurs. By attenuating one
of the combining signals, as shown, then the magnitude of the effect can be controlled.
For example, if the time delay is chosen to be 1 ms, then the first cancellation point
exists at 500 Hz. The first constructive addition frequency points are at 0 Hz, and
1 kHz, where the signals are in phase. If the attenuation factor is set to 0.5, then
the destructive and constructive interference effects are restricted to -3 dB and
+3 dB respectively. These characteristics are shown in Figure 1 (lower).
[0023] It might be often required to create a pair of decorrelated signals. For example,
when a large sound source is to be simulated in front of the listener, extending laterally
to the left and right, a pair of sources would be required for symmetrical placement
(e.g. -40° and +40°), but with both sources individually distinguishable. This can
be done by creating a pair of complementary comb filters. This is achieved, firstly,
by creating an identical pair of filters, each as shown according to Figure 1 (and
with identical time delay values), but with signal inversion in one of the attenuation
pathways. Inversion can be achieved either by (a) changing the summing node to a "differencing"
node (for signal subtraction), or (b) inverting the attenuation coefficient (e.g.
from +0.5 to -0.5); the end result is the same in both cases. The output of such a
pair of complementary filters exhibits maximal amplitude decorrelation within the
constraints of the attenuation factors, because the peaks of one correspond to the
troughs of the other (Figure 2), and vice versa.
[0024] If a source "triplet" were required, then a convenient method for creating such an
arrangement is the creation of a pair of maximally decorrelated sources, which are
then used in conjunction with the original source itself, thus providing three sources.
Problems with Comb Filters
[0025] There are three significant problems associated with the use of comb filters to process
audio, as follows.
[0026] Audible artefacts. As can be seen in Figure 1, the property of a comb filter is to create a series of
notches and peaks throughout the spectrum, with the frequency of the lowest feature
determined by the time-delay of the filter. Our hearing processes are particularly
good at noticing notches in the audio spectrum, and we are also good at detecting
tones and notches which are repeated at octave intervals (where the frequencies are
multiple values of a fundamental value). Consequently, a comb-filtered signal sounds
very artificial, tonally.
[0027] Doppler interaction. When more than one comb-filtered signals are subjected to Doppler-effect type processing
(as happens in computer game audio applications), then the comb artefacts in the audio
become exaggerated, apparently by the interaction between the comb features. Even
if one uses complementary comb-filters to make the sources, as described above, the
Doppler processing can shift the features in the frequency domain such that they "slide"
over each other and become noticeable as artefacts. Notches which are caused to "move"
in the frequency domain are especially noticeable: a good example of this is the "flangeing"
effect used for music-effects processors, and another is the effect which is heard
as a steam train arrives, hissing, at the station platform. The hiss sound is, approximately,
a form of white noise, and it arrives at the listener both directly and also reflected
from the platform surface where it combines with the direct path sound. The time-delay
difference between the two is small when the train is distant, but increases to correspond
to a path length of about twice the listener's ear height above ground when the sound
source is above the listener's head and close. For example, if the train were about
4 m distant (with an elevated source), and the ear height were 1.8 m, then the delay
would be about 4 ms, and so the first (lowest) notch would occur at about 125 Hz.
[0028] Limits on the number of processed channels. If more than two or three decorrelated sources from a single monaural source are
required, then there are problems in creating a sufficiently large number of filtering
options because their properties would overlap significantly. Consequently, the amount
of decorrelation would diminish and the effectiveness would be reduced.
The Invention
[0029] According to a first aspect of the invention, there is provided a method as claimed
in claims 1 - 3. According to a second aspect of the invention, there is provided
an apparatus as specified in claims 4 - 8.
[0030] The present invention is a means of decorrelating a sound source so as to provide
one or more sound sources which can be used for 3D-sound synthesis such that they
can be perceived independently of one another. The invention is advantageous over
the use of simple comb-filtering, in that: (a) there are no significant audible artefacts
present; (b) the derived sources can be Doppler processed without flangeing artefacts,
and (c) a plurality of sources can be derived from one single source.
