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3D Positional Audio

Rachel Wilkinson $<$rwilkinson at ausim3d.com$>$ (Ausim)

The first DSP Seminar this quarter will be this Friday, April 6th at 3:15 at the CCRMA Ballroom.

When we hear a sound, how do we tell where it's coming from? We often instinctively turn to pinpoint the origin of a new sound, but how do we know which way to turn? Moreover, why is the capability of determining source direction diminished or lost when we listen to audio over headphones? What's missing from the headphone signal?

The answers lie in how our brains process the sound waves caught by our ears, to determine where sounds we are hearing originate. Studies of these processes have revealed certain distinct features or cues that the brain has learned to use to localize sounds. By understanding and intelligently recreating these cues, technologists can now synthesize surprisingly realistic virtual aural environments.

Physical and empirical modeling are technologies that can be used as bases for simulating natural sounds. With a good mathematical model of the physical or acoustic characteristics of the sound source, the environment through which it propagates, and the listener, flat sound sources can be altered to sound as if they had actually propagated through and interacted with a physical environment.

This presentation will explore new research into ways of creating realistic 3D sound simulations. We will discuss processing and delivery strategies as well as psychoacoustic factors. Ideas will be generated for future applications and areas of further research.

E. Rachel Wilkinson
Audio and Acoustics Applications Specialist
AuSIM, Inc.
http://www.audiosimulation.com


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Download mus423h.pdf

``CCRMA DSP Seminar Prior Abstracts'', by Julius O. Smith III, Aut-Spr Quarters, CCRMA Ballroom, The Knoll, Stanford University.
Copyright © 2005-12-28 by Julius O. Smith III
Center for Computer Research in Music and Acoustics (CCRMA),   Stanford University
CCRMA  [Automatic-links disclaimer]