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Originally Posted by jordanstoner This is an affect that is "cheating" room simulation by adding discreet delays to emulate a room's early reflections (in a general sense). It is impossible to accurately reproduce a room's reflections without a multi-sample image, or convolution, of that room.
Although processors like these can be kitsch for "previewing" a "room," they can never be truly accurate without much more advanced gadgetry. Simply keep in mind that they are simulations and are fraught with inaccuracies (if compared to their real-world counterparts).
It would be interesting if you could sample different reflective surfaces with different amounts of treatment at different distances and speaker placements (and, for that matter, different monitors) and build a nice GUI that let's you design your room. However, even then - it's just a nice "toy," and not something that I'd rely on for accuracy. |
You're absolutely right with your description of a room simulation but in the process of Headphone Hi-Fi all delays are far below 1ms and as I know early reflexions starts at much higher delays times. It has more to do with HRTF (head related transfer function).
I also agree with the "kitsch" of trying to simulate a room. Even with a good convolution reverb it's hard to simulate a real room.
If you listen to normal (not binaural) stereo music on headphones you have not only this bothersome "In-head localization" but also a wrong sound, because the sound source is not placed at the same angle as speakers within the stereo triangle. This displacement has a huge influence to the frequency response. Headphone Hi-Fi attempt to reduce the different sound experience between headphones and speakers.
You can be assured that all spatiality you can hear in the demos are already in the original recordings.
Best regards,
Erich