| > To Continue with Chapter 5
Localization/Spatialization Close your eyes and listen to the sounds around you. 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? Humans have a pretty complicated system for perceptually locating sounds, involving, among other factors: the relative loudness of the sound in each ear; the time difference between the sounds arrival in each ear; and the difference in frequency content of the sound as heard by each ear. How would a "cyclaural" (the equivalent of a "cyclops") hear? Most attempts at spatializing, or localizing, recorded sounds make use of some combination of factors involving the two ears, on either side of the head. Simulating Sound Placement Simulating a loudness difference is pretty simple if someone standing to your right says your name, their voice is going to sound louder in your right ear than your left. The simplest way to simulate a volume difference is to increase the volume of the signal in one channel, while lowering it in the other youve probably used the pan or balance knob on a car stereo or boombox, which does exactly this. Panning is a fast, cheap, and fairly effective means of localizing a signal, although it can often sound artificial. The Interaural Time Delay (ITD) Simulating a time difference is a little trickier, but adds a lot to the realism of the localization. Why would a sound reach your ears at different times? After all, aren't our ears pretty close together? Were generally not even aware that it does 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. But you dont. Sound moves at a specific speed, and it's not all that fast (well, compared to light, or the way one of us drives, we're not saying which) about 345 meters/second. Since your fingers are closer to one ear than the other, the sound waves will arrive at your ears at different times, if only by a small fraction of a second. Since most of us have ears that are quite close together, the time difference is very slight too small for us to consciously "perceive." But let's say, like one of our authors, your head is roughly 250 cm. wide, or a quarter of a meter. It takes sound around 1/345 of a second to go one meter, which is approximately .003 seconds (3 thousandths of a second). It takes about a quarter of that time to get from one ear of our fatheaded co-author to the other, which is about .0007 (.7 thousandths of a second). Yikes, that's a pretty small amount of time. Do you believe that our brains perceive that tiny interval, and use the difference to help us localize the sound? You better, because there's a frisbee coming at you right now and it would be nice to know which direction it's coming from (whoops, too late). In fact, you do, and it's even smaller because your head's even smaller than .25 meters (we just rounded it off because we've always had trouble with math). The technical name for this effect is Interaural Time Delay (ITD).
That the ears perceive and respond to a difference in volume and arrival time of a sound seems pretty straightforward, if amazing. But whats this about a difference in the frequency content of the sound? How could the position of a bird change the spectral make-up of its song? The answer: your head (it's all in your head)! Your head does the same thing. When a sound comes from your right, it must first pass through, or go around, your head in order to reach your left ear. In the process, your head absorbs, or blocks some of the high frequency energy in the sound. This is clearly the origin of the term "blockhead"! Since the sound didnt have to pass through your head to get to your right ear, there is a difference in the spectral makeup of the sound that each ear hears. As with ITD, this is a subtle effect, although if youre in a quiet room and you turn your head from side to side while listening to a steady sound, you may start to perceive it.
There is no permission for this photo.
This system includes an acoustic baffle with the approximate size, shape and weight of a human head. Small microphones are mounted where our ears are located. This recording system is designed to emulate the acoustic effects of the human head, just as our ears might hear sounds, then capture the information on recording media. A number of recording equipment manufacturers make these "heads," and they often have funny names (Sven, etc.). The head in the above picture looks alarmingly like one of our authors. Thanks to Sonic Studios for this photo. Not so surprisingly, humans are extremely adept at locating sounds in two dimensions, or the plane. We're great at figuring out the source direction of a sound, but not the height. When that lion is coming at us, it's nice of evolution to have provided us the ability to know, quickly (and without much thought), which way to run. It's perhaps more of a surprise that we're less adept at locating sounds in "3-D," or more accurately, in the "up/down" axis. We don't really need this. Unless we're Vince Carter, we can't jump high enough for that perception to do us much good, and we don't have predators from above (like barn owls, who have little filters on their cheeks that make them extraordinarily good at sensing their sonic altitude distances if you had to catch and eat, from the air, rapidly running field mice you would be too!). So if it's not a frisbee heading at you more or less in the 2-D "plane", but a softball headed straight down towards your head, we'd suggest a helmet. |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||