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.

Distance Perception Demo

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.

Volunteer to try reverb?

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

Volunteer to try delay?

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?