[0031] Embodiments of the invention will now be described, by way of example only, with
reference to the accompanying schematic drawings, in which:-
Figure 1 shows a prior art comb filter and characteristic,
Figure 2 shows the outputs of a pair of complementary comb filters
Figure 3 shows a schematic representation of an apparatus according to the invention,
Figure 4 shows a schematic representation of the dynamic operation of the apparatus
of Figure 3 with time,
Figure 5 shows an amplitude spectrum of a decorrelated resultant signal at one point
in time, and
Figure 6 shows a pair of decorrelated resultant signals having different output tap
values corresponding to a different point ion time, superimposed on the spectrum of
Figure 5.
[0032] An embodiment of the present invention in the form of a dynamic decorrelator is shown
schematically in Figure 3. It can, of course, be implemented in software or hardware
forms.
[0033] It includes an audio delay-line (1), which is tapped at two (or more) points within
a prescribed range, said points changing frequently and randomly. The outputs of the
tap nodes are multiplied by predetermined gain factors, one of which is negative,
and then added to the original signal. The effect of this is to cause the spectral
profile of the derived signal to change, continually, with respect to the original
(and, similarly, there are continual changes in relative phase).
Audio buffer
[0034] The central feature is an audio delay line (1) in the form of a buffer, as shown
at the top of Figure 3, to which audio is written via the "audio write" pointer (2).
The current data byte is read via the "t
0" pointer (3). The "audio write" pointer (and all the data pointers) moves incrementally
towards the right after each sample has been written. (An alternative way to view
this process is that, effectively, the audio data is injected into the buffer via
"audio write", and all the audio data is incrementally streamed leftwards by one cell
per sample, flowing past the pointers.) Typically, the audio sampling rate will be
44.1 kHz, and hence the corresponding sampling period is about 22.68 µs. There are
two time-delay ranges defined in the audio buffer: an "A" range, encompassing sample
numbers 45 to 64 inclusively, and a "B" range, encompassing sample numbers 65 to 84
inclusively.
Read/write pointers
[0035] As has been described, there is an "audio write" pointer, via which the audio data
is written to the buffer, and a "t
0" pointer, via which the present data byte is read. There are also four additional
"read" pointers, designated R
1, R
2, Q
1 and Q
2. These feed data to the Q and R processing blocks (below). The R
1 and Q
2 pointers always lie in the "B" range of the buffer, and the R
2 and Q
1 pointers always lie in the "A" range of the buffer. The allocation of their positions
is changed frequently, as will be described.
Processing blocks "Q" and "R"
[0036] The processing blocks Q and R both comprise a crossfader and a fixed gain amplifier
(or attenuator), and the Q block also contains an inverter. Each crossfader has two
audio inputs and a single audio output. One input to each crossfader is connected
so as to receive audio data from a read pointer in the "A" range, and the other input
is connected so as to receive audio data from a read pointer in the "B" range. Initially,
the crossfader is set to transfer signal to the output from one of the inputs with
a gain of unity, and from the other input with a gain of zero. These gain factors
are controlled so as to progressively reduce the unity-gain factor to zero, and increase
the zero-gain factor to unity; this is done incrementally and synchronously with the
audio sampling. The effect is to gradually and continuously crossfade the input to
the gain stage of the processing block between the two associated "read" pointers.
When the crossfade has been completed, the taps which are now the "zero-gain" ones
are reallocated within their range, and the next crossfading cycle begins with the
crossfading process reversed. The crossfading cycles continue in this way, such that
the inputs to the Q and R gain sections are, in effect, continually changing within
the "A" and "B" ranges. This is done sufficiently rapidly so as to render the resultant
decorrelating amplitude features inaudible, but slowly enough to avoid modulation
noise and for the features to work successfully. Typically, a crossfade cycle rate
of greater than 0.5 Hz, preferably 5 - 100 cycles per second is chosen, although much
higher cycle rates can, in principle, be used. The Q and R processing block gain stages
have fixed gain (or attenuation). It is convenient, but not essential, that they are
set equal to one another, because the decorrelation contributions from both cells
would be equally weighted. It is also convenient that the sum of all the gain stages
(G
P, G
Q and G
R) is unity, because this corresponds to a maximum overall gain of unity (0 dB) through
the system with respect to the original audio signal written to the buffer.
