How to position a sound vertically in a stereo field?
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- KVRist
- 143 posts since 28 Oct, 2002
Hi,
when I listen to certain mixes with my headphones, some sounds seem to be not only positioned horizontally in the stereo field (i.e. right vs. left), but also vertically. Sounds strange, eh? But really, some sounds seems to creep at the ground while others seem to come from somewhere above my head. And this has nothing to do with the frequency of those sounds (basses vs. heights).
I wonder how it is possible to achieve this effect with only 2 channels. What kind of effects would one need to position a sound vertically?
Thanks for any tipps
FT
when I listen to certain mixes with my headphones, some sounds seem to be not only positioned horizontally in the stereo field (i.e. right vs. left), but also vertically. Sounds strange, eh? But really, some sounds seems to creep at the ground while others seem to come from somewhere above my head. And this has nothing to do with the frequency of those sounds (basses vs. heights).
I wonder how it is possible to achieve this effect with only 2 channels. What kind of effects would one need to position a sound vertically?
Thanks for any tipps
FT
- KVRAF
- 16884 posts since 8 Mar, 2005 from Utrecht, Holland
http://en.wikipedia.org/wiki/Head-relat ... r_function
http://en.wikipedia.org/wiki/Holophonics
http://en.wikipedia.org/wiki/Binaural_recording
some HRTF and 3d plugins in our database
http://en.wikipedia.org/wiki/Holophonics
http://en.wikipedia.org/wiki/Binaural_recording
some HRTF and 3d plugins in our database
We are the KVR collective. Resistance is futile. You will be assimilated. 
My MusicCalc is served over https!!
My MusicCalc is served over https!!
- KVRAF
- 10286 posts since 17 Sep, 2004 from Austin, TX
- KVRAF
- 10286 posts since 17 Sep, 2004 from Austin, TX
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- KVRist
- 58 posts since 8 Dec, 2005
Your ears, due to their complex shape, have a complex transfer function, and thus filter the sound differently depending on the direction the sounds comes from. To determine the vertical position of a sound, your brain tries to figure out the transfer function of the filtering applied by your ear to the sound, and therefore derive what direction the sound came from.
BTW, you can experiment by yourself that it is easier to localize (vertically) a sound you're familiar with than a new sound. Indeed, the only way to retrieve the transfer function of you ear's filter is to compare the filtered sound you're hearing with the original sound. If you've never heard it, it's way more difficult for the brain to figure out where it comes from (horizontally it's always easy for the brain, by simply measuring the signal reception delay between your two ears, but not vertically)
=> To position a sound vertically, the trick is to simulate the direction-dependent filtering due to your ears (and head). This technique is called Head Related Transfer Function. However, as we all have different ears, our ears all filter the sound differently, so this system is more efficient when the filters are modelled after the listener's own ears/head rather than a generic filter. But obviously, in a mix you can only use a generic HRTF filtering.
BTW, you can experiment by yourself that it is easier to localize (vertically) a sound you're familiar with than a new sound. Indeed, the only way to retrieve the transfer function of you ear's filter is to compare the filtered sound you're hearing with the original sound. If you've never heard it, it's way more difficult for the brain to figure out where it comes from (horizontally it's always easy for the brain, by simply measuring the signal reception delay between your two ears, but not vertically)
=> To position a sound vertically, the trick is to simulate the direction-dependent filtering due to your ears (and head). This technique is called Head Related Transfer Function. However, as we all have different ears, our ears all filter the sound differently, so this system is more efficient when the filters are modelled after the listener's own ears/head rather than a generic filter. But obviously, in a mix you can only use a generic HRTF filtering.
www.audeon.fr - Innovative Software Synthesizer-
- KVRAF
- 5139 posts since 27 Jun, 2004
Thanks for the suggestion, but I know it, like I know every single "3d" stereo field positioner
. Not what I'd call high quality, to say the least.
"Music is spiritual. The music business is not." - Claudio Monteverdi
- KVRAF
- 2910 posts since 26 Jul, 2005 from dun unda
It's a very complicated thing to talk about, as it involves a lot of phase inversions of signals and such to simulate the effect in stereo.
If you were talking about sound waves, I would've told you to use DC offset.
If you were talking about sound waves, I would've told you to use DC offset.
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- KVRAF
- 4867 posts since 18 Dec, 2000
I've never heard of that VST.runagate wrote:you may find this interesting
I wonder if it can be bought.
dw
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- KVRian
- 520 posts since 11 Sep, 2003 from Berlin, Germany
To get a "real 3d" effect you'll probably need said HRTF plugins - but in the sense of a nicely separated mix all you need for this is EQ. Sounds with lots of treble will appear higher than sounds without.
- KVRAF
- 10286 posts since 17 Sep, 2004 from Austin, TX
Choc's Binaural Spatializer VST (version 0.3)
3D Motion DrumMicPositioner
Omnisone
prodyspace
One of my not-so-secret mixing techniques is that I get nicely crisp, separated, zomming-here-and-there mixes utterly overstuffed with things going on by using weird mixtures of binaural 3D panning, multiband stereo width control and psychoacoustic multiband sidechain compression.
3D Motion DrumMicPositioner
Omnisone
prodyspace
One of my not-so-secret mixing techniques is that I get nicely crisp, separated, zomming-here-and-there mixes utterly overstuffed with things going on by using weird mixtures of binaural 3D panning, multiband stereo width control and psychoacoustic multiband sidechain compression.
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- KVRian
- 783 posts since 6 Jan, 2006 from Premià
There's also the hrtf-vst one by Christian Budde: http://www.savioursofsoul.de/Christian/?page_id=8
(Direct download here: http://www.savioursofsoul.de/Christian/VST/HRTF3D.EXE)
Pretty simple and a bit buggy but quite cool nonetheless.
But as someone mentioned before, for simple mixing tasks i've always pictured pan for left-right, eq for up-down and reverb for close-far.
(Direct download here: http://www.savioursofsoul.de/Christian/VST/HRTF3D.EXE)
Pretty simple and a bit buggy but quite cool nonetheless.
But as someone mentioned before, for simple mixing tasks i've always pictured pan for left-right, eq for up-down and reverb for close-far.
The mind boggles.
