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Binaural audio uses Head-Related Transfer Functions (HRTFs) to simulate 3D spatial audio over headphones

Human binaural hearing relies on interaural time and level differences (ITD/ILD) and the spectral coloration introduced by the pinnae and head (the Head-Related Transfer Function, HRTF). The HRTF varies with elevation and azimuth. Binaural audio synthesis convolves a mono signal with the HRTF for the desired virtual position, then plays the result over headphones, creating the illusion of a sound in 3D space. A key limitation is that HRTFs are individual-specific: a generic HRTF derived from an average or another person’s measurements may degrade externalization (the cue that a sound is outside the head). Personalised HRTFs can be measured with a microphone in the listener’s ear canal.

Examples

Apple AirPods Spatial Audio uses head tracking with HRTFs to simulate 5.1 or Atmos surround over headphones. Video game audio engines use real-time HRTF convolution for 3D sound positioning.

Assessment

Why might a generic HRTF produce worse spatial audio than a personalised one? What are the two primary physical cues (ITD and ILD) that the HRTF encodes?

“approach is that human pinnae subtly vary. Using HRTFs derived from another individual's body measurements may degrade listening cues”
corpus · nick-collins-introduction-to-computer-music-free-author-edit · chunk 25