👂 Sound · Perception · Neuroscience
📅 July 2026 ⏱ ~8 min read 🟢 All ages

Psychoacoustics: How We Hear

The ear does not record sound like a microphone. It compresses, distorts, fills in gaps, and lies to you in ways that are extremely predictable — and MP3 compression, hearing aids, and every mixing engineer on Earth rely on exactly these quirks.

From air pressure to nerve signal

Sound reaches your ear as a pressure wave. The eardrum converts this into mechanical vibration, three tiny bones (malleus, incus, stapes) amplify it, and the fluid-filled cochlea performs a mechanical frequency analysis: its basilar membrane is stiff and narrow near the entrance (resonating at high frequencies, ~20 kHz) and floppy and wide at the far end (resonating near 20 Hz). Different positions along the membrane peak for different frequencies — a tonotopic map, effectively a biological spectrum analyser built from mechanics rather than an FFT.

Hair cells at each position convert local vibration into electrical nerve impulses. From this point on, everything you perceive as "sound" is a construction of the brain from this tonotopic nerve firing pattern — and the construction has systematic, well-mapped biases.

Loudness is not amplitude

Two tones with the same physical sound pressure level (dB SPL) can sound very differently loud depending on their frequency. Human hearing is most sensitive around 2–5 kHz (where the ear canal itself resonates) and far less sensitive at very low and very high frequencies. This is captured by the equal-loudness contours (ISO 226, updating the classic 1933 Fletcher–Munson curves): each contour traces the sound pressure level needed at every frequency to sound as loud as a 1 kHz reference tone.

Loudness level (phons) = SPL (dB) of a 1 kHz tone judged equally loud

This is why cheap earbuds sound "thin" at low volume — bass and treble both need much more physical energy than the mid-range to register as equally loud, so as you turn the volume down the extremes disappear first. Consumer audio equipment's "loudness" button compensates for exactly this effect by boosting bass and treble at low playback volumes.

Critical bands & masking

The cochlea does not resolve frequency with infinite precision. It divides the audible range into roughly 24 critical bands (Bark scale), each acting like a band-pass filter with increasing bandwidth at higher centre frequencies (roughly 100 Hz wide below 500 Hz, widening to over 3 kHz above 10 kHz).

Two tones falling within the same critical band interact: a loud tone masks — makes inaudible — a quieter tone nearby in frequency, even though both would be perfectly audible alone. This simultaneous masking also has a temporal counterpart: a loud sound can mask a quiet sound that follows within ~200 ms (forward masking) or, more surprisingly, one that precedes it by up to ~20 ms (backward masking) — the brain needs time to process the loud sound and retroactively "steals" perception from the quieter one.

Masking threshold: A tone roughly 20–30 dB quieter than a masking tone within the same critical band becomes completely inaudible. This threshold is precisely what lossy audio codecs exploit — see below.

The missing fundamental

Play harmonics 2, 3, 4, and 5 of a 200 Hz tone (400, 600, 800, 1000 Hz) through a tiny speaker that physically cannot reproduce 200 Hz at all. You will still hear a pitch of 200 Hz — the brain infers the missing fundamental from the spacing between the harmonics that are present, because that spacing (200 Hz) is the only fundamental frequency consistent with the harmonic series it's hearing.

This is exactly how small phone and laptop speakers, physically incapable of producing deep bass, still let you perceive a bassline — psychoacoustic bass enhancement processors deliberately synthesise upper harmonics of missing low frequencies to exploit this illusion.

How two ears locate a sound

With only two ears, the brain locates a sound source in 3D using three main cues:

Why this matters for VR/AR audio: Binaural audio renderers apply a personalised Head-Related Transfer Function (HRTF) — essentially a filter that recreates all three cues — to make sound appear to come from a specific point in 3D space through ordinary stereo headphones.

Why MP3 works

Lossy audio codecs (MP3, AAC, Ogg Vorbis) are built almost entirely on psychoacoustic masking. The encoder runs an FFT to find the spectrum, splits it into critical bands, computes the masking threshold in each band from the louder neighbouring content, and then allocates just enough bits to keep the quantisation noise below that masking threshold — noise the ear is mathematically guaranteed not to notice. Content with strong tonal masking (a loud bass note, for instance) can shed enormous amounts of data in nearby frequency bands with zero perceived quality loss.

Rule of thumb: A well-encoded 128 kbps MP3 removes roughly 90% of the raw PCM data of a CD track — nearly all of it by exploiting simultaneous and temporal masking rather than simple waveform approximation.

Try it yourself

See standing waves and resonant patterns form directly on a vibrating plate — a physical, visual analogue of how the cochlea's basilar membrane resonates at different positions for different frequencies:

🎸 Open Chladni Figures Simulation →

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