Greetings to All,
As always, many thanks for everyone’s time. This post references replies 
received from Peter and Jörn: Thank you both for your expertise, sharing 
experiences, and taking time to write.

[from Dr. Lennox] “For mobile listeners, and indeed, off-centre listeners, the 
amplitude gradient at Lf was readily discernible, so that kind of cue, though 
not normally part of Duplex theory for directional hearing, seemed relevant to 
the experience.”

ELC: I recently made recordings in a semi-anechoic room using a third-octave 
stepped-frequency test signal. I presented the tones at different angles.* The 
lowest test frequency was 50 Hz. At this frequency, at least in the 
semi-anechoic room, sound-source location was unambiguous. I wasn’t testing my 
ability to localize; this was just a casual observation that seemed to go 
against the grain. Once I process the recordings, I’ll have a chance to hear 
and see how well defined source-source location is as a function of frequency 
(all I have now are the A-format files recorded to the TASCAM D680 via my 
TetraMic). It'll be curious to hear whether the 50 Hz tone appears to come from 
a specific direction in my horizontal array (which consists of 8 full-range 
speakers identical to the speaker I used in the test room). *Notes regarding 
test setup: I did not use a turntable for rotation (the speaker was fixed); 
instead,
 I have a ball head mounted on a tripod. A separate jig allows me to 
center the mic vertically over the ball head. I rotated the mic in 
fifteen degree steps, 0 to 360 degrees. The stepped test tone was presented and 
recorded at all 24 positions.

[from Jörn] “...the inability to localise bass sounds is a very persistant 
urban myth. In rooms, ok, but anybody who has been near an open-air rocknroll 
stage during subwoofer calibration will have no trouble localising the sound :)”

ELC: Visual cues may play part in this ability, too, but I fully agree with 
you: The sound-source direction is unambiguous in certain situations. This is 
why I wish to include multiple subs in my forthcoming experiments. Another 
common myth is how much the Doppler Effect plays in our perception of an object 
moving towards or away from us. A car moving towards us will have a constant, 
albeit upwardly shifted, frequency. There is no frequency change until the 
moment the car passes. Note that I selectively use the word frequency, not 
pitch. Perceived pitch DOES change, but is a function of increasing intensity, 
not a constantly-changing frequency. Pitch, measured in mels, is affected by 
SPL. Until the moment a moving object passes the observer, it’s mostly changes 
in intensity and quality (timbre) that alert us to movement. I’ve used the 
Doppler Effect functions in various VSTs (or RTAS for Pro Tools), but mostly to 
provide the effect of an object
 moving on a curved path. I bring this up because of a subsequent comment 
(below) regarding rendering.

[from Jörn] “...Interesting research project! If you can, please share the 
results.”

ELC: I’ll be glad to. Not every listener is human, hence the need to remove 
assumptions based on human hearing. Listening “machines” are involved (more 
later), and arrays of mics along with beam-forming techniques can determine 
both time and level differences over a wide range of frequencies. Furthermore, 
the mic arrays are considerably more directional at the low frequencies than, 
say, the typical (first-order) cardiod mic. Without a barrier (Jecklin disc or 
head/torso), no ILD. Mics close together = skewed or non-existent ITD. Just 
want the waves in centre of array to be as they would exist in real life... in 
the absence of a human head.

[from Jörn] For the actual experiment, I can see how you would use pre-rendered 
files for extra robustness, repeatability and foolproof documentation, but 
while finding the setup, I'd really recommend to use real-time filtering. 
Insert usual ‘linux/jack/ardour/fons' stuff’ plug here.”

ELC: Yes, thanks for suggestion. Because I won’t be only person running the 
experiment, I will be making the files playable on the most generic of DAWs. 
It’s a bit like submitting audio stems to a video producer: I don’t always want 
the receiving party to have control of all the effects, just the overall level 
or balance. Secondly, I may use filter functions that aren’t available in my 
VST collection. Admittedly, I can’t at this time imagine needing a filter that 
requires advanced signal processing (e.g. MATLAB or LabVIEW) offline.

[from Jörn] “...The thing with dual stacked rings is: sources on the equator 
have very low rE already, being ‘vertical phantom sources’. Nothing against 
rings as such, but make sure you have a good part of your speakers at ear 
level. It sure is a psychoacoustic decision, but if it really bothers you, you 
should go for an even distribution on the sphere anyways.”

ELC: The general consensus is to use an even distribution on a sphere. The 
original reason for considering three vertically-aligned hexagonal arrays is: 
1) providing “unobtrusive” space for video (the logistics of the video and the 
visual stimuli are still in the making); 2) not able to fly heavy or large 
loudspeakers from ceiling; 3) making smaller speakers symmetrical (above and 
below) subs as well as listening position. RE number 3: I believed that time 
alignment for complex sounds whose constituent frequencies will emanate from 
both subs and satellites would be more phase cohesive in this arrangement than 
simply putting an array of subs on an arbitrarily-chosen plane located towards 
the floor. I'll be the first to admit that my notions are often wrong or (less 
significant) totally overkill. I have no problem with either overkill or being 
proven wrong.

[from Jörn] “...but it's quite easy to render, say, a passing car, together 
with its characteristic floor reflection in case that’s relevant for cars, in 
higher order... getting a complete ambient recording in HOA is hard and 
involves something like the eigenmike, but ‘artificial’ stimuli can just be 
panned, exploiting the improved focus of HOA.

ELC: Yes, sound design for a few vehicles moving simultaneously can be done 
without much trouble. For a general audience, L-R panning works well, 
particularly when a large part of their concentration is on the video. Adding 
lot of moving objects is more difficult because they will have overlapping 
interaction--the degrees of freedom grows exponentially. I have to be careful 
that I don't substitute physical wave propagation accuracy for perceptual 
realism. Although we can only give attention to two or three moving sources at 
a time [any references as to an actual number, I don’t think it’s large], a 
highly complex scene may better be left to an Ambisonic recording mic that can 
pick up every nuance in one fell swoop. A HOA mic would be wonderful, but can't 
afford one at this time.

[Jörn, re 400/700 Hz crossover frequency] “...not if you wish to employ 
conventional woofers.”

ELC: Agreed, but rare is the day I do everything in a conventional manner. I 
suppose “thinking outside of the box” has dual meaning when it comes to 
loudspeakers :)

Again, many thanks for the ideas, help, and encouragement.

Eric C. (a.k.a. ELC)
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