On the issue of spatial representation of sound: The ear _is_ capable of
creating a "3D" audio impression, you can hear whether somebody is
speaking if front of you or behind you or from above or below although
- that's the thing with the brain - your vision also feeds into this
(if you hear a voice and you don't see the speaker it's more likely to
be interpreted as coming from behind.

However, for this to work the phase relations in the wavefront (and
especially multipath effects in the wavefront) have to match exactly
and unless your ear, recording equipment doesn't record that, we don't
do holographic recordings. You can do multichannel recordings with
microphones in different places but that's something else: this will
record different volume levels in different places, not phase
relations.

There is equipment that is able to reproduce 3D audio wavefronts but
you have to compute them (because they are not in recordings) so it's
usually something only used in computer games and it has another
limitation that pretty much makes it useless for music: you need very
directional speakers and the effect will only work in a very limited
space. So you have to sit in a very defined position, if you move your
head out of this position, not only the effect is lost but also the
result will sound quite bad so you buy an improvement in a single place
with quite bad sound everywhere else.


-- 
pippin

---
see iPeng, the Squeezebox iPhone remote and 
*New: iPeng for iPad*, at penguinlovesmusic.com
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