Hi,

Date: 20 Jul 2011 11:36:10 +0100
From: dave.mal...@york.ac.uk

Hi all,
I think that one of the problems with all these discussions is that we tend to think of the distance of an audio object as being the exactly the same sort of thing as the coordinates of the object w.r.t. the listener -
but it's not because, unlike direction, we humans can't determine it
absolutely, but only as implied via the object's (and our) interaction with the environment. For a unknown distant stationary source in an anechoic environment there are _no_ cues as to distance, unless the listener can
move and gain something via parallax or loudness variation. For close
sources (i.e. in the curved wavefront zone) there may be some cues from bass lift, but even these would be ambiguous for median plane sources if
head turning is not allowed (Greene-Lee head brace, anyone?)

   Dave M.

Agreed, though you are really talking of a particular (and fairly uncommon) situation. An unknown sound source, which implies something electronically generated, and thus with no readily identifiable source. An anechoic environment.

Apart from HF absorption by the air, only really appreciable at quite large distances, the only variable is then loudness, the same sound louder or quieter. As we have no knowledge as to how loud it is supposed to be at a given distance, we have no reference point for comparison.

In a 'soundscape' containing several sources some distance relationships between them can be discerned. Of course this is aided by prior experience. Given a recognisable sound source, such as a blackbird or violin, amplitude alone gives some rough idea of distance, though it cannot be stated with any accuracy. Given two familiar sources, a rough relative distance between them can be perceived.

Any sense of scale can be disrupted by playback levels that are louder or quieter than 'real' levels. Loud sounds are more 'present' (nearer ?), and are usually produced by larger sources.

I, like I suspect many on this list, am interested in how aural compositions can be made spatially 'effective': to convey convincing and believable images, even if they are 'unrealistic'. Most modern audio production for music, film or any other medium aims to produce something 'hyper-real': clear, polished, stripped of extraneous sound, crafted. The listener is usually static.

Ciao,

Dave Hunt
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