Method and apparatus for processing audio signal based on equalization filter
A technology for equalizing filters and audio signals, applied in instruments, sounding devices, frequency response correction, etc.
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Embodiment 1
[0108] Example 1, Phone with headset (in-ear headset or earbuds with in-line microphone) in a quiet environment.
[0109] Figure 10 A block diagram of this embodiment is shown. The user's own voice (transmitted through the air) is captured using the embedded microphone of the headset used. The captured speech signal 13 is filtered by a pair of mouth-to-ear transfer functions (HmeTF), which may or may not be determined before 14 separately. The filtered speech signal is then further filtered through a pair of anti-blocking pass-through equalization filters to enhance the high-pass component of the user's own voice. Headphones are then used to play the filtered signal to the user and enhance the naturalness of the user's speech.
[0110] The anti-occlusion direct equalization filter 12 is pre-designed based on the acoustic impedance of the earphone. Therefore, information on the headphones used is required. This operation can be done manually or automatically. For example...
Embodiment 2
[0117] Example 2, phone with headset (in-ear headset or earbuds with in-line microphone) in a noisy environment.
[0118] For example, a user is conducting a conference call with a headset in a noisy space (eg, in a restaurant or an airport). The user's own voice, captured by the built-in microphone, is combined with ambient noise, which can reduce the sense of naturalness. Additionally, users do not want the remote user to hear ambient noise, as this reduces speech intelligibility.
[0119] Therefore, in the case of a noisy environment, the captured user voice is first decomposed into direct sound and ambient sound. Ambient sounds are discarded. The extracted direct sound is filtered through a pair of HmeTFs and further filtered through a pair of anti-occlusion pass-through equalization filters to simulate the direct sound part. Add a measured or synthesized late reverb section to the direct section to simulate a fairly quiet environment but with local spatial information....
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