[1] Ears measure air pressure changes. You can't tell the distance of a storm by looking the reading of your barometer, can you? Our hearing decodes spatial cues and deduct the distance (and angle) of the sound source from that. That's why you can create an illusion of distances manufacturing corresponding spatial cues to the sound fed to the ears with headphones. I use crossfeed for example to add simple spatial cues of sound being further away from my head.
[2] Our spatial hearing has learned that sound sources very near our head creates large ILD for obvious reasons, while distant sounds create smaller ILD.
[2a] That's why it's not theoretically far-fetched to assume reducing ILD with crossfeed in some cases may increase the apparent distance of sound source and in my case this seems to be the case.
1. But crossfeed does NOT add the spatial cues of sound being further away from the head! Crossfeed just crossfeeds the signal, it does NOT add reverb, EQ and volume differentials that are the spatial cues of being further from the head.
2. Obviously that cannot be true. A sound very close to our head but equidistant from both ears (say just in front of one's nose) would have very small/no ILD and yet our spatial hearing would still easily detect it was NOT a distant sound. And therefore:
2a. That's why it
IS theoretically far-fetched to assume reducing ILD with crossfeed will increase the apparent distance of sound. Although, there are apparently some who do perceive that.
[1] In fact this is the case if you play test tones free of any burned in spatial cues one speaker at a time or different test tones simultaneously from different speakers. In this case 100 % of spatial cues are created by your room and based on those your hearing (correctly) deducts the sounds originate from speakers. When you play the same test tone from both left and right speaker we suddenly have "burned in" spatial cue of a center sound and convoluted with the spatial cues of your room the result is more or less convincing illusion of a center phantom sound source.
[2] If the sound is delayed say 100 µs and attenuated a few decibels on the left channel, the illusion of the sound source moves closer to the right speaker and so on.
[3] That's how you "fool" spatial hearing using spatial cues and it more or less similarly works with headphones!
1. No, the result is more or less convincing illusion of a centre phantom sound source IN FRONT OF YOU.
2. No, again, the illusion is the sound source moves closer to the right speaker IN FRONT OF YOU.
3. You're not really "fooling" spatial hearing using spatial cues, the spatial cues created by your listening environment (with speakers) really exist. So it does NOT "more or less similarly work with headphones". With headphones we would have to create and add artificial listening environment spatial cues (convolution reverb for example).
[1] the same illusionary nature of stereo sound applies of course both speaker and headphone reproduction.
[1a] The research to spatial effects is done to achieve better miniature soundstage if you ask me.
[1b] When the miniature soundstage is done extremely well it becomes hard to tell it apart from real soundstage.
[1c] Also, when you record a Nikolaus Bruhns Cantata in a church you get tons of "real" spatial cues, but if you create for example synthesized sounds to your music you need to render the spatial cues.
[1d] Especially older electronic music tends to have very bad spatiality and hardly any kind of miniature soundstage with headphones
[1e] (althou I find crossfeed helping a lot) whereas newer electronic music can have impressive spatiality thanks to all the research that has been done.
[2] ... I expect miniature soundstage with headphones and that's what I get given the recording has reasonable spatiality "burned in." ...
[2a] The title of this thread should imo be read "What creates miniature soundstage in headphones"?
1. Yes it does but in the case of the headphone reproduction of a mix intended for speaker reproduction then you're missing the distance cues of the speakers/listening environment. 1a. No, it's not! The research into spatial effects with headphones is either to achieve a full soundfield (with sounds located at any distance) or in the case of something like the Smyth Realizer, to produce a full soundstage in front of you (like 2 stereo speakers in a listening room).
1b. But as no one is trying to create a "miniature soundstage" how can it be "
done extremely well"? And, even if you personally are experiencing what you call a "miniature soundstage" how is it hard to tell it apart from a full/real sound stage? Why call it "miniature" if it sounds the same to you as a full soundstage?
1c. If you record a canata in a church you will "get tons of real spatial cues" but from all kinds of different simultaneous positions/perspectives that are NOT real! With synthesised sounds you would have to render spatial cues, as opposed to mixing a bunch of different real spatial cues in a totally unrealistic manner.
1d. Artificial reverb has been available since the early 1960's and highly configurable algorithmic reverb since the late 1970's. So even fairly old electronic music has the "spatiality" intended by the artists for their consumers, which at that time was almost exclusively speaker reproduction. So, they were NOT even considering, let alone attempting to produce "
any kind of miniature soundstage with headphones" and therefore, it did not
"tend to have very bad spatiality".
1e. You might find crossfeed helps a lot but as explained above, in theory it shouldn't. And newer electronic music can sometimes have somewhat better spatiality on headphones because the artists' consumers more commonly listen with headphones. It has little/nothing to do with all the research done because the research had already been done in the 1970's and similar results could have been achieved by the late 1970's had the artists chosen to do so.
2. Hang on though, isn't that pretty much the exact definition of expectation bias??
2a. No, it shouldn't, because this is the Sound Science forum, not the "What 71dB perceives" forum! And as already cited/established, most people perceive "lateralisation", NOT a miniature soundstage.
3--A lot of reverberation tells us the "room" must be large and
[3a] when the direct sound is quiet compared to the reberberation we must be far from the sound source, because otherwise the direct sound would be louder. Spatial cues have a relative aspect to them: Having less and more reverberant (level difference of direct / reverb) sounds in the mix created depth. Mind pushes the reverberant sounds further, because they must be there compared to the less reverberant sounds.
[3b] That's one explanation for headphones miniature soundstage.
3. No it doesn't! We can have a lot of reverb in a small room (say a tiled toilet for example) and relatively little reverb in a large room (say a cinema for example) yet our hearing perception is NOT fooled into believing a small toilet is larger than a cinema!
3a. No, the mind doesn't "
push the reverberant sounds further". Again, we can have a sound a few meters away with a high proportion of small room reverberation, and a sound many more meters away, with a lower proportion of large room reverberation and the latter sounds further away!
3b. As headphones don't add any reverberation, that's an explanation for headphones having lateralisation and NOT having a miniature soundstage!
Again, you take one parameter of how we perceive distance, in this case reverb/direct sound balance and ignore all the others that the brain relies on
IN COMBINATION, You are ignoring RT, ER delay times, direct sound and ER freq response and level, plus various other parameters that the brain uses to perceive distance, and manipulating these other parameters can easily invalidate your assertion!
You've made all these points previously (in another thread) and they've all been refuted previously, numerous times! So what's the point of going round that circle yet again?
G