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Audio contrast for clarity #647
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Of course this could be extended for things such as movement and animations. Those not in focus are reduced. |
Guideline issuesAural contrasts are very complicated. It is not as simple as stating that one sound must be some number of decibels above some other sound. The frequencies and dynamic characteristics are also significant factors. Sound is the perception that requires the most user personalization and configuration, as is evidenced by the multitude of controls on a typical stereo. An individual's user needs vary significantly, even with "normal" aural function, as different uses process audio differently, with or without impairments that affect frequency sensitivity, and monaural/binaural function. Also, unlike visual contrast which can be temporally static, sound is always temporal in nature, and the complicated dynamics of a sonic event make an arbitrary "testable" guideline elusive. GENERALLY:
Regarding alerts
Regarding speech
TL;DRThe above is by no means exhaustive, but should indicate some of the important considerations relating to accessible audio. |
In the interest of exploring these ideas further, I've set up a repo for the Aural Accessibility Research Project |
Good day ladies and gentlemen.
Much work has been conducted relating to visual contrast. I suggest it may be worth adding contrast guidelines for audio content. Some folks (myself among them) have difficulty separating sounds sources. For example, if there is a group of people, and Person A is talking, the sound is clearly discernible; but if Person B starts talking, the sounds merely combine into an unintelligible cacophony. Undoubtedly this applies to some extent to everyone, but I believe it applies to greater degrees to some. It is particularly evident among those on the Autism spectrum and those with specifically hearing related difficulties.
Therefore it may be useful to consider a sound contrast guideline similar to the colour contrast guidelines. Perhaps a functionality which mutes (completely or to a user-specified level) non-focused sounds when a particular sound source receives focus. Focus for sound sources being the same as normal web interaction focus.
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