06 March 2026

Listening in Motion: Beyond the Time-Invariant Room

By Sarabeth S Mullins, PhD, Senior Simulation Specialist

Ever since I first encountered it a few years ago, I have been looking for an excuse to cite one of my favourite titles in the acoustic literature: Krumm et al.’s 2022 article, “Chickens have excellent sound localization ability.” As a specialist in a different sub-discipline, I have never quite had the opportunity. That changes today.

Sound localization is one of the key mechanisms organisms use to understand and situate themselves in space, and this ability is by no means unique to chickens. It is so fundamental to the way humans experience the world that we have learned to build machines that listen for and reproduce these spatial cues.

In the real world, sonic communication compresses multiple streams of information into a single signal. When someone speaks to you, you process not only the literal meaning of their words, but also subtext conveyed through prosody, and subtle acoustic cues that describe your shared environment. A living room does not sound like a parking garage, and a narrow corridor does not sound like an auditorium. Without conscious focus, our brains continuously process aural information across these distinct levels.

Modern audio systems are built on a similar conceptual separation. In speech recognition, source localisation, and noise suppression, sound is often characterised as a carrier signal transformed by a space. In many cases, the properties of that space matter just as much as the signal itself.

In room acoustics, this relationship is typically simplified using the assumption of a linear, time-invariant (LTI) system. The room is assumed to behave consistently over time, and its effect on sound can be captured by measuring its transfer function, usually in the form of a room impulse response (IR). Convolving a dry signal with that IR allows us to reproduce how the signal would sound at a specific position, relative to a listener, within that room. This framework allows us to quantify and design spaces in ways that are both physically grounded and practically useful. For many acoustic engineering questions, the assumption of time invariance is entirely sufficient.

The real world, however, is rarely static.

We fidget. We pace while talking. We put our phone on speaker while washing the dishes. The moment either the listener or the source starts moving, the system is no longer strictly time-invariant. Propagation delays change continuously, early reflection patterns morph, and directional cues shift as a function of movement. This is where traditional room-acoustic methods using static impulse responses begin to reach their limit. Impulse responses describe unique places, not unique trajectories.

Last year, as a simulation specialist working on advanced room-acoustic modelling at Treble Technologies, I was tasked with building a prototype for a client that expanded our delivered results from static acoustic snapshots to more complex acoustic scenes.

That prototype demonstrated enough potential that my colleagues and I spent the following months integrating the approach natively into the Treble SDK. The core idea is to treat motion as a continuous trajectory through an acoustic field rather than as a sequence of independent snapshots. By carefully interpolating timing, energy, and spatial characteristics across precomputed positions, we preserve perceptual continuity while remaining faithful to the underlying physics of sound propagation. Crucially, this interpolation must operate at a resolution fine enough to match human (and machine) sensitivity to motion, particularly in ego-centric listening scenarios.

The resulting feature supports moving sources or receivers, directive sources, and a range of receiver formats, from mono to ambisonics and device rendering. Trajectories can be generated automatically, regenerated at different speeds after simulation, and combined with more complex scene definitions.

Validation of dynamic acoustic simulation with real world measurements

A comparison of our simulation approach to the same configuration, measured in real life. The noise of the moving measurement equipment has been added into the simulation's output to better match in perceptual and objective testing.

Dynamic acoustic simulation allows us to better reproduce the environments we inhabit, spaces experienced in motion rather than from a single fixed perspective. By extending classical room-acoustic conceptual models to account for trajectories instead of isolated positions, we can design technologies that better support how humans listen, communicate, and orient themselves in the world.

And yes, if you happen to have the HRTF of a chicken handy, you can try hearing the world through its ears, instead of your own.

Krumm, B., Klump, G. M., Köppl, C., Beutelmann, R., & Langemann, U. (2022). Chickens have excellent sound localization ability. The Journal of Experimental Biology, 225(5), jeb243601. https://doi.org/10.1242/jeb.243601

Author

Senior Simulation Specialist

Dr. Sarabeth S Mullins

PhD in acoustics focused on the acoustics of Notre-Dame de Paris, with expertise in room acoustics, human-acoustic interaction, and acoustic simulations using both wave and geometric methods to address real-world challenges.

Recent posts

26 February 2026

On-demand SDK Webinar: A new era for audio AI data

Watch the on-demand webinar unveiling new Treble SDK capabilities for advanced voice processing and audio AI, including dynamic scene simulation, a new source receiver device for own voice and echo cancellation scenarios, and powerful tools for large-scale synthetic data generation. Industry leaders in audio technology and voice AI also join the session to discuss how these advancements elevate product performance and accelerate research and development.
17 February 2026

The Next Major Evolution of the Treble SDK

The release is centered around two main areas. First, a substantial expansion of our device modeling capabilities. Second, a new framework for large scale data workflows and acoustic scene generation. Together, these changes further position the Treble SDK as a core infrastructure layer for modern audio algorithm development and virtual prototyping.
03 February 2026

Meet Treble at ISE 2026

We will be at ISE 2026 in Barcelona on February 3-6 where wewill showcase the Treble Web Application for high-fidelity room acoustic simulations, giving visitors a hands-on look at our streamlined cloud-based approach to acoustic prediction and auralization.