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Soundhack delay6/13/2023 ![]() ![]() The longer the delay, the more the sound will seem to be panned to one side or the other (depending on which channel is delayed). To simulate ITD by computer, we simply need to add a delay to one channel of the sound. The delay is even smaller because your heads smaller than 0.25 meter We hope so, because if theres a frisbee coming at you, it wouldīe nice to know which direction its coming from! In fact, though, That tiny interval and use the difference to help us localize the sound? ThatsĪ pretty small amount of time! Do you believe that our brains perceive Which is about 0.0007 second (0.7 thousandths of a second). It takes aboutĪ quarter of that time to get from one ear of your wide head to the other, Is approximately 0.003 second (3 thousandths of a second). It takes sound around 1/345 of a second to go 1 meter, which Lets say your head is a bit wide: roughly 250 cm, or a quarter Time difference is very slighttoo small for us to consciously "perceive." Since most of us have ears that are quite close together, the Your fingers are closer to one ear than the other, the sound waves willĪrrive at your ears at different times, if only by a small fraction ofĪ second. Sound moves at a specific speed, and its notĪll that fast (compared to light, anyway): about 345 meters/second. Why would a sound reach your ears at different times? After all, arent our ears pretty close together? Were generally not even aware that this is true: snap your finger on one side of your head, and youll think that you hear the sound in both ears at exactly the same time.īut you dont. Simulating a time difference is a little trickier, but it adds a lot to the realism of the localization. Is a fast, cheap, and fairly effective means of localizing a signal, although Or balance knob on a car stereo or boombox, which does exactly this. Lowering it in the otheryouve probably used the pan The simplest way to simulate this volumeĭifference is to increase the volume of the signal in one channel while To your right says your name, their voice is going to sound louder in Simulating a loudness difference is pretty simpleif someone standing Use of some combination of factors involving the two ears on either side Hear? Most attempts at spatializing, or localizing, recorded sounds make How would a "cyclaural" (the equivalent of a "cyclops") Involving, among other factors, the relative loudness of the sound inĮach ear, the time difference between the sounds arrival in eachĮar, and the difference in frequency content of the sound as heard byĮach ear. Humans have a pretty complicated system for perceptually locating sounds, How well can you tell where theyre coming from? Pretty well, hopefully! How do we do that? And how could we use a computer to simulate moving sound so that, for example, we can make a car go screaming across a movie screen or a bass player seem to walk over our heads? SoundHack does this by convolving the sound with known filter functions that simulate the ITD (interaural time delay) between the two ears.Ĭlose your eyes and listen to the sounds around you. ![]() Using the program SoundHack by Tom Erbe, we can place a sound anywhere in the binaural (two ears) space. Chapter 5: The Transformation of Sound by Computer Section 5.3: Localization/Spatialization ![]()
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