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[BPBS] Stunning DTS: Headphone X will make your 'phones go to 11 - Page 2

post #11 of 19
Quote:
Originally Posted by Scars Unseen View Post

I'm not sure what "moving enough air" has to do with anything. You may notice that the air isn't moving as "fast" by the time it gets to you from the speakers. For a demonstration, try putting your head directly against a woofer cone and play some music. You may note that it sounds somewhat different than it did across the room(your ears may also hurt, so don't do that again). Headphones don't need to do that because they are placed directly over(or possibly in) your ears. As it is, they can be played with enough punch to cause permanent hearing loss when used improperly.

As I said, they will create enough punch, but as you have such a large drive unit moving so much air in such a dispersion zone, it creates a very solid timbre for any impacting sound. It's not something that can really be replicated with headphones, because it's to do with air interaction and reflections.

The best (although simplistic) way I can demonstrate this is to listen to something with a natural sounding bass drum in it, that hasn't been altered too much. On a pair of headphones it will have a kick to it, and it will have it's low frequency accompaniment. Now listen to that same note on a good pair of speakers - it gives a far more 'real' sense of the drum, because the thing replicating the drum is more like the drum itself than the headphone is, does that make sense? Darkness Within by Machine Head is a good example of what I'm talking about because it has some pretty clear cut bass drum hits in it.

Moving lots of air also allows your body to pick up the vibrations and add a 'feel' to the music that psychologically adds to the experience. Keep in mind I'm talking about the way we interpret the sound here, not the sound that the headphones are making.

Also the air does move just as fast as it gets to you. In fact, scratch that, the air doesn't move, it gets vibrated, which passes through it rather that 'moves' it. The speed of sound (~340m/s) is pretty constant, because it's not the air that moves. Otherwise, shouting at someone would blow them down the street tongue.gif.
Quote:
Originally Posted by darkstar585 View Post

THIS

Also headphones have the major advantage as your ears always remaining at a constant distance from the drivers. This means the audio can be easily calibrated for pinpoint accuracy. No other type of system is possible to theoretically achieve the same level accuracy as you generally have to account for multiple people sitting in various positions and distances from the drivers....unless you only ever watch movies on your own in the middle of the room. tongue.gif

I am all for headphone cinemas in the future

The accuracy is the issue. It's -in a sense- too accurate. That's why I'm sure the headphones in the article don't sound the same as the speakers being used, especially with there being so many of them. There's no way that the two experiences sounded identical.

I second headphone cinemas thumb.gif. Can I take my own amp?
Edited by Monstrous - 1/22/13 at 4:55pm
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post #12 of 19
Quote:
Originally Posted by Junkboy View Post

Quote:
Originally Posted by Foolsmasher View Post




SOURCE

This looks so promising, apparently it blows Dolby Headphone out of the water. Got to love DTS.

This may make a dent in Razer's market of jamming 11 drivers into a headphone!

I wonder how this would make my D2ks sounds like! The DTS-HD will mean good things for BD but I wonder if any game developers would adopt it.

Dude please gives us a good reason why you are quoting the OP?!?!?!?
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post #13 of 19
Quote:
Originally Posted by QuietlyLinux View Post

Dude please gives us a good reason why you are quoting the OP?!?!?!?

Sorry??? Force of habit.
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post #14 of 19
Quote:
Originally Posted by Monstrous View Post

As I said, they will create enough punch, but as you have such a large drive unit moving so much air in such a dispersion zone, it creates a very solid timbre for any impacting sound. It's not something that can really be replicated with headphones, because it's to do with air interaction and reflections.

So you're saying early reflections are a good thing?
Would an anechoic chamber / room with no / massively diffused early reflections affect the timbre negatively?

Just curious.
(Monstrous used to design headphone drivers as a job so if the Audio Editor trust his opinion, you should to wink.gif)

Anyway others, Dolby Headphone is massively outdated and needed refreshing.
Software surround in headphones is much more flexible and much better if implemented right vs. hardwired.

Gaming developers should adopt it, but it still won't be as good as EAX was for gaming because EAX incorporated environmental factors.
Edited by chinesekiwi - 1/24/13 at 8:32pm
post #15 of 19
Quote:
Originally Posted by Tehrawk View Post


OMG!!! IS MY HAIR STILL ON MY HEAD?!?!?!

