Path: utzoo!mnetor!uunet!portal!cup.portal.com!Michael_M_Butler From: Michael_M_Butler@cup.portal.com Newsgroups: comp.sys.amiga Subject: Re: Sonic Tomfoolery Message-ID: <3511@cup.portal.com> Date: 27 Feb 88 00:48:40 GMT References: <319@ardent.UUCP> Organization: The Portal System (TM) Lines: 24 XPortal-User-Id: 1.1001.2469 The psychoacoustics of placement are tricky. When the usual information (phase, delay, etc.) gets scrambled enough, the auditory perception system "gives up" and you wind up with the sound seeming to come from "nowhere" (with headphones on, it sounds as if it's coming from "inside your head"). If you're working with a sound which is intended to move from (say) directly in front of the listener around to the listener's left and then continue be- hind, the factors to bear in mind are that the sound from dead-ahead will compare with the sound from dead-astern as subtly different. The pinnae will tend to cut treble and make the sound a trifle fainter. There may be other effects; I forget. I think Chowning (at Stanford?) did some work on this around '76 or '78. Also bear in mind that the power ratio of the L and R channels has to vary in a way consistent with physics if you want the motion from dead-ahead to abeam-portside to sound right. A little trig ought to do ya. I'm not sure about percieved attack and decay. I suspect that you're not going to include simulated ambience in this rev (go ahead, prove me wrong(:D)). Thanks for audiotools, Mr. Peck! Michael [My fancy trailer is at the cleaners] Butler Xanadu Operating Company