Summing and output node
[0037] The output from the Q and R sections are fed into a summing node, together with the
output from the t
0 "read" pointer, which is transferred to the node via a fixed gain stage, Gp (4).
The output of the summing node is the final system output: the dynamically decorrelated
signal.
Dynamics of operation
[0038] A description of the dynamic operation of the system follows, with reference to Figures
3 and 4.
[0039] The system is initialised prior to use: (a) the "write" and "t
0" pointers are allocated; (b) the R
1, R
2, Q
1 and Q
2 pointers are allocated to random locations within their respective ranges (the R
1 and Q
2 pointers always lie in the "B" range of the buffer, and the R
2 and Q
1 pointers always lie in the "A" range of the buffer); (c) the gain of the Q and R
gain stages is set; and (d) the Q and R crossfaders are configured such that, initially,
the Q
1 and R
1 pointers transfer data to the Q and R gain blocks with unity-gain, and from the Q
2 and R
2 pointers with zero-gain.
[0040] The first audio sample is written into the buffer. Data is read from all "read" taps,
processed by the associated crossfaders and gain stages, and then summed by the summing
(output) node.
[0041] The pointers are all shifted by one sample (to the right in Figure 3), ready for
the next read/write event, and the crossfaders are incremented. The gain of the zero-gain
crossfade path (i.e. Q
2 and R
2 at this point), is increased by a factor of: {crossfade cycle period} x {sample frequency}.
For example, if the crossfade cycle period is to be 0.2 s and the sampling frequency
were 44.1 kHz, then the crossfade cycle period would be 0.2 x 44,100 = 8,820 samples.
In practise, however, it would be more convenient to use a processing block length
of 8192 samples (corresponding to a crossfade cycle rate of about 5.4 per second).
[0042] Accordingly, on this basis, the gain factor for the zero-gain crossfade path would
be increased from 0 to 1/8192. Similarly, the gain factor for the unit gain (at this
point) crossfade path would be decreased from 1 to 8191/8192. Items 2 and 3 are repeated
until the crossfade from Q
1 to Q
2 (and R
1 to R
2) has fully occurred, after 8192 samples (see Figure 4). At this point, the gain contribution
from pointers Q
1 and R
1 is zero, and they are reallocated to new, random positions within their specified
ranges. The crossfade process is now reversed so as to fade progressively, sample
by sample, to these newly allocated taps, such that after another 8192 samples (16384
in all), the unity-gain path is, once again, from pointers Q
1 and R
1, and the zero-gain path from Q
2 and R
2, at which point they are reallocated to new, random positions within their specified
ranges. This cyclic process is repeated continually.
Decorrelation effects
[0043] The decorrelation effects of the system are best illustrated by considering what
occurs at a point in time when the audio buffer is sufficiently full (i.e. more than
85 samples have been written to it) and the crossfade cycle has reached a reversal
point. This occurs in Figure 4, for example, after 16384 samples. Let us also assign
some locations, randomly, to the Q and R pointers, as follows:
Q1 : Range "A", positioned @ 47 samples;
Q2 : Range "B", positioned @ 68 samples;
R1 : Range "B", positioned @ 78 samples;
R2 : Range "A", positioned @ 50 samples.
[0044] At this point, "read" pointers Q
2 and R
2 have zero-gain contributions, and Q
1 and R
1 have unity-gain contributions. We choose the processing block gain factors to sum
to 1 (above), and with G
R and G
Q equal: say
Gp: 0.50;
GQ: 0.25;
GR: 0.25.
[0045] Under these (minimal) conditions, there are three contributions to the summing node
(although, note that virtually
all of the time (i.e. during the crossfading), there will be
five contributions):
Q1 positioned @ 47 samples, via GQ (0.25) and inverter;
R1 positioned @ 78 samples, via GR (0.25);
t0 positioned @ 0 samples, via Gp (0.50).
