7.7. Stereo encoding
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soundsc(s1, Fs);
soundsc(s2, Fs);
When listening, the first of these should sound like it is coming from a source located to
the right, and the second should sound like it is from a source located to the left.
Also mentioned in Section 4.2.13, if headphones are not used, then both ears will hear
a mixture of the two sounds. This is a slightly more complicated proposition, but again,
good quality loudspeakers can accurately simulate the sound localisation. If in doubt,
try it.
7.7.1
Stereo and noise
Interestingly, it is not necessary for the two sounds to be related for the brain to hear in
stereo. In this example, we will create two vectors of random noise. First we will play
the same vector to both ears:
r1=0.2*rand(1, Fs*0.5);
r2=0.2*rand(1, Fs*0.5);
%Note we use sound rather than soundsc to save our ears
sound([r1;r1], Fs);
This should sound as if the noise is located in between the ears. Next, we will play
different random noise signals to the two ears:
sound([r1;r2], Fs);
Having uncorrelated signals in each ear causes the brain to assume that the signals are
unrelated, and separated. The sound now appears to be spatial in nature – stereo noise
in effect. As an aside, this is one reason why some audio purists still prefer to listen to
music from a turntable: the noise from a stereo vinyl record is predominantly common
to both channels, and thus is not stereo. The noise may appear to hover in between the
loudspeakers, leaving the listener free to enjoy the spatially separated sounds.
7.7.2
Stereo placement
An arbitrary spatial placement for stereo sounds can be calculated from a physical rep-
resentation of the system we are attempting to model. Given a sound some distance d
away from a listener, and at an angle
θ away from the location directly ahead, sounds will
need to travel further to reach one ear than to reach the other. This is shown in Figure 7.7
where the left ear will receive sound from the point identified slightly later than the right
ear will.
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