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High-quality OLED displays now enabling integrated thin and multichannel audio

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Re: High-quality OLED displays now enabling integrated thin and multichannel audio

#22
I guess there are limits, like a pixel should never move more then its size, or you limit resolution (at least from some angels). So deep basses are out of the question?

It is getting very interesting, sound, possibly haptics. We already had touch of course, including fingerprint (and visuals of course). We are more and more able to produce richt sensory experiences for panes of glass.

Re: High-quality OLED displays now enabling integrated thin and multichannel audio

#24
post #13
post #9

Earlier quoted context omitted.

Localization of sound is primarily based on the time difference between the ears. Localization is also pretty precise, to within a few degrees under good conditions.

I think for stereo sound, media like music, TV, movies and video games use loudness difference instead of time difference to indicate location.

In music, simple panning works okay, but never exceeds the stereo base of a speaker arrangement. For truly immersive listener experience, audio engineers always employ timing differences and separate spectral treaments of stereo channels, HRTF being the cutting edge of that.

Re: High-quality OLED displays now enabling integrated thin and multichannel audio

#25
post #6

This is impressive. Though perhaps not very useful. Humans (and animals in general) are quite bad at precisely locating sound anyway. We only have two input channels, the right and the left ear, and any location information comes from a signal difference (loudness usually) between the two.

I'm sorry, but this is not accurate at all. Using "only" two signals, humans are quite good at localizing sound sources in some directions:

Concerning absolute localization, in frontal position, peak accuracy is observed at 1÷2 degrees for localization in the horizontal plane and 3÷4 degrees for localization in the vertical plane (Makous and Middlebrooks, 1990; Grothe et al., 2010; Tabry et al., 2013).

from https://www.frontiersin.org/journals/psychology/articles/10....

Humans are quite good at estimating distance too, inside rooms.

Humans use 3 cues for localization, time differences, amplitude differences and spectral cues from outer ears, head, torso, etc. They also use slight head movements to disambiguate sources where the signal differences would be the same (front and back, for instance).

I do agree that humans would not perceive the location difference between two pixels next to each other.

Re: High-quality OLED displays now enabling integrated thin and multichannel audio

#26
post #13
post #9

Earlier quoted context omitted.

Localization of sound is primarily based on the time difference between the ears. Localization is also pretty precise, to within a few degrees under good conditions.

I think for stereo sound, media like music, TV, movies and video games use loudness difference instead of time difference to indicate location.

Tihs is true, but a high density of loudspeakers allows the use of Wave Field Synthesis which recreates a full physical sound field, where all 3 cues can be used.

Re: High-quality OLED displays now enabling integrated thin and multichannel audio

#27
post #6

This is impressive. Though perhaps not very useful. Humans (and animals in general) are quite bad at precisely locating sound anyway. We only have two input channels, the right and the left ear, and any location information comes from a signal difference (loudness usually) between the two.

I'm sorry, but this is not accurate at all. Using "only" two signals, humans are quite good at localizing sound sources in some directions: Concerning absolute localization, in frontal position, peak accuracy is observed at 1÷2 degrees for localization in the horizontal plane and 3÷4 degrees for localization in the vertical plane (Makous and Middlebrooks, 1990; Grothe et al., 2010; Tabry et al., 2013). from https://w…

Yep, the hearing is more akin to a hologram than a mere stereo pair imaging.

Re: High-quality OLED displays now enabling integrated thin and multichannel audio

#28
post #13

Earlier quoted context omitted.

I think for stereo sound, media like music, TV, movies and video games use loudness difference instead of time difference to indicate location.

In music, simple panning works okay, but never exceeds the stereo base of a speaker arrangement. For truly immersive listener experience, audio engineers always employ timing differences and separate spectral treaments of stereo channels, HRTF being the cutting edge of that.

I believe Atmos as used in cinema rooms, is as far as I know amplitude based (VBAP probably), and it is impressive and immersive. Immersion depends more on the number and placement of loudspeakers. Some systems do use Ambisonics, which can encode time differences as well, at least from microphone recordings.

HRTF as used in binaural synthesis is for headphones only, not relevant here.

Re: High-quality OLED displays now enabling integrated thin and multichannel audio

#29
It would be interesting to learn in time what this means for the durability of the display. Do the vibrations induce stresses that increase component failure?

Also how differing parts of the screen can generate different sound sources to create a sound scape tailored for the person in front of the screen (eg laptop user)?

Interesting tech to watch!

Re: High-quality OLED displays now enabling integrated thin and multichannel audio

#30
post #13

Earlier quoted context omitted.

I think for stereo sound, media like music, TV, movies and video games use loudness difference instead of time difference to indicate location.

At least video games use way more complex models for that, AFAIK. It might be tricky to apply to mixes of recorded media, so loudness is commonly used there.

Unreal Engine, the only engine I'm more familiar with, implements VBAP which is just amplitude panning when played through loudspeakers for panning of 3D moving sources. It also allows Ambisonics recordings for ambient sound which is then decoded into 7.1.

For headphone based spatialization (binaral synthesis) usually virtual Ambisonics fed into HRTF convolution is used, which is not amplitude based, specially height is encoded using spectral filtering.

So loudspeakrs -> mostly amplitude based, headphones not amplitude based.

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