[0046] Consequently, the output signal at this point in time is the sum of three vectors
(in contrast to the comb filter described earlier, which is the sum of only two vectors),
although it is the sum of
five vectors almost all of the time. This introduces a pseudo-random modification of the
amplitude and phase spectra, constrained by the chosen parameters. An amplitude spectrum
of the resultant signal created by the parameters used in the above example is shown
in Figure 5.
[0047] Note that the maximum gain is unity (0 dB), which occurs when all three contributions
are effectively in phase (taking account of the inverter) and because the gains are
0.50, 0.25 and 0.25. Also note that the spectral profile is somewhat pseudo-randomly
aperiodic (albeit not perfectly so), unlike that of a comb filter, which is perfectly
regular and periodic. This feature is important because the profiling is much less
audible as an artefact, making the overall effect "tone-neutral".
[0048] Another important feature is that the low-frequency gain is always the same (-3 dB)
for the system
whatever tap allocations are assigned to Q
1, Q
2, R
1 and R
2, because the three contributions become:

[0049] This very important for three reasons. Firstly, there is no low-frequency (LF) degradation
of the audio, which is important for interactive sound-effects and music; secondly,
the system parameters can be changed dynamically without audible artefacts; and thirdly,
because this enables a number of these dynamic decorrelators to be operated simultaneously
without cross-interference and with equal weighting. For example, if one inspects
Figure 2 of US Patent 5,844,993, one can see that the LF gain of one of the surround
channels (from the complementary comb filters) tends to zero (and the other to unity),
which creates a massive (total) imbalance between the left- and right-surround channels.
This is especially detrimental for home-cinema surround-sound applications in which
the audio is especially rich in frequencies between 40 Hz and 500 Hz.
[0050] Now consider the next stage. As the processing continues, the crossfade cycle gradually
transfers the source of the Q and R processing blocks from Q
1 and R
1 to Q
2 and R
2. At 24576 samples the crossfade has been completed (Figure 4), and the contributions
are now as follows.
Q2 positioned @ 68 samples, via GQ (0.25) and inverter;
R2 positioned @ 50 samples, via GR (0.25);
t0 positioned @ 0 samples, via GP (0.50).
[0051] Once again, of course, the output signal is the sum of the three vectors, but now
the pseudo-random modifications of the amplitude and phase spectra are different because
of the changed tap locations, as is indicated by the amplitude spectrum shown in Figure
6, which also includes the previous data of Figure 5 to show the differences. (The
phase spectra have not been shown here because they are relatively meaningless owing
to the "wrap-around" effect which happens when phase differences exceed 2π.)
[0052] In summary, the decorrelated spectral profile of Figure 5 has been gradually transformed
into the spectral profile of Figure 6 (solid line) in about one fifth of a second,
and it continues to change, smoothly, continuously and randomly, within the constraints
of the specified parameters.
[0053] The main advantages of this novel method of decorrelation are as follows.
1. The "complementary" method of using five vectors is "tone neutral".
2. The spectral features are continually changing, and therefore not significantly
audible.
3. A plurality of decorrelators can be created and operated from the same source,
without cross-conflicts, by seeding differently the initial Q and R "read" tap values.
4. There is no LF degradation of the audio.
5. Identical LF convergence ensures smooth transition between crossfade cycles.
6. Identical LF convergence ensures smooth fading transitions between different decorrelators,
as would occur in ZoomFX applications.
7. Identical LF convergence ensures perfect LF balance between different decorrelators
running from the same source, as would occur for Dolby Surround (Pro-Logic) applications.
[0054] For the purpose of clarity, only the simplest implementations of the invention have
been described here. Clearly the concept could be implemented in more complicated
ways (for example, it would be possible to use a greater number of taps in the audio
buffers, and additional processing sections (like Q and R).
[0055] The specified ranges and rates here are the ones which we are now using, and have
been cited purely for example: naturally they could be extended and changed.
[0056] The main applications are related to (a) Sensaura ZoomFX; (b) the virtualisation
of Dolby Digital (creating several right-surround and left-surround sources, rather
than a single pair, thus creating a "diffuse" sound-field effect as is important for
THX -specified systems), and (c) the virtualisation of Dolby Surround for headphones,
creating a pair of decorrelated rear channels from the single, provided surround channel.