space and sound

Cards (17)

  • Vibration of air molecules causes neighbouring air molecules to vibrate (ripple effect)
  • Pure tones are described by 2 aspects of sound: frequency and amplitude
  • Frequency
    The rate of air pressure modulation; number of cycles in a second; related to pitch: high or low
  • Amplitude
    Changes in sound pressure level; related to loudness
  • Transduction
    1. Air pushes on eardrum (or tympanic membrane)
    2. Connected to 3 little bones (maleus, incus, stapes), which act as amplifier, increasing pressure on cochlea
    3. Shake cochlea
  • Cochlea
    • Fluid filled membrane with hair cells inside
    • If fluid moves, certain hair cells bash against tectorial membrane (solid cell layer in center of cochlea)
    • Bending of hair cells causes action potential
  • Frequency coding in cochlea
    • Different frequencies of air pressure hit different hair cells depending on their location
    • High frequencies hit at the beginning
    • Low frequencies hit at the end or apex
  • Organ of Corti
    Where hair cells are hit
  • Cochlear implant

    Stimulates auditory nerve where the hair cell would have been (because hair cells don't regenerate)
  • Audition wears out with old age because it's a mechanical system
  • Many animals have much better auditory systems than humans
  • Moles
    • Good hearing with low frequencies because that's the sound that travels underground
  • Dolphins
    • Good for high frequencies because the sounds they make when they communicate
  • Auditory streams
    Complex sounds made up of several different frequencies from several different sources (leading to auditory gestalts)
  • Stream segregation
    1. Spectral separation
    2. Temporal separation
    3. Temporal onsets and offsets
    4. Spatial separation
    5. Temporal modulations --> changes in loudness and pitch
  • Stream groupingSimilarity: pitch
    • Similarity: pitch
    • Proximity: timing --> frequencies that are closer together are grouped together (we presume they come from the same object)
    • Temporal proximity --> sounds closer in time typically come from same object
    • Good continuation --> when loud sound is played over another sound, we presume it goes on behind the louder one (filling gaps)
    • Common fate: timbre --> progression (onset and offset) of sound
  • We can only attend to one stream at a time