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.

DistanceExample level
1 m70 dB SPL
2 m64 dB SPL
4 m58 dB SPL
8 m52 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?

AB
A1 B1
A2 B2

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.

  1. A volunteer draws or records its approach and departure.
  2. Another adjusts filter cutoff to support the movement.
  3. 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.