👂 Cocktail Party Effect
Six synthesized talkers surround you in a 3D room, each with real spatial Web Audio panning — focus your attention on one voice and watch selective auditory attention boost it while the rest fade, just like Colin Cherry's classic experiment.
How it Works
In 1953 the British scientist Colin Cherry ran what became the founding experiment of selective-attention research. He fed two different spoken messages simultaneously to a listener — sometimes one to each ear (dichotic listening), sometimes both mixed in one ear — and asked the listener to "shadow" (repeat aloud) only one message. Listeners could shadow the attended message almost perfectly, yet afterward could report almost nothing about the unattended one — not its language, not its content, often not even whether the speaker's voice had changed to a different person. Cherry called this everyday feat, the ability to track one conversation while a room full of others babbles around you, the "cocktail party problem."
This simulator makes the two mechanisms that solve that problem audible and visible at once. First, low-level auditory scene analysis (a framework formalized by Albert Bregman) automatically segregates the mixture into separate perceptual "streams" using cues like spatial location — interaural time and level differences between your two ears — and voice qualities like fundamental pitch and rhythm, well before conscious attention gets involved. Second, top-down selective attention lets you voluntarily amplify one stream and suppress the rest — modeled here as a per-talker gain multiplier driven by the Attention Strength slider. Crucially, attention is a filter, not a wall: a 1959 follow-up by Neville Moray showed that highly salient content — above all, a listener's own name — breaks through the unattended channel around a third of the time even under strong selective attention. The "Say my name" button reproduces exactly that: a distinct blip fired from a background talker that remains noticeable no matter how strongly you're focused elsewhere.
Attended-talker gain: G_focus = 1 + strength × 1.5 (up to 2.5×)
Unattended-talker gain: G_other = 1 − strength × 0.88 (down to ≈0.12×)
Effective SNR (focused talker): SNR_dB = 20·log10( A_focus / rms(A_others) )
Frequently Asked Questions
What actually was Colin Cherry's original cocktail party experiment?
In 1953, Cherry played listeners two spoken messages at once — through headphones, one message per ear, or both mixed into a single ear — and had them "shadow" (repeat back) only one message in real time. Listeners could do this fluently for the attended message but retained almost no information about the unattended one, coining the term "cocktail party effect" for our ability to focus on one voice among many.
How does spatial location help the brain separate simultaneous voices?
Each ear receives a slightly different version of a sound depending on where it originates: interaural time differences (ITDs) — the sound arrives at the near ear microseconds before the far ear — and interaural level differences (ILDs) — the far ear is in the "sound shadow" of the head, especially for higher frequencies. The brainstem compares these cues across both ears to estimate direction, and streams from different directions are much easier to segregate perceptually, which is why the six talkers here are placed at different angles and panned in 3D rather than all coming from the same point.
Why does giving each talker a different pitch and rhythm matter, not just a different position?
Auditory scene analysis, the framework developed by Albert Bregman, shows that the brain also groups sound energy into streams using non-spatial cues — especially fundamental pitch (voice register) and rhythm/timing. Two voices from the same direction can still often be told apart if one is higher-pitched or has a different speaking cadence. This simulator gives each synthesized talker both a distinct base pitch and a distinct syllable-like rhythm pattern, so segregation works even before spatial cues are considered.
What is the difference between selective and divided attention in this demo?
With the Attention Strength slider at 0, all active talkers play at equal gain — nothing is filtered, modeling divided attention spread thinly across every voice (and in real life, comprehension of any single one suffers). As you raise the slider, the focused talker is progressively boosted and every other talker is progressively attenuated, modeling increasingly strong selective attention toward a single conversational stream, at the cost of picking up almost nothing from the others.
Why can I still notice the "Say my name" blip even when a different talker is focused?
Neville Moray's 1959 follow-up to Cherry's work found that listeners almost never recalled ordinary unattended content, but roughly a third of the time they did notice their own name spoken in the unattended channel. This shows attentional filtering is not absolute — some background processing of unattended input continues, and sufficiently salient or self-relevant content can interrupt and redirect attention. The blip here is deliberately given a distinctive rising three-note contour and is not run through the same attenuation as ordinary background speech, so it should catch your ear regardless of where your focus slider is set.
What is "effective SNR" measuring in the readouts?
It is an estimated signal-to-noise ratio in decibels for the focused talker relative to the combined loudness of every other active talker, computed as 20·log10(amplitude of focused talker ÷ RMS amplitude of the rest). At Attention Strength 0 this hovers near 0 dB (all voices roughly equally loud); as you increase the strength toward 1, the focused talker's effective SNR climbs well above the others, mirroring how selective attention functionally improves the "signal" you can extract from one voice in a noisy crowd.
Why do I need headphones for the spatial panning to work properly?
Each talker is routed through a Web Audio PannerNode using HRTF (head-related transfer function) panning, which simulates how a sound's spectrum and interaural timing change with direction as if it were bouncing off your own head and ears. Loudspeakers let both ears hear both channels and introduce room reflections that blur this effect, so headphones give a much more convincing sense that each talker is coming from its plotted position around you.
Is this simulation using real recorded speech?
No — like the rest of this site, it uses no external audio files. Each "voice" is synthesized live from oscillators (sawtooth, triangle or square waves) with slight pitch vibrato and a formant-shaping filter, gated by a scheduled envelope that produces short syllable-like bursts in a fixed rhythm pattern unique to that talker. It is not intelligible speech, but it reliably produces distinguishable, simultaneous "voices" that differ in pitch, timbre and cadence — enough to demonstrate genuine auditory stream segregation without using any pre-recorded audio.
Six synthesized talkers surround you in a 3D room with real spatial Web Audio panning — focus your attention on one voice and watch selective auditory attention boost it while the rest fade.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install