Acoustical and Psychoacoustic Properties for Mono Sound Walk
- Explore how sound changes with distance in a mono mix
- Identify psychoacoustic cues that suggest depth and movement
- Apply these cues in the Mono Sound Walk project
- Practice strategies to simulate space without stereo
Distance Illusion: Guess the Distance
- I will play the same mono clip three times: take A, take B, take C.
- Your task: identify which take is farthest and estimate the distance bin.
- Bins to choose from: 1–3 m, 4–8 m, 10–20 m.
- Listen for three cues: level change, high-frequency roll-off, and the direct-to-reverberant balance.

Click to watch a short demo on distance perception in mono sound.
Acoustical Properties of Distance Perception
- Loudness drops as the source moves farther away
- High frequencies fade first, making distant sounds more muffled
- Reverberation builds up in enclosed or reflective spaces
- Direct-to-reverberant balance shifts: more reflections = more distance
Quick Calculator Demo: Inverse-Square Law
- Try −6 dB per doubling of distance
- Start: 1 m at 70 dB
- 2 m ≈ 64 dB
- 4 m ≈ 58 dB
- 8 m ≈ 52 dB
Resources (open one live):
Automation Essentials in REAPER
- Linear: smooth, constant-rate change
- S-Curve (Slow Start/End): gradual entry and exit
- Fast Start: steep change at the beginning, flattens later
- Fast End: flat at first, steep change at the end
- Square: instant jump, no transition
- Bezier: fully customizable shape for precision
Resources:
Automation Demo: Write, Touch, Latch
- Try Write mode: captures every move live
- Touch: adjusts only while fader is touched
- Latch: holds last change until stopped
- Practice: automate volume for a car “approach and pass-by” in mono
Volunteer to try volume automation?
Frequency Response (High-Frequency Roll-off)
- High frequencies attenuate faster than low frequencies.
- Distant sounds lose high frequencies, creating a “muffled” effect.
- Use low-pass filtering to replicate distant sounds.
Volunteer to try low-pass filtering?
Reverberation and Distance
- Near sounds: dry, minimal reverb, bright and clear
- Far sounds: more reverb, muffled, less direct energy
- Adjust wet/dry ratio and EQ to simulate depth
- Reverb should match the environment (small room, hall, outdoors)
- Direct-to-reverberant balance is a key distance cue
Direct-to-Reverberant Ratio (DRR)
- DRR = balance of direct sound vs. reverberant sound
- As DRR decreases, perceived distance increases
- High DRR → close, present, detailed
- Low DRR → far, diffuse, less intelligible
Resources:
Convolution Reverb for Believable Rooms
- Load real room impulse responses (IRs) into ReaVerb
- OpenAIR: free architectural IRs → realistic halls & rooms
- Samplicity M7: musical, smooth reverbs → great for creative use
- Apply: same mono sound at three “distances”
- Near: short IR, low wet, bright EQ
- Mid: medium IR, moderate wet, mild HF roll-off
- Far: long IR, high wet, strong HF roll-off
Resources:
Starting Reverb Settings for Distance
- Close proximity: Short reverb time, low wet/dry mix.
- Medium distance: Moderate reverb, slight high-frequency damping.
- Far distance: Long reverb, heavy high-frequency roll-off.
- Adjust pre-delay for spatial reflection.
Advanced Automation: Tail and Pre-delay
- Tail length: Adjust reverb tail for room size.
- Pre-delay: Automate for proximity changes.
- Combine wet/dry and pre-delay for complex depth.
- Simulate large spaces with longer reverb tails.
Practice Tips for Simulating Distance with Echo or Delay Automation
- Use echo/delay to create a sense of distance
- Adjust delay time for close or distant effects
- Modify feedback to simulate multiple reflections
- Combine delay with reverb for natural depth
Suggested Starting Settings for Delay Automation
- For close proximity (1-3 meters): 10-50 ms delay, 10-20% feedback
- For medium distance (3-10 meters): 50-150 ms delay, 30-40% feedback
- For long distance (10+ meters): 200-500 ms delay, 50-80% feedback
- Automation curves: adjust for linear or fast changes
Motion and Dynamic Cues
- Changing sound level or frequency suggests movement.
- The Doppler effect simulates pitch changes as sound moves.
- Adjust sound properties dynamically to reflect movement.
Volunteer to try Doppler effect?