Distance perception in mono
Make a sound seem to approach, pass, and recede without stereo panning.
- Identify the cues that suggest distance.
- Use automation to coordinate those cues in your Mono Sound Walk.
Cues to distance
- Level: a source usually gets quieter as it moves away.
- Brightness: high-frequency loss can make it seem more distant.
- Direct-to-reverberant balance: reflections become more prominent relative to direct sound in a room.
Level and distance
For a point source in a free field, doubling distance reduces sound pressure level by about 6 dB.
| Distance | Example level |
|---|
| 1 m | 70 dB SPL |
| 2 m | 64 dB SPL |
| 4 m | 58 dB SPL |
| 8 m | 52 dB SPL |
Predict the level at 16 m.
Distance calculator
Brightness and filtering
- Air absorption can reduce high frequencies over distance.
- A low-pass filter lets you imitate reduced brightness.
- A duller sound can also suggest an obstacle or a different source.
Distance, loudness, and filtering
Open the interactive spatial audio demo
- Distance only: enable distance/loudness. Move toward and away from the target. Which sounds closer?
- Filtering only: disable distance/loudness and enable low-pass. Does a duller sound suggest distance or obstruction?
- Both cues: enable distance/loudness and low-pass. Do the cues agree about how far away the sound seems?
Move with the arrow keys or WASD. Keep panning, ITD, and pulse rate off.
Direct-to-reverberant ratio
DRR compares direct sound with the room’s reflected sound.
- Higher DRR often suggests a closer source.
- Lower DRR often suggests a more distant source.
- Judge the balance in the context of the room.
Larsen et al.: Discrimination of direct-to-reverberant ratio
Which violin sounds closer?
Compare A1 with B1, then A2 with B2. Vote: A closer, B closer, or no difference. What sound cue led you to that choice?
Source: akuTEK, Intimacy—monaural
Convolution reverb for believable rooms
An impulse response captures how a space or reverb system responds to a brief input.
- Load an IR into ReaVerb to establish the environment.
- Keep that room consistent while changing the direct/reverb balance.
- Use level and filtering to support the source’s movement.
OpenAIR: measured spaces
· Samplicity M7: reverb-unit IRs
Editing automation in REAPER
Make one mono sound approach, pass, and recede.
- Select the track and press V to show its volume envelope.
- Draw a quiet–loud–quiet fade. Ctrl/Cmd-drag in the lane draws freehand.
- Alt/Option-drag a segment to reshape the transition. Listen for believable movement.
- Adjust an FX control, then run FX: Show/hide track envelope for last touched FX parameter to automate it.
Resources:
Recording automation live
- Touch: write while moving a control, then return to the existing envelope.
- Latch: keep writing the last value after releasing the control, until playback stops.
- Write: overwrite armed envelopes throughout playback.
Practice: one sound moving through a room
Use the same mono clip and room throughout.
- A volunteer draws or records its approach and departure.
- Another adjusts filter cutoff to support the movement.
- A third adjusts the direct/reverb balance.
Listen without the screen. Where does the sound seem closest?
Echoes and reflection timing
- A delay can represent a distinct reflection from a surface.
- Delay time describes the extra travel path of that reflection.
- Feedback adds repeats; their level and brightness affect the impression.
Optional: add one quiet, filtered echo to the moving sound.
Doppler and moving sources
Relative motion can shift the pitch we hear.
- Approaching sources can sound higher in pitch.
- Receding sources can sound lower in pitch.
- Use the effect when the source’s speed makes it relevant.
Optional: compare the pass-by with and without a pitch shift.