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Perfection of sound realism
(Click on the active URL to read the source of the news)
Get Ready For Next Generation Surround Sound

{from the source}
Notes for Editors:
In general, the location of sounds to our left and right can be inferred from the difference in their time of arrival and intensity at each ear. This is exploited, albeit in a limited way, in stereo music recordings. However, distinguishing sounds from the front and behind is a more subtle process and relies on the features of the ear flaps (pinnae). The spatial filters created in this research will be derived with the aid of 3-D images of the pinnae.
The future is here. At last, this research is being undertaken in close collaboration with academics at the University of Sydney, Australia. Well, there is an average head mannequin on which the sound effects are modelled, but to adapt it to each individual perfectly, one has to go out and has his head scanned and recorded on a smart-card. Now that would be a pitfall to this futuristic project, and that could affect mass production and distribution to end up as an effective product....

Left, right and front sounds had never been that of a problem, and the true problem is both that which comes from behind and low frequencies that are best produced from woofers on display and mainly from drums on play. It is much easier to distinguish the source direction of sharp notes and the hardest thing to produce for a computer game is a low frequency sound from behind and at low intensity.

One thing for sure, is that by modelling the human head the product is still a step forward even without fine tuning to each individual's features. If this was a problem, then scientists would certainly improvise new methods for calibration be a set-up session or by a built in feature of headphones.
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