Naming of PA setting/feature “Blooming” #2233

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opened 2026-02-20 22:02:35 -05:00 by deekerman · 6 comments
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Originally created by @Kissaki on GitHub (May 30, 2021).

In #4995 we added a tooltip description to the PA blooming setting. From it in our meeting yesterday concern was raised whether blooming is a fitting term for what it is. We want a descriptive and fitting name for it (which may or may not be “Blooming”).

Alternatives/Suggestions

  • Blooming
  • Overflow
  • Smear
  • Bleeding
  • Spreading
  • Closeness Channel Spreading
  • Virtual Channel Filling

How is this or similar called in audio processing, audio (transmission or perception) theory?

The tooltip that was added is:

If an audio source is close enough, blooming will cause the audio to be played on all speakers more or less regardless of their position (albeit with lower volume)

If a user and audio source goes from left side right above head to right side, instead of 100% left and 0% right to instant 100% right and 0% left, blooming ensures there is some bleeding over, a smoother and more realistic transition. IRL sound travels around the head to the other ear too.

Originally created by @Kissaki on GitHub (May 30, 2021). In #4995 we added a tooltip description to the PA blooming setting. From it in our meeting yesterday concern was raised whether blooming is a fitting term for what it is. We want a descriptive and fitting name for it (which may or may not be “Blooming”). Alternatives/Suggestions - Blooming - Overflow - Smear - Bleeding - Spreading - Closeness Channel Spreading - Virtual Channel Filling How is this or similar called in audio processing, audio (transmission or perception) theory? The tooltip that was added is: > If an audio source is close enough, blooming will cause the audio to be played on all speakers more or less regardless of their position (albeit with lower volume) If a user and audio source goes from left side right above head to right side, instead of 100% left and 0% right to instant 100% right and 0% left, blooming ensures there is some bleeding over, a smoother and more realistic transition. IRL sound travels around the head to the other ear too.
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@ghost commented on GitHub (Jun 12, 2021):

Position Sensitivity might be a good descriptive.

@ghost commented on GitHub (Jun 12, 2021): Position Sensitivity might be a good descriptive.
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@Krzmbrzl commented on GitHub (Jun 12, 2021):

To me Position Sensitivity sounds like something that when turned to 0% will disable positional audio completely. That's not the case for Blooming though 🤔

@Krzmbrzl commented on GitHub (Jun 12, 2021): To me `Position Sensitivity` sounds like something that when turned to 0% will disable positional audio completely. That's not the case for Blooming though :thinking:
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@Krzmbrzl commented on GitHub (Jun 12, 2021):

Maybe Speaker overlap? 👀

@Krzmbrzl commented on GitHub (Jun 12, 2021): Maybe `Speaker overlap`? :eyes:
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@ghost commented on GitHub (Jun 14, 2021):

To me Position Sensitivity sounds like something that when turned to 0% will disable positional audio completely. That's not the case for Blooming though

I think that makes sense as a feature.

@ghost commented on GitHub (Jun 14, 2021): > To me `Position Sensitivity` sounds like something that when turned to 0% will disable positional audio completely. That's not the case for Blooming though I think that makes sense as a feature.
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@Krzmbrzl commented on GitHub (Jun 15, 2021):

How so? What would be 50% positional sensitivity sound like? 👀

@Krzmbrzl commented on GitHub (Jun 15, 2021): How so? What would be 50% positional sensitivity sound like? 👀
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@ghost commented on GitHub (Jun 17, 2021):

How so? What would be 50% positional sensitivity sound like?

Maybe a less accurate representation of the effect. I'm sure there are several factors that could be considered but may be resource intensive. Normally in a game, this is done with a collision check based on distance between a sound emitter, an observer, and their position relative to the direction of the sound. The accuracy of that could be represented by something like "sensitivity" with regard to how expensive that calculation is, or things like residual sound not heading in the direction of the observer but still faintly captured. So, 50% would seem like, half as accurate where more complex effects may be reduced or not used.

@ghost commented on GitHub (Jun 17, 2021): > How so? What would be 50% positional sensitivity sound like? Maybe a less accurate representation of the effect. I'm sure there are several factors that could be considered but may be resource intensive. Normally in a game, this is done with a collision check based on distance between a sound emitter, an observer, and their position relative to the direction of the sound. The accuracy of that could be represented by something like "sensitivity" with regard to how expensive that calculation is, or things like residual sound not heading in the direction of the observer but still faintly captured. So, 50% would seem like, half as accurate where more complex effects may be reduced or not used.
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starred/mumble-mumble-voip#2233
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