Ap Cam

Find The Best Tech Web Designs & Digital Insights

Technology and Design

HRTF in Audio Explained

The HRTF, or Head-Related Transfer Function, is a technology that makes sounds seem more natural and spatial, as if we are hearing them in a real acoustic space. It is a phenomenon that describes how an ear receives sound from a sound source. When a sound is made, it travels through space in every direction in a sound wave. This wave of sound expands outward from the sound source in every direction, like a rapidly expanding sphere.

HRTF Synthesis
HRTF Synthesis

Sounds reverberate off of objects near the sound source and the sound waves reach the listener from many different directions and sometimes reach the listener's ear canal directly. When the sound waves reach the listener, they are transformed by the listener's body. The ears, head, shoulders and even the torso contribute to HRTF. Most notably, the size and mass of the head, the shape of the ear, the length and diameter of the ear canal, and the dimensions of the oral and sinus cavities all manipulate the incoming sound waves by boosting some frequencies and attenuating others. These changes in the frequency profile of a sound help create a unique perspective and perception for the listener. These changes also help the listener pinpoint the location of the sound source.

A head-related transfer function (HRTF) is a response that characterizes how an ear receives a sound from a point in space. As sound strikes the listener, the size and shape of the head, ears, ear canal, density of the head, size and shape of nasal and oral cavities, all transform the sound and affect how it is perceived, boosting some frequencies and attenuating others. Generally speaking, the HRTF boosts frequencies from 2-5 kHz with a primary resonance of +17 dB at 2,700 Hz. A pair of HRTFs for two ears can be used to synthesize a binaural sound that seems to come from a particular point in space.

It is a transfer function, describing how a sound from a specific point will arrive at the ear (generally at the outer end of the auditory canal). Linear systems analysis defines the transfer function as the complex ratio between the output signal spectrum and the input signal spectrum as a function of frequency. Blauert (1974; cited in Blauert, 1981) initially defined the transfer function as the free-field transfer function (FFTF). Other terms include free-field to eardrum transfer function and the pressure transformation from the free-field to the eardrum.

How Humans Localize Sound

Humans have just two ears, but can locate sounds in three dimensions - in range (distance), in direction above and below (elevation), in front and to the rear, as well as to either side (azimuth). This is possible because the brain, inner ear, and the external ears (pinna) work together to make inferences about location. Humans estimate the location of a source by taking cues derived from one ear (monaural cues), and by comparing cues received at both ears (difference cues or binaural cues). Among the difference cues are time differences of arrival and intensity differences.

The monaural cues come from the interaction between the sound source and the human anatomy, in which the original source sound is modified before it enters the ear canal for processing by the auditory system. These modifications encode the source location and may be captured via an impulse response which relates the source location and the ear location. This impulse response is termed the head-related impulse response (HRIR). Convolution of an arbitrary source sound with the HRIR converts the sound to that which would have been heard by the listener if it had been played at the source location, with the listener's ear at the receiver location.

The HRTF can also be described as the modifications to a sound from a direction in free air to the sound as it arrives at the eardrum. These modifications include the shape of the listener's outer ear, the shape of the listener's head and body, the acoustic characteristics of the space in which the sound is played, and so on. In the AES69-2015 standard, the Audio Engineering Society (AES) has defined the SOFA file format for storing spatially oriented acoustic data like head-related transfer functions (HRTFs).

Components of Sound Localization

There are three fundamental ways that humans determine the location of a sound source. The first is an interaural level difference, or ILD. If a sound comes from the left side, it will not only be louder overall in the left ear, but the high frequencies will also be attenuated or reflected before they reach the right ear. The second localization cue is an interaural timing difference, or ITD. What makes this microphone so unique and powerful is that it adds a third sound localization cue - HRTF. HRTF stands for Head-Related Transfer Function. That name sounds complicated, but a transfer function is just the effect that a component has on the signal.

Interaural level differences and interaural timing differences alone can have ambiguous effects. For instance, imagine a sound that arrives at both ears at the same time and is the same level in each ear. The shape of the pinnae also plays into this, filtering sound differently depending on the angle at which the sound arrives.

HRTF Measurement and Application

One method used to obtain the HRTF from a given source location is therefore to measure the head-related impulse response (HRIR), h(t), at the ear drum for the impulse Δ(t) placed at the source. Even when measured for a "dummy head" of idealized geometry, HRTF are complicated functions of frequency and the three spatial variables. For distances greater than 1 m from the head, however, the HRTF can be said to attenuate inversely with range. It is this far field HRTF, H(f, θ, φ), that has most often been measured.

HRTFs are typically measured in an anechoic chamber to minimize the influence of early reflections and reverberation on the measured response. HRTFs are measured at small increments of θ such as 15° or 30° in the horizontal plane, with interpolation used to synthesize HRTFs for arbitrary positions of θ. In order to maximize the signal-to-noise ratio (SNR) in a measured HRTF, it is important that the impulse being generated be of high volume. In practice, however, it can be difficult to generate impulses at high volumes and, if generated, they can be damaging to human ears, so it is more common for HRTFs to be directly calculated in the frequency domain using a frequency-swept sine wave or by using maximum length sequences.

The head-related transfer function is involved in resolving the cone of confusion, a series of points where interaural time difference (ITD) and interaural level difference (ILD) are identical for sound sources from many locations around the 0 part of the cone. When a sound is received by the ear it can either go straight down the ear into the ear canal or it can be reflected off the pinnae of the ear, into the ear canal a fraction of a second later. The sound will contain many frequencies, so therefore many copies of this signal will go down the ear all at different times depending on their frequency (according to reflection, diffraction, and their interaction with high and low frequencies and the size of the structures of the ear.) These copies overlap each other, and during this, certain signals are enhanced (where the phases of the signals match) while other copies are canceled out (where the phases of the signal do not match).