That was freaky! biggrin.gifbiggrin.gifbiggrin.gif
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post #16 of 19
Comparing holophonic and binaural recordings to what is in the OP is apple sand oranges stuff wink.gif
Yes, both are fruits, but completely different.

You cannot compare holophonic or binaural recordings to surround sound loudspeaker emulation in headphones as both are different.

That said, fully binaural song (and a great one at that, both binaurally and musically). HD for justice please.

wubsmiley.gif Immi.
Edited by chinesekiwi - 1/24/13 at 9:23pm
post #17 of 19
Thread Starter 
Quote:
Originally Posted by chinesekiwi View Post

So you're saying early reflections are a good thing?
Would an anechoic chamber / room with no / massively diffused early reflections affect the timbre negatively?

Just curious.
(Monstrous used to design headphone drivers as a job so if the Audio Editor trust his opinion, you should to wink.gif)

Anyway others, Dolby Headphone is massively outdated and needed refreshing.
Software surround in headphones is much more flexible and much better if implemented right vs. hardwired.

Gaming developers should adopt it, but it still won't be as good as EAX was for gaming because EAX incorporated environmental factors.

From the chatter I've heard around the web the DTS Headphone sounded pretty comparable to the Smyth Realizer, which is out of the grasp of most of us here. Hopefully this tech gets onto receivers and sound cards sooner than later.

And to Monstrous, you're taking the "virtually Identical" bit way, way too literally. They were referring to the perceived audio position of the headphones vs. the loudspeaker locations. Nobody there is arguing that a cheap pair of Seinheisers sound identical to a loudspeaker, they merely stated that the position of the test voice was reproduced exceptionally well in the headphone.
post #18 of 19
Quote:
Originally Posted by chinesekiwi View Post

Comparing holophonic and binaural recordings to what is in the OP is apple sand oranges stuff wink.gif

Indeed. I really should have said so in my post.

Id really like to see a movie recorded using binaural/holophonic techniques. How we actually hear and process audio, rather than them trying to emulate surround sound in stereo. I know such emulation has its place, and I am interested in the development of it. But it just seems like a case of missing the wood for the trees.
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post #19 of 19
Quote:
Originally Posted by chinesekiwi View Post

So you're saying early reflections are a good thing?
Would an anechoic chamber / room with no / massively diffused early reflections affect the timbre negatively?

Just curious.
(Monstrous used to design headphone drivers as a job so if the Audio Editor trust his opinion, you should to wink.gif)

Anyway others, Dolby Headphone is massively outdated and needed refreshing.
Software surround in headphones is much more flexible and much better if implemented right vs. hardwired.

Gaming developers should adopt it, but it still won't be as good as EAX was for gaming because EAX incorporated environmental factors.

In short, yeah. The reason being that there is so much interaction, it could be said that for things like bass drum sounds reflections are a good thing. Because there are so many reflections which will have equal delays on both sides of the room to each ear, it basically 'fills in' any drops between the kick and its sustain. Loudspeakers are designed with things like room reflections, cabinet resonance and such taken into account - so they sound better where they're designed to be used. Sort of why studio-monitors don't sound very good in the living room. Of course, if you have too many reflections, things start to resonate and boom and you lose imaging quality. But (Hi-Fi) speakers are designed to be used in slightly reflective environments, none or too many is detrimental to them.

The quickest example I have to hand is this:-

If you listen to it on a pair of speakers in a room, the large tom drum hits at the start have a good amount of impact and sustained reverb, they have real weight behind them. If you listen to this track on some higher-end headphones or any IEMs, the drums will actually sound quite flat - albeit more accurate.

Another example could be this:-
(Skip to 2:40 for random drum fill intros)

Again, on speakers in a room, the bass drums are very easily distinguishable from the toms (3:45) and you can tell that it's a proper bass drum, again it has that weight behind the hits. On my SE425's, the bass drum in this is very flat-sounding - for lack of better terminology, they're too accurate to sound good.

Reflections 'pad out' music quite a bit - I'd say the term 'warmth' that audio people use, is often confused with the padding out that reflections add.
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