Space… the sonic frontier
Perception of Direction Spatial/Binaural Localization Capability of the two ears to localize a sound source within an acoustic space Localization – ability to place a sound in a specific location
Sound Location cues The ear uses 3 cues to determine the location of a sound Interaural Intensity Difference (IID) Aka: spectral shadow Interaural Arrival Time Difference (ITD) Aka: time delay Effects of the Pinnae
Interaural Intensity Difference
Mid to high frequency sounds coming from the right will reach the right ear at a higher intensity level than the left ear Head casts an acoustic block,or shadow Sound travels farther to other ear, thereby losing energy (i.e. intensity is reduced with distance)
IID, continued Works best above 1500 Hz Doesn ’ t work as well with lower frequencies -- WHY NOT?
Interaural Arrival Time Difference
Sounds coming from the right will reach the right ear sooner than the left Time difference occurs because the acoustic path length to one ear is longer than the path to the other ear Helps give lateral localization cues
ITD (contd.) Works better below 1500 Hz -- WHY?
Effects of the Pinnae
Pinnae = outer ears! (Pinna = 1) Its ridges introduce minute time delays between direct sound and reflected sounds Help determine: whether something is behind us or on a vertical plane
Perception of Space The ear helps us determine Distance Physical sense of the space in which a sound occurs Sound propagates AWAY from a source in directions determined by the nature of the source and its surroundings Nature of source – frequency, amplitude, spectral content Surroundings – reflective surfaces, room absorption, etc.
Perception of space Waves coming into contact with objects behave in 2 possible ways: Refraction Reflection
Directional observations If there is no difference between what the left and right ear hears, the brain… Assumes that the source is the same distance from each ear 3 distance cues allow us to position sound left/right and monophonically
Sound propagates for everyone!
Sound Propagation Described in three stages: 1. Direct Sound 2. Early Reflections 3. Reverberation
Sound Propagation
Direct Sound The percentage of sound that reaches the listener directly Determines source ’ s location aka precedence effect or Haas effect Also helps determine source ’ s size and true timbre Timbre of a sound will change as it propagates through a space Why? Loss and/or attenuation of spectral content over time
Early Reflections Sounds that bounce off surfaces and reach the listener second Reflections off the largest boundaries in a room Provide clues about: Reflectivity, size and general nature of acoustic space Direct sound tells us about the sound source, early reflections tell us about the sonic space
Early Reflections (contd.) Arrive < 50 ms after brain perceives direct sound Time between direct sound and early reflections gives info about the size of a space (farther the boundaries, longer the delay before sound is reflected)
Temporal Fusion When early reflections arrive within 35 ms of the direct sound, the early reflections fuse with the direct sound Can ’ t distinguish early reflections from original sound Makes sound seem louder & fuller
Reverberation Diagram
Reverberation Sound that persists after the source stops Sound bounces off so many surfaces they reach listener as a continuous stream from all directions Reverberation = densely spaced reflections
Reverberation (contd.) Reach listener > 50 ms after direct sound Gradual decrease in amplitude Sense of added warmth or reverb Timbre usually different High frequency rolloff (gradual attenuation) Slight bass emphasis
Reverberation TIME The time it takes for the sound to decrease to 60dB below its original level This is dependent upon the room ’ s absorptive characteristics
Reverberation Graph
Sound Absorption Reverberation is frequency dependent! Rooms can be described based on the frequencies they absorb, and those they allow to reverberate Depends on materials and objects in the space
Sound Absorption (contd.) Small obstacles Reflect high frequencies Large obstacles Reflect low frequencies
Absorption Coefficient Calculation that determines what material types absorb what frequency types
Absorption/Reflection Types Highly Reflective surfaces = low absorption coefficient Heavy, stiff materials Concrete Shower tiles marble
Absorption/Reflection Types High Frequency Absorbers ( Hz) Soft porous materials Curtains Clothing Carpeting Thicker, more porous materials will also absorb lower frequencies
Absorption/Reflection Types Low Frequency Absorbers ( Hz) Materials that can vibrate Act as resonators for frequencies near their resonant frequencies Windows Plaster walls on widely spaced beams Wooden floors
Absorption/Reflection Types Mid Frequency Absorbers ( Hz) Combination of high and low frequency absorptive materials Wall of porous material with regularly spaced wood panels on it
Absorption chart