If another person's ears were substituted, the individual would not immediately be able to localize sound, as the patterns of enhancement and cancellation would be different from those patterns the person's auditory system is used to. Assessing the variation through changes between the person's ear, we can limit our perspective with the degrees of freedom of the head and its relation with the spatial domain. Through this, we eliminate the tilt and other co-ordinate parameters that add complexity. For the purpose of calibration we are only concerned with the direction level to our ears, ergo a specific degree of freedom.

Typically, sounds generated from headphones are perceived as originating from within the head. In the virtual auditory space, the headphones should be able to "externalize" the sound. Let x1(t) represent an electrical signal driving a loudspeaker and y1(t) represent the signal received by a microphone inside the listener's eardrum. Similarly, let x2(t) represent the electrical signal driving a headphone and y2(t) represent the microphone response to the signal. The goal of the virtual auditory space is to choose x2(t) such that y2(t) = y1(t).

Where L is the transfer function of the loudspeaker in the free field, F is the HRTF, M is the microphone transfer function, and H is the headphone-to-eardrum transfer function. Therefore, theoretically, if x1(t) is passed through this filter and the resulting x2(t) is played on the headphones, it should produce the same signal at the eardrum. Since the filter applies only to a single ear, another one must be derived for the other ear.

There is less reliable phase estimation in the very low part of the frequency band, and in the upper frequencies the phase response is affected by the features of the pinna. Earlier studies also show that the HRTF phase response is mostly linear and that listeners are insensitive to the details of the interaural phase spectrum as long as the interaural time delay (ITD) of the combined low-frequency part of the waveform is maintained.

A scaling factor is a function of the anthropometric features. For example, a training set of N subjects would consider each HRTF phase and describe a single ITD scaling factor as the average delay of the group. This computed scaling factor can estimate the time delay as function of the direction and elevation for any given individual.

The HRTF phase can be described by the ITD scaling factor. This is in turn quantified by the anthropometric data of a given individual taken as the source of reference. that represents the subject's anthropometric features as a linear superposition of the anthropometric features from the training data (y' = βT X), and then apply the same sparse vector directly on the scaling vector H. We solve the above minimization problem using least absolute shrinkage and selection operator.

The HRTFs for each subject are described by a tensor of size D × K, where D is the number of HRTF directions and K is the number of frequency bins. All Hn,d,k corresponds to all the HRTFs of the training set are stacked in a new tensor H ∈ RN×D×K, so the value Hn,d,k corresponds to the k-th frequency bin for d-th HRTF direction of the n-th person.

Binaural Microphones and Immersive Experiences

This binaural microphone can teach us some really important lessons about the way humans hear sound. Inside each of these artificial ears is a condenser microphone. Several microphones have been designed with these principles in mind. One example is the Neumann KU 100 microphone which simulates the average size, density, and shape of a human head. As you can imagine, these are highly specialized microphones and are therefore prohibitively expensive.

Neumann KU 100 Microphone
Neumann KU 100 Microphone

They have a few versions of this mic depending on your budget. The FS Pro II has a DPA omni microphone in each ear and XLR outputs, maintaining professional-level recording quality. I use the FS XLR, which also has XLR outputs with slightly less expensive FS microphone capsules. There are also microphone kits that are designed to be inserted into your own ears for recording. However, these have several disadvantages. Firstly, you will need to remain perfectly still and quiet during the recording as any sound or movement will be permanently printed to the recording.

As a mixing engineer, you can utilize binaural panning plugins that will take a mono or stereo audio input and output a binaural rendering. One example of binaural technology on the listener’s end is the binaural rendering process for Dolby Atmos in headphones. In fact, several formats that utilize binaural rendering, including Dolby Atmos, now offer the option to create a custom HRTF rather than a standard algorithm based on a generic HRTF.

Binaural Audio Explained

You can harness the power of ILDs and ITDs to trick the listener’s mind and create a more immersive experience with a bit of panning and delay while mixing in post production.

HRTF Profiles

Users will notice that they are able to change between two HRTF profiles (A and B) only when on the new "Club Indey" and "Yellow Matter Studios" rooms. That is because the HRTF B profile is a new profile included only on these two rooms. HRTF B will have more midrange (around 2.5K) than HRTF A. This mid-range boost is also noticeable when listening to a rock song that features distorted guitars that are mid-heavy by nature. We recommend that users take various commercial releases they are familiar with, and listening to them on both profiles and taking note of how the mid-range and vocal levels feel.

HRTF in Modern Systems

Accumulation of HRTF data has made it possible for a computer program to infer an approximate HRTF from head geometry. Recordings processed via an HRTF, such as in a computer gaming environment (see A3D, EAX, and OpenAL), which approximates the HRTF of the listener, can be heard through stereo headphones or speakers and interpreted as if they comprise sounds coming from all directions, rather than just two points on either side of the head.

Windows 10 and above come with Microsoft Spatial Sound included, the same spatial audio framework used on Xbox One and Hololens 2. On a Windows PC or an Xbox One, the framework can use several different downstream audio processors, including Windows Sonic for Headphones, Dolby Atmos, and DTS Headphone:X, to apply an HRTF. Apple similarly has Spatial Sound for its devices used with headphones produced by Apple or Beats.

Linux is currently unable to directly process any of the proprietary spatial audio (surround plus dynamic objects) formats. SoundScape Renderer offers directional synthesis. PulseAudio and PipeWire each can provide virtual surround (fixed-location channels) using an HRTF. Recent PipeWire versions are also able to provide dynamic spatial rendering using HRTFs, however integration with applications is still in progress.

The Future of HRTF Technology

The capabilities of this technology are endless and I’m looking forward to seeing how far it will go in the future!