Thanks for spotting my mistake in Linkwitz name.
However I have a different reading from yours - it is clear stated the mind creates the height perception because of the clues in some recordings. These clues then became the height information - you will not feel it listening with headphones or in all systems and are specific to some recordings.
I am not debating the origin of the clues - but if they trigger this sensation systematically they must exist.
Yes, and Jack and myself, both having spent untold hours mixing soundtracks, have tried to indicate why this is so, repeatedly throughout the thread. Many have referred to how the trickery is achieved, but people remain obdurate in their conviction that it must be the system that is revealing height, independently of the listener - when, in fact, no height information is recorded in conventional stereo.
I write conventional stereo, because standard two-channel stereo is a poor substitute for what the inventors, particularly Blumlein, wished to create. But because we had two-track tape and the possibility of creating two tracks on LPs, we got two channel stereo.
There's a famous early stereo experiment where they used 84 speakers, to create an enormous wall of sound, each speaker corresponding to a miked position in an orchestra. Stravinsky listened to that, and was much amazed. We can probably safely assume that there was height information in that reproduction (which was direct - an orchestra in one studio, and the speaker array in another).
Myles likes to throw about words such as "smartypants", which I feel reflects badly on him.
What kind of vertical information can we supply to recordings?
1. The expectations and experience of the supposed audience. What they've seen in real life, they'll apply through their mind's eye and ear.
2. Suggestions - such as Culshaw's when he wrote the article about the Rhine maidens coming from below, and everyone being much amazed by the effect - which was impossible, according to Culshaw ...
3. Manipulation of how we expect sources to be placed, by adding Low Frequency and High Frequency components. Now we are talking about what Linkwitz is touching upon.
4. Phase manipulations - fun to do when you're bored in the mixing room and waiting for something to be completed. Create a mono source, give it to two tracks, twiddle the phase and hear the source fly about.
5. Let's imagine we want to hear Tinkerbell appearing to move about in a 3D field. We know there's no point in capturing any vertical data, because there is no speaker configuration that is standard that will render it properly. So we are forced to manipulate the perception of flight. How do we do that? We subtract and add bass and treble components, subtract and add reverb to indicate her being near and far (and moving between opposites), and we add someone shouting "Come down, Tinkerbell!"
6. We utilize the fact that most full-frequency audiophile grade speakers tower a bit, and have the bass at the bottom, the midtone in the middle, and the treble at the top.