Sound Intensity-Based Three-Dimensional Panning
Three-dimensional (3D) panning equipment is essential for the production of 3D audio content. We have already proposed an algorithm to enable such panning. It generates the input signal to be fed into multi-channel loudspeakers so as to realize the same physical properties of sound at the receiving point as those created by a single loudspeaker model of the virtual source. A sound pressure vector is used as the physical property. This paper proposes a new method that uses sound intensity instead of the sound pressure vector and shows that both conventional “vector base amplitude panning�and our previous method come very close to achieving coincidence of sound intensity. A new panning method using four loudspeakers is also proposed.
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