US-12627940-B2 - Vehicle cabin simulation for audio tuning and testing
Abstract
A method of simulating a vehicle cabin for audio tuning and/or testing. The method includes obtaining and storing a 3D impulse response corresponding to each speaker within the cabin of a vehicle to be simulated. The method includes at a location remote from the vehicle, in real-time, applying convolution processing on each channel of a multichannel audio stream based on the corresponding 3D impulse response. The method includes outputting a surround sound format audio stream.
Inventors
- Lukasz Pollak
- Marta Twardowska
Assignees
- Aptiv Technologies AG
Dates
- Publication Date
- 20260512
- Application Date
- 20240308
- Priority Date
- 20231212
Claims (11)
- 1 . A method of determining a set of instructions relating to parameter adjustments for turning a vehicle speaker system, the method comprising: retrieving a stored 3D impulse response corresponding to each speaker of the vehicle speaker system within a cabin of a vehicle; at a location remote from the vehicle, in real-time, applying convolution processing on each channel of an input multichannel audio stream, wherein: the input multichannel audio stream is based on the stored 3D impulse response, each channel of the input multichannel audio stream corresponds to one or more speakers of the vehicle speaker system, and the input multichannel audio stream is generated by a vehicle sound system platform corresponding to the vehicle speaker system; adjusting the input multichannel audio stream according to at least one parameter affecting the input multichannel audio stream, wherein adjustments of the at least one parameter are reproduced in real-time in an output surround sound format audio stream for decoding and playback in a multi-channel listening room or headphones; and determining tuning adjustments to the at least one parameter and storing the tuning adjustments as a set of output instructions configured for use in a real-world vehicle's onboard sound controller to optimize its speaker system.
- 2 . The method of claim 1 wherein the at least one parameter is selected from at least one of: gain, equalization, delay, compressor, limiter, active noise cancellation, or 3D effects.
- 3 . The method of claim 1 wherein the 3D impulse response is obtained by recording with a surround sound set of microphones and storing the 3D impulse response.
- 4 . The method of claim 3 wherein: obtaining the 3D impulse response is executed from at least one predetermined position within the cabin; and a set of impulse responses is stored according to a respective predetermined position.
- 5 . The method of claim 4 wherein the at least one predetermined position is a driver's position.
- 6 . A system for simulating a vehicle cabin for audio tuning and/or testing, the system comprising: memory configured to store instructions; at least one processor configured to execute the instructions, wherein the instructions include: retrieving a stored 3D impulse response corresponding to each speaker of a vehicle speaker system within a cabin of a vehicle; at a location remote from the vehicle, in real-time, applying convolution processing on each channel of an input multichannel audio stream, wherein: the input multichannel audio stream is based on the stored 3D impulse response, each channel of the input multichannel audio stream corresponds to one or more speakers of the vehicle speaker system, and the input multichannel audio stream is generated by a vehicle sound system platform corresponding to the vehicle speaker system; adjusting the input multichannel audio stream according to at least one parameter affecting the input multichannel audio stream, wherein adjustments of the at least one parameter are reproduced in real-time in an output surround sound format audio stream for decoding and playback in a multi-channel listening room or headphones; and determining tuning adjustments to the at least one parameter and storing the tuning adjustments as a set of output instructions configured for use in a real-world vehicle's onboard sound controller to optimize its speaker system; and vehicle sound system hardware for sending a multichannel input audio stream and applying the convolution processing thereon.
- 7 . The system of claim 6 , wherein: the instructions include outputting a surround sound format audio stream, and the system further comprises a decoder for decoding the surround sound format audio stream.
- 8 . The system of claim 7 wherein the decoder is configured for decoding an Ambisonics format.
- 9 . The system of claim 7 further comprising multi-channel listening room hardware or headphones for playback of the decoded surround sound format audio stream.
- 10 . A non-transitory computer readable medium comprising an output set of instructions configured to cause a vehicle sound controller to apply parameter adjustments to optimize a vehicle speaker system, the output set of instructions having been determined by: retrieving a stored 3D impulse response corresponding to each speaker of the vehicle speaker system within a cabin of a vehicle; at a location remote from the vehicle, in real-time, applying convolution processing on each channel of an input multichannel audio stream based on the stored 3D impulse response, wherein the input multichannel audio stream is generated by a vehicle sound system platform corresponding to the vehicle speaker system; and adjusting the input multichannel audio stream according to at least one parameter affecting the input multichannel audio stream, wherein adjustments of the at least one parameter are reproduced in real-time in an output surround sound format audio stream for decoding and playback in a multi-channel listening room or headphones.
