In Music, the Brain and Ecstasy, Jourdain (1997) spends several pages discussing sound localization (1997,
20–24), or the ability to distinguish where in space a particular sound is coming
from. Jourdain claims that for modern humans “what sounds are” is far more important than “where they are” (1997, 20). Nevertheless, along with most animals, our inner
ears, outer ears and brains have evolved in such a way that provides the ability
to precisely locate a sound in space. Localization is one of the most important
functions of human hearing, and “is the primary concern of the most primitive
parts of the auditory brain” (Jourdain 1997, 20). In particular, sound localization draws upon multiple
sources of information, engages key parts of the musical brain, and has the
potential to be further enjoyed and enhanced using new technologies, including
binaural and three-dimensional audio recordings and audio games.
Sound localization depends on several kinds of environmental
sound information. Interaural arrival time, or the difference in time by which
a sound arrives at each ear, and the volume, or difference in intensity or
loudness of sound, as it arrives at each ear together help determine the
location of the sound on the horizontal plane, or in azimuth (Jourdain
1997, 21; Otte et al. 2013, 261). In addition, through experience with environmental
sound, we are also able to use our knowledge of past sound experiences to determine
the distance of the source of a sound (Jourdain
1997, 22). The mind uses these different kinds of information to calculate the
location of the sound in both the horizontal and vertical planes.
We also use these different kinds of sonic information
for a closely related task—distinguishing one particular sound from among many,
such as picking out the sound of just one person’s voice in a crowd of people
talking, or a “cocktail party situation” (Zündorf,
Lewald, and Karnath 2013). Recent research has identified the left auditory cortex, and in
particular the left planum temporale (PT), as the primary regions of the brain
invoked in spatial localization (Zündorf,
Lewald, and Karnath 2013). This is interesting, in part, because the left PT is known to be
associated with language, musical ability, and in particular perfect pitch (Schlaug et
al. 1995). Though we know that the left PT is already somewhat more developed in
utero than the right PT in general and is acutely more developed among
professional musicians, particularly those with perfect pitch, it is still
unclear to what extent musicians develop stronger left PTs or those with
stronger left PTs are more likely to become musicians (Schlaug et
al. 1995, 700).
Implicitly, Jourdain’s discussion of localization assumes
that most people have similar capacities for sound localization, and he fails
to explore why some people are better at localization than others. For example,
he explains that lower frequencies are easier to localize than others (Jourdain
1997, 21). Meanwhile, he also explains that as we age, our abilities to hear high
frequency sounds progressively diminishes, which is also known as sensory
presbycusis, (Jourdain
1997, 17; see also Dobreva, O’Neill, and Paige 2011, 2484). However, Jourdain never directly addresses whether
localization ability changes with age. In contrast, recent work has documented
that sound localization tends to become less accurate with age, even when
experiments adjust for metabolic or flat presbycusis, which is diminished
hearing at all frequencies (Dobreva,
O’Neill, and Paige 2011). Interestingly, older adults also perform less well than younger adults,
even for low-frequency sounds that have been adjusted to higher volumes (Dobreva,
O’Neill, and Paige 2011, 2484). Similarly, recent research explores other correlates
of the capacity for sound localization. For example, Zundorf et al. (2011) find that women overall are less accurate than men at
identifying the location of a single sound alone or as one of many sounds.
However, this gender difference is only significant when it comes to
identifying the location of one sound in the presence of many sounds at once. The
implications of these findings for music performance and appreciation are
unclear but worthy of further investigation.
When it comes to audio recordings, Jourdain laments that
the sonic complexities of what-sounds-are-coming-from-where
are lost as compared to the vividness when one is present at a live musical
performance for at least two reasons. First, most recordings combine and
condense the direct sounds of instruments with the sounds that are reverberating
throughout the concert hall. Second, most people listen to recordings through
inferior speakers in small rooms that reverberate in ways that do not match the
original room or the initial sound design of the recordings (Jourdain
1997, 24). In contrast, Jourdain explains the “magical” effect of binaural
recordings, which are made by placing a microphone in each of the ear canals of
a life-sized dummy-head with typical
pinnae (Jourdain
1997, 24). These kinds of recordings have been largely overlooked because their
effects can only be appreciated by listening with headphones and are completely
lost when heard on loudspeakers. But even though the “iPod Revolution” (The
iPod Revolution 2007) has made ear buds and headphones ubiquitous, many binaural recordings
remain underutilized and underappreciated.
Binaural and three-dimensional sound are also used in to
great effect in audio games, a recent genre of computer games that rely on
aural rather than visual feedback for gameplay (see
Targett and Fernström 2003; Friberg and Gärdenfors 2004; Röber and Masuch 2005). Originally developed for people with visual
impairments, audio games offer two distinct advantages over video games. First,
three-dimensional sound is easier to produce than three-dimensional video. And second,
unlike video games, where increasingly smaller screens diminish the experience
of gameplay, audio games can be enjoyed without the need for any screen at all,
requiring only inexpensive headphones or ear buds to explore a rich,
three-dimensional sonic landscape. This makes audio games ideal for mobile
devices like tablets and smartphones. For example, the game Open Field Echo
Sounder (Smolenski
2014) uses the Global Positioning System (GPS) capabilities of iPhones and
Android devices to place virtual targets around a player standing in an open
field. Sonic cues are given that direct the player toward the targets (Smolenski
2014). As we learn more about how we localize sound and as audio technology
continues to improve, new opportunities may be realized for developing not only
audio tools for play and enjoyment, but also for helping people with hearing
loss re-train their localization abilities.
References
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