3D Audio

Augusto Pinoche augustopinoche at hotmail.com
Thu Jun 1 02:41:47 CEST 2000


Yes i agree to this, not to mention when one tries to locate
a quirking sound in the car, it seams to come from every where!!

Also i think 3 D sound is about phase relations.
Do this test take a sound invert it 180 deg and
feed the non inverted sound to one of the head phones
speaker take the other phase inverted sound and send it
to the other speaker in the headphone!

Ugly stuff!! The head fell down to horisontal position! :-)

And yes the brain is a hell of a dude!!

AP


>From: Carlos Vila Deutschbein <si04697 at salleURL.edu>
>To: synth-diy at node12b53.a2000.nl
>Subject: Re: 3D Audio
>Date: Wed, 31 May 2000 23:41:57 +0200
>
>Hello all !
>
> > If you search JASA (Journal of the Acoustical Society of America) there
> > are a bizillion articles.
>
>Let me add my 2 cents to all this 3D Sound discussion.
>I have read many articles and some books about 3D audio, recently I  even
>participated in an experiment a fellow student made about 3D positioning of
>audio sources in an anechoic chamber. After all this investigations I
>finally have come to one conclusion: Localizing an audio source in 3D space
>is 20% /physiological/ parameters (i.e. how our ears work, involving HRTF,
>Interaural Time/level Differences and other aspects) and 80% /cognition/
>(i.e. what you know about the sound source)
>For example: If you are in the street and you hear the sound of an 
>airplane,
>your brain automatically puts the sound up in the sky skipping all those
>physiological aspects. The sound *must* come from that direction. This
>happens with most sound perception in real life and memory plays a decisive
>role in this case (that wasn't the first airplane you had seen in your
>life).
>And what happens when you don't know where a sound comes from: You move 
>your
>head around trying to catch the physical parameters of the sound because
>you don't have any cognitive reference about it. It once took us 3 minutes
>to find a ringing cell-phone in a full class-room!!
>
>That's the main problem when simulating 3D space. You can fool the ears but
>you can't fool the brain.
>In my opinion 3D audio simulation can only be associated with virtual
>reality environments and only (arguably) with multi-channel systems (not
>plain stereo)
>
>PS: Don't wanted to discourage anyone, just tell my experiences :)
>
>
>Regards
>--
>==================================================
>Carlos Vila Deutschbein       si04697 at salleURL.edu
>Enginyeria La Salle     www.salleURL.edu/~si04697/
>-------------- Barcelona, Spain ------------------
>

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