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Crossfeed is the process of blending the left and right channels of a stereo audio recording. It is generally used to reduce the extreme channel separation often featured in early stereo recordings (e.g., where instruments are panned entirely on one side or the other), or to make audio played through headphones sound more natural, as when listening to a pair of external speakers.
Crossfeed is claimed to provide relief for a small fraction of listeners who otherwise complain of "fatigue" and headaches when they listen to stereo recordings.
Crossfeed is most commonly found in headphone amplifiers and often can be toggled with a switch. Many audio player programs for computers can perform crossfeed via plug-ins or built-in processing.
Directional sound perception is based on the delay between the same sound reaching a person's left and right ears. In stereo speakers, the sound from one speaker reaches both ears, although at different levels, and with a delay between one ear and another, since the speaker is placed away from the center. In headphones, this crossfeed does not occur, so the resulting stereo image is different from what is heard from speakers. A crossfeed signal processor attempts to recreate the stereo image heard from speakers by mixing some signal from the left channel into the right channel, and vice versa.
The intent to produce speaker-like sound in headphones distinguishes crossfeed from the more general concept of stereo width reduction, which involves similar techniques.
An analog crossfeed is usually implemented by mixing the left and right channels together to some extent. Since such crossfeeds do not typically correct the delay between the added information and the original signal, they simply reduce the amount of stereo information available, centering the image in the stereo field.
A digital, or DSP-type, crossfeed is typically more sophisticated, mixing an amount of signal from one channel to the other, delaying the signal to mimic interaural time differences and applying other characteristics of head-related transfer functions (HRTFs) to mimic the changes between the left and right ears. Some digital crossfeeds include controls for varying the realism of the crossfeed implementation and which HRTF characteristics are used. Examples of DSP crossfeeds are Dolby Headphone and Bauer stereophonic-to-binaural DSP. [1]
Binaural recording is a method of recording sound that uses two microphones, arranged with the intent to create a 3D stereo sound sensation for the listener of actually being in the room with the performers or instruments. This effect is often created using a technique known as dummy head recording, wherein a mannequin head is fitted with a microphone in each ear. Binaural recording is intended for replay using headphones and will not translate properly over stereo speakers. This idea of a three-dimensional or "internal" form of sound has also translated into useful advancement of technology in many things such as stethoscopes creating "in-head" acoustics and IMAX movies being able to create a three-dimensional acoustic experience.
A head-related transfer function (HRTF) is a response that characterizes how an ear receives a sound from a point in space. As sound strikes the listener, the size and shape of the head, ears, ear canal, density of the head, size and shape of nasal and oral cavities, all transform the sound and affect how it is perceived, boosting some frequencies and attenuating others. Generally speaking, the HRTF boosts frequencies from 2–5 kHz with a primary resonance of +17 dB at 2,700 Hz. But the response curve is more complex than a single bump, affects a broad frequency spectrum, and varies significantly from person to person.
Ambisonics is a full-sphere surround sound format: in addition to the horizontal plane, it covers sound sources above and below the listener.
Surround sound is a technique for enriching the fidelity and depth of sound reproduction by using multiple audio channels from speakers that surround the listener. Its first application was in movie theaters. Prior to surround sound, theater sound systems commonly had three screen channels of sound that played from three loudspeakers located in front of the audience. Surround sound adds one or more channels from loudspeakers to the side or behind the listener that are able to create the sensation of sound coming from any horizontal direction around the listener.
Monaural sound or monophonic sound is sound intended to be heard as if it were emanating from one position. This contrasts with stereophonic sound or stereo, which uses two separate audio channels to reproduce sound from two microphones on the right and left side, which is reproduced with two separate loudspeakers to give a sense of the direction of sound sources. In mono, only one loudspeaker is necessary, but, when played through multiple loudspeakers or headphones, identical audio signals are fed to each speaker, resulting in the perception of one-channel sound "imaging" in one sonic space between the speakers. Monaural recordings, like stereo ones, typically use multiple microphones fed into multiple channels on a recording console, but each channel is "panned" to the center. In the final stage, the various center-panned signal paths are usually mixed down to two identical tracks, which, because they are identical, are perceived upon playback as representing a single unified signal at a single place in the soundstage. In some cases, multitrack sources are mixed to a one-track tape, thus becoming one signal. In the mastering stage, particularly in the days of mono records, the one- or two-track mono master tape was then transferred to a one-track lathe used to produce a master disc intended to be used in the pressing of a monophonic record. Today, however, monaural recordings are usually mastered to be played on stereo and multi-track formats, yet retain their center-panned mono soundstage characteristics.