- 11 . A vehicle sound controller including: memory for storing a set of instructions; and one or more processors configured to execute the set of instructions and, when executed, provide an output to control a vehicle speaker system optimized according to the set of instructions, wherein the set of instructions is determined by: retrieving a stored 3D impulse response corresponding to each speaker within a cabin of a vehicle; at a location remote from the vehicle, in real-time, applying convolution processing on each channel of an input multichannel audio stream based on the stored 3D impulse response, wherein the input multichannel audio stream is generated by a vehicle sound system platform corresponding to that of the vehicle; and adjusting the input multichannel audio stream according to at least one parameter affecting the input multichannel audio stream, wherein adjustments of the at least one parameter are reproduced in real-time in an output surround sound format audio stream for decoding and playback in a multi-channel listening room or headphones.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS This application claims priority to EP 23 215 759 filed Dec. 12, 2023. The entire disclosure of which is incorporated by reference. FIELD The present disclosure relates to the field of tuning and testing audio systems in automobiles. In particular, simulation of acoustic properties from within a vehicle cabin to enable configuration of a sound system for use in a real-world vehicle corresponding to the simulated vehicle cabin. BACKGROUND Tuning and testing audio systems in a car cabin is known to be complex and time-consuming. Tools are available for remote sound tuning in automobiles, e.g. by simulating cabin impulse response a preliminary set of parameters can be defined which significantly shortens the time spent on actual in-car tuning. Yet, simulation of multichannel car audio systems is problematic. One known solution is based on offline adjustment of gains, equalization, and delays for particular speakers. However, there is no possibility to listen to a created preset outside of the car cabin, i.e. in a separate listening environment that is not the vehicle itself. This implementation will show only the influence of tuning parameters on impulse responses, which were measured earlier. An alternative tool offers similar remote calibration opportunities, allowing pre-processing of input audio files to generate auralization output for all car speakers together, which can be listened to on headphones. This solution uses mono cabin impulse response measurements combined with generic HRTF (Head-Related Transfer Function) for auralization (i.e. simulated acoustic experience in a virtual space). The background description provided here is for the purpose of generally presenting the context of the disclosure. Work of the presently named inventors, to the extent it is described in this background section, as well as aspects of the description that may not otherwise qualify as prior art at the time of filing, are neither expressly nor impliedly admitted as prior art against the present disclosure. SUMMARY In light of the above, the present invention seeks to address shortcomings associated with known simulation solutions or at least provide an alternative approach of utility to those skilled in the field. A first aspect of the invention is outlined according to claim 1 of the appended claims. For example, a method of simulating a vehicle cabin for audio tuning and testing is described herein, including the steps of: recording, with a microphone (e.g. a set of microphones and encoding device), a 3D impulse response for each speaker within the cabin of a vehicle to be tuned; storing said impulse responses; at a location remote from the vehicle, playing back/sending (e.g. generating or acquiring/sourcing) a multichannel audio stream, performing real-time convolution processing on each channel of the audio stream based on the corresponding 3D impulse response; outputting an audio stream. An example of a multi-channel/full-sphere surround sound format is Ambisonics, e.g. with a resulting signal stored in B-format. An example of a first order ambisonic microphone is a Zoom H3-VR recorder unit which comprises four spaced-apart microphones for capturing sound in multiple directions. In the known way, an impulse response may be obtained by playback of a test tone (e.g. sine sweep) through each speaker of the vehicle cabin and capturing of same with suitable hardware. In an embodiment, the at least one predetermined position comprises a driver position/head level. However, this may further comprise a plurality of predetermined positions corresponding to passenger positions. In this way, an accurate acoustical reproduction of a car cabin may be achieved on any sound system, or headphones, remote from the vehicle. Real-time multi-channel processing may be performed directly on target hardware, e.g. the vehicle's audio control unit, or a PC based application. According to the disclosed method, it is possible to tune all audio blocks, not only gain, delay and equalization. Furthermore, testing of complex audio algorithms is possible, e.g. ANC (active noise cancellation), 3D effects, etc. In embodiments, the real-time processing is integrated with the vehicle's own onboard audio software/framework, e.g. which is ordinarily supplied to an OEM for adapting to different cabin settings and car configurations. Such a solution may span the entire audio software stack-including DSP (digital signal processing), audio management, control logic, and tuning and calibration functions. By centralizing audio processing in a cockpit domain controller instead of in audio nodes, it is possible to fully integrate embedded real-time software and eliminate the need for an external unit for audio processing, leading to reduced cost. The system used for calibration according to the present disclosure can be a mock up (e.g. having the same processing blocks as the onboard system) or the real system itself. In