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We can recreate the illusion of sound sources in 3 - dimensional space using vectorize operations. We will study both delay and basic attenuation to
We can recreate the illusion of sound sources in dimensional space using vectorize operations. We will study both delay and basic attenuation to create the illusion of sound positioned directly to the left of the listener. Consider the following sample of a stereo audio recording transposed as a row:
L
R
We can insert zeros at the beginning of the right column, and remove entries a the end of the right column to delay the right channel by samples. This correspond to a delay of at a sample rate of
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R
Question Using one of your previously recorded speech signals saying the phrase "the quick brown fox jumps over the lazy dog" copy the column to the right to create two identical columns, and save this signal to a WAV file. Label this file with the convention teamyourteam#stereosoundfiledelaywav Then, delay
the second column by the average number of samples calculated
previously, and save this signal. Finally, delay the second column
by msms and ms and save these. Have each team
member listen to the files and compare the acoustic experience of
each of these files ms avghead, msmsms
The second "trick" we can use is an attenuation of the right channel to model the human head. We can apply an attenuation of about by multiplying by
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L
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Question Attenuate the right channel of the ms delay audio by dBdBand dB and save these signals to WAV files. Label these files with the convention teamyourteam#stereosoundfiledelayattenuationwav Perform the same operation to the average
head delay file. Have each team member listen to the files and
compare the acoustic experience of each of these files msmsdBmsdBmsdB avghead, avgheaddB
Question Which delay and attenuation values produced the most convincing illusion that the sound source is to the left of the listener? How might you improve the basic model to improve the illusion or support sounds from other locations in D space?
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