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Surround Sound in Headphones

soundguys.com

21–30 of 107 posts

Re: Surround Sound in Headphones

#21
HRTFs are awesome, but I really wish we could have an open standard here and not a dozen competing proprietary ones. It feels like you really just need a standard way to encode the position of multiple audio tracks in 3D space and let your implementation of choice do the spatialization for you.

Anyway, fun fact: OpenAL Soft has an implementation of this. If any games you play use it (Minecraft notably does) you can get 3D audio by just setting 'hrtf = true' in your OpenAL config.

Re: Surround Sound in Headphones

#23

Obviously an outlier here, but I have as much desire to hear sounds behind my ears as I do to see images around my butt. Best case scenario I've ever had is that it's distracting as hell.

In some games like tactical first-person shooters, having the ability to pinpoint accurately and with precision the footsteps or gunfire can make the difference between a kill or be killed.

Re: Surround Sound in Headphones

#24
I find the way some of these surround virtualizations work to be odd. Like when I used Atmos, it sounded more like I was in a room surrounded by speakers instead of like I was actually immersed in the content. Maybe that's desirable for movies? It certainly didn't make sense to me for games.

Re: Surround Sound in Headphones

#25

Obviously an outlier here, but I have as much desire to hear sounds behind my ears as I do to see images around my butt. Best case scenario I've ever had is that it's distracting as hell.

It is for immersion, and distracting when it is not done. Having audio location decoupled from the audio source is immersion breaking, and distracting. This is a no-brainer for VR and 3d applications, but more nuanced for video. For a movie, do you want the action happening on the screen in front of you, or immersive with a sense of it going on around you? I think this is where opinions start differing.

Re: Surround Sound in Headphones

#26
post #3

I think it would nice to have headphones that can detect orientation accurately and do positional audio. Probably a gimmick but maybe some of the VR headset technology will trickle down.

The valve index headset does a great job with this. They use speakers a few cm away from each ear. The sound is one of the most immersive elements in my opinion. It doesn't get alot of attention because it's so well implemented that it's almost hard to notice.

Yes, it is amazing. I do see it mentioned in reviews, or at least from user reviews especially about first experiences.

Speaking of, my first time in a virtual room with the Index was super convincing because of the sound, less so my poor 970 struggling to keep up. I could move around and hear the sound sources stay fixed in a physical (virtual space). Lean towards a speaker on the desk and it gets louder exactly as you move your head. Sound is definitely underrated for creating a physical presence!

Re: Surround Sound in Headphones

#27

Many years ago I had an Aureal 8830 Vortex 2-based soundcard and its spatial audio was amazing especially given that it didn't require any special hardware, beyond the soundcard itself. It was really crushing when Creative Labs bought Aureal and buried the IP.

An old laptop of mine (a Compaq Presario) had some Aureal A3D demos pre-installed on it. The one I remember the best was a spatial audio thing that let you walk around a forest with beehives everywhere. It was really good.

Re: Surround Sound in Headphones

#28
post #15
post #14

i went to a qualcomm presentation at CES a decade ago where they demoed surround sound with basic cheap stereo cans and it was impressive as hell. i was always surprised it never seemed to take off as a general thing.

my 2 cents is that it's really tough to market high quality audio despite a clear market willing to buy high quality audio. There are dozens of ostensibly high quality brands selling 500 dollar headphones with drastically different audio quality. The audiophile community would often have you believe that all such headphones are junk and a random small brand has the best headphones of all. At least tvs have color accu…

I think there needs to be a standard "demo" reel of audio quality, similar to the way TVs/displays have the multi-color grid/gradient thing for showing clarity of the pixels.

It's hard to compare when a person goes into one shop and hears an action movie, but in another one he hears a concert/symphony on a different speaker/headset.

Re: Surround Sound in Headphones

#29
post #24

I find the way some of these surround virtualizations work to be odd. Like when I used Atmos, it sounded more like I was in a room surrounded by speakers instead of like I was actually immersed in the content. Maybe that's desirable for movies? It certainly didn't make sense to me for games.

It’s kind of the only way to establish a ‘sound stage’ with headphones.

https://amp.reddit.com/r/headphones/comments/aouajt/what_hea...

Re: Surround Sound in Headphones

#30
post #15
post #14

i went to a qualcomm presentation at CES a decade ago where they demoed surround sound with basic cheap stereo cans and it was impressive as hell. i was always surprised it never seemed to take off as a general thing.

my 2 cents is that it's really tough to market high quality audio despite a clear market willing to buy high quality audio. There are dozens of ostensibly high quality brands selling 500 dollar headphones with drastically different audio quality. The audiophile community would often have you believe that all such headphones are junk and a random small brand has the best headphones of all. At least tvs have color accu…

The problem is that audio quality is subjective at the end of the day. Maybe you like the Harman target, someone else prefers Olive-Welti, and I might prefer the diffuse field target. You can't say one is better than the other, just one is better for a specific person.

So it ends up that most places just post the measurement curves and expect you to learn how to read and compare them yourselves.

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