Digital Signal Processing Reference
In-Depth Information
Time
Direct
sound
Echoes
Reverberations
x
(
n
)
x
(
n
)
Direct sound
H
e
(
z
)
Equalizer
Listener
y
(
n
)
A bank of echo filters
s
(
n
)
c
(
n
)
Audio source
A bank of reverb filters
Fig. 2.43 Audio effects. Above an audio signal and its reflections in a listening venue. Below
simulation of specific acoustics in another venue
Figure (
2.41
) shows a block diagram of a DC blocker, while Fig. (
2.42
) shows
its practical performance with sinusoidal dc-shifted signals. It is evident that this
performance is dependent on how close a is to 1. When a = 0.99, the filter
removes the DC from the (low-frequency) 20 Hz sinusoid, but it also introduces a
phase change and an attenuation.
2.6.9.6 An Application of FIR / IIR Digital Filters: Simulation of Acoustic
Effects
A piece of music played in a concert hall does not sound the same as if it is played
in a living room. This is due to the echoes (early reflections) and the reverberations
(late reflections) which vary from setting to setting. One can actually simulate a
concert hall in a living room using the following steps:
1. Equalize the audio transfer function of the room, H
r
(z). That is, eliminate any
special effects that the living room is inherently creating. This is done by first
sending an audio impulse d(n), and then measuring the impulse response h
r
(n).
The transfer function is then given by H
r
(z) = fft{h
r
(n)}. Then one designs an
equalizing filter H
e
(z) = 1/H
r
(z), with say the Remez algorithm.
2. Simulate the echoes and the reverberations as follows:
• For echoes: y(n) = x(n) ? ax(n - N). This is so because an echo is a direct
reflection of the delayed input signal. Hence, H(z) = 1 ? az
-N
. This is an
FIR filter. In practice, choose NT
s
C 0.05
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