3D audio effects are a group of sound effects that manipulate the sound produced by stereo speakers, surround-sound speakers, speaker-arrays, or headphones. This frequently involves the virtual placement of sound sources anywhere in three-dimensional space, including behind, above or below the listener.
Sound localization is a listener's ability to identify the location or origin of a detected sound in direction and distance.
Stereophonic sound, or more commonly stereo, is a method of sound reproduction that recreates a multi-directional, 3-dimensional audible perspective. This is usually achieved by using two independent audio channels through a configuration of two loudspeakers in such a way as to create the impression of sound heard from various directions, as in natural hearing.
A headphone amplifier is a low-powered audio amplifier designed particularly to drive headphones worn on or in the ears, instead of loudspeakers in speaker enclosures. Most commonly, headphone amplifiers are found embedded in electronic devices that have a headphone jack, such as integrated amplifiers, portable music players, and televisions. However, standalone units are used, especially in audiophile markets and in professional audio applications, such as music studios. Headphone amplifiers are available in consumer-grade models used by hi-fi enthusiasts and audiophiles and professional audio models, which are used in recording studios.
Virtual surround is an audio system that attempts to create the perception that there are many more sources of sound than are actually present. In order to achieve this, it is necessary to devise some means of tricking the human auditory system into thinking that a sound is coming from somewhere that it is not. Most recent examples of such systems are designed to simulate the true (physical) surround sound experience using one, two or three loudspeakers. Such systems are popular among consumers who want to enjoy the experience of surround sound without the large number of speakers that are traditionally required to do so.
Panning is the distribution of an audio signal into a new stereo or multi-channel sound field determined by a pan control setting. A typical physical recording console has a pan control for each incoming source channel. A pan control or pan pot is an analog control with a position indicator that can range continuously from the 7 o'clock when fully left to the 5 o'clock position fully right. Audio mixing software replaces pan pots with on-screen virtual knobs or sliders which function like their physical counterparts.
The Haeco-CSG or Holzer Audio Engineering-Compatible Stereo Generator system was an electronic analog audio signal processing device developed by Howard Holzer, Chief Engineer at A&M Records in Hollywood, California.
There are a number of well-developed microphone techniques used for recording musical, film, or voice sources or picking up sounds as part of sound reinforcement systems. The choice of technique depends on a number of factors, including:
Holophonics is a binaural recording system created by Hugo Zuccarelli that is based on the claim that the human auditory system acts as an interferometer. It relies on phase variance, just like stereophonic sound. The sound characteristics of holophonics are most clearly heard through headphones, though they can be effectively demonstrated with two-channel stereo speakers, provided that they are phase-coherent. The word "holophonics" is related to "acoustic hologram".
Ambiophonics is a method in the public domain that employs digital signal processing (DSP) and two loudspeakers directly in front of the listener in order to improve reproduction of stereophonic and 5.1 surround sound for music, movies, and games in home theaters, gaming PCs, workstations, or studio monitoring applications. First implemented using mechanical means in 1986, today a number of hardware and VST plug-in makers offer Ambiophonic DSP. Ambiophonics eliminates crosstalk inherent in the conventional stereo triangle speaker placement, and thereby generates a speaker-binaural soundfield that emulates headphone-binaural sound, and creates for the listener improved perception of reality of recorded auditory scenes. A second speaker pair can be added in back in order to enable 360° surround sound reproduction. Additional surround speakers may be used for hall ambience, including height, if desired.
Dolby Headphone is a technology developed by Lake Technology (Australia), that later sold marketing rights to Dolby Laboratories, sometimes referred to as Mobile Surround, which creates a virtual surround sound environment in real-time using any set of two-channel stereo headphones. It takes as input either a 5.1 or a 7.1 channel signal, a Dolby Pro Logic II encoded 2 channel signal or a stereo 2 channel signal. It sends as output a 2 channel stereo signal that includes audio cues intended to place the input channels in a simulated virtual soundstage.
In audio engineering, joint encoding is the joining of several channels of similar information during encoding in order to obtain higher quality, a smaller file size, or both.
3D sound localization refers to an acoustic technology that is used to locate the source of a sound in a three-dimensional space. The source location is usually determined by the direction of the incoming sound waves and the distance between the source and sensors. It involves the structure arrangement design of the sensors and signal processing techniques.
Perceptual-based 3D sound localization is the application of knowledge of the human auditory system to develop 3D sound localization technology.
Transaural Stereo is a technology suite of analog circuits and digital signal processing algorithms related to the field of sound playback for audio communication and entertainment. It is based on the concept of crosstalk cancellation but in some versions can embody other processes such as binaural synthesis and equalization.