Abstract:
A depth processing system can employ stereo speakers to achieve immersive effects. The depth processing system can advantageously manipulate phase and/or amplitude information to render audio along a listener's median plane, thereby rendering audio along varying depths. In one embodiment, the depth processing system analyzes left and right stereo input signals to infer depth, which may change over time. The depth processing system can then vary the phase and/or amplitude decorrelation between the audio signals over time to enhance the sense of depth already present in the audio signals, thereby creating an immersive depth effect.
Abstract:
A stereo widening system and associated signal processing algorithms are described herein that can, in several embodiments, widen a stereo image with fewer processing resources than existing crosstalk cancellation systems. These system and algorithms can advantageously be implemented in a handheld device or other device with speakers placed close together, thereby improving the stereo effect produced with such devices at lower computational cost. However, the systems and algorithms described herein are not limited to handheld devices, but can more generally be implemented in any device with multiple speakers.
Abstract:
Systems and methods for providing object-oriented audio are described. Audio objects can be created by associating sound sources with attributes of those sound sources, such as location, velocity, directivity, and the like. Audio objects can be used in place of or in addition to channels to distribute sound, for example, by streaming the audio objects over a network to a client device. The objects can define their locations in space with associated two or three dimensional coordinates. The objects can be adaptively streamed to the client device based on available network or client device resources. A renderer on the client device can use the attributes of the objects to determine how to render the objects. The renderer can further adapt the playback of the objects based on information about a rendering environment of the client device. Various examples of audio object creation techniques are also described.
Abstract:
An adaptive audio system can be implemented in a communication device. The adaptive audio system can enhance voice in an audio signal received by the communication device to increase intelligibility of the voice. The audio system can adapt the audio enhancement based at least in part on levels of environmental content, such as noise, that are received by the communication device. For higher levels of environmental content, for example, the audio system might apply the audio enhancement more aggressively. Additionally, the adaptive audio system can detect substantially periodic content in the environmental content. The adaptive audio system can further adapt the audio enhancement responsive to the environmental content.
Abstract:
An adaptive audio system can be implemented in a communication device. The adaptive audio system can enhance voice in an audio signal received by the communication device to increase intelligibility of the voice. The audio system can adapt the audio enhancement based at least in part on levels of environmental content, such as noise, that are received by the communication device. For higher levels of environmental content, for example, the audio system might apply the audio enhancement more aggressively. Additionally, the adaptive audio system can detect substantially periodic content in the environmental content. The adaptive audio system can further adapt the audio enhancement responsive to the environmental content.
Abstract:
A depth processing system can employ stereo speakers to achieve immersive effects. The depth processing system can advantageously manipulate phase and/or amplitude information to render audio along a listener's median plane, thereby rendering audio along varying depths. In one embodiment, the depth processing system analyzes left and right stereo input signals to infer depth, which may change over time. The depth processing system can then vary the phase and/or amplitude decorrelation between the audio signals over time to enhance the sense of depth already present in the audio signals, thereby creating an immersive depth effect.
Abstract:
Systems and methods for providing object-oriented audio are described. Audio objects can be created by associating sound sources with attributes of those sound sources, such as location, velocity, directivity, and the like. Audio objects can be used in place of or in addition to channels to distribute sound, for example, by streaming the audio objects over a network to a client device. The objects can define their locations in space with associated two or three dimensional coordinates. The objects can be adaptively streamed to the client device based on available network or client device resources. A renderer on the client device can use the attributes of the objects to determine how to render the objects. The renderer can further adapt the playback of the objects based on information about a rendering environment of the client device. Various examples of audio object creation techniques are also described.
Abstract:
Preferred embodiments of the invention comprise an automatic reel capable assisting a user when attempting to unspool a linear material, such as a water hose. The automatic reel includes a control system having a motor controller capable of sensing a pulling of, or increased tension of, the linear material and capable of causing a motor to rotate to unspool the linear material. In certain embodiments, the motor controller tracks the length of the unspooled portion of the linear material and/or reduces the spooling speed of the motor when retracting a terminal portion of the linear material.
Abstract:
A method of adjusting a loudness of an audio signal in real time may include receiving an electronic audio signal and dividing the audio signal into a plurality of frames. Processing of the frames may be performed in real time. The processing may include measuring initial loudness values for blocks of samples in a frame to produce a plurality of initial loudness values, and computing a weighted average of at least some of the initial loudness values. The weights may be selected based on one or more of the recency of the initial loudness values, variation of the initial loudness values, and estimated information content of the audio signal. The processing may further include selectively discarding at least some of the loudness values that reach an adaptive loudness threshold. Weights can be adjusted based on the variation of the loudness values of the audio signal.
Abstract:
A method of adjusting a loudness of an audio signal in real time may include receiving an electronic audio signal and dividing the audio signal into a plurality of frames. Processing of the frames may be performed in real time. The processing may include measuring initial loudness values for blocks of samples in a frame to produce a plurality of initial loudness values, and computing a weighted average of at least some of the initial loudness values. The weights may be selected based on one or more of the recency of the initial loudness values, variation of the initial loudness values, and estimated information content of the audio signal. The processing may further include selectively discarding at least some of the loudness values that reach an adaptive loudness threshold. Weights can be adjusted based on the variation of the loudness values of the audio signal.