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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

#31
post #18

Can the video and audio be controlled independently?

Surely? Images play at So all AV systems run image and sound separately and thus you can affect them separately.

(I assumed you assumed the changing colors displayed on the pixels with 120Hz somehow drive the sound which needs to change at 48000Hz)

Anything but separate inputs makes no sense giving the magnitudes different frequencies at which it needs to be driven. Also, the color/brightness of a pixel does mean nothing for the sound.

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

#32

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!

I've got a Sony Bravia with similar technology for a few years now (it uses small actuators instead of generating from the oled itself, but the vibrations will be the same) and it's still sounding fantastic after daily use and a couple of moves.

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

#33
post #31
post #18

Can the video and audio be controlled independently?

Surely? Images play at So all AV systems run image and sound separately and thus you can affect them separately. (I assumed you assumed the changing colors displayed on the pixels with 120Hz somehow drive the sound which needs to change at 48000Hz) Anything but separate inputs makes no sense giving the magnitudes different frequencies at which it needs to be driven. Also, the color/brightness of a pixel does mean not…

I mean, can you play video without hearing e.g. a 120Hz hum?

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

#34
post #33
post #31

Earlier quoted context omitted.

Surely? Images play at So all AV systems run image and sound separately and thus you can affect them separately. (I assumed you assumed the changing colors displayed on the pixels with 120Hz somehow drive the sound which needs to change at 48000Hz) Anything but separate inputs makes no sense giving the magnitudes different frequencies at which it needs to be driven. Also, the color/brightness of a pixel does mean not…

I mean, can you play video without hearing e.g. a 120Hz hum?

Hopefully? I guess this depends on the decoupling. Or they just highpass it and leave that region to the sub.

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

#35
So you are saying we get dieplays that could run wavefield synthesis?

If you don't know what wavefield synthesis is: you basically have an array of evenly spaced speakers and for each virtual sound source you drive each individual speaker with a specially delayed signal that recreates the wavefield a sound source would create if it occupied that space. This is basically as close as you can get to the thing being in actual space.

Of course the amount of delay lines and processing needed is exhorbitant and for a screen the limiting factor is the physical dimension of the thing, but if you can create high resulation 2D loudspeaker arrays that glow, you can also create ones that do not.

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

#36
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.

You are misinformed.

Amplitude, spectral, and timing are all integrated into a positional / distance probability mapping. Humans can estimate the vector of a sound by about 2 degrees horizontal and 4 degrees vertical. Distance is also pretty accurate, especially in a room where direct and reflected sounds will arrive at different times, creating interference patterns.

The brain processes audio in a way not too dissimilar from the way that medical imaging scanners can use a small number of sensors to develop a detailed 3d image.

In a perfectly dark room, you can feel large objects by the void they make in the acoustic space of ambient noise and reflected sounds from your own body.

Interestingly, the shape of the ear is such that different phase shifts occur for front and rear positions of reflected and conducted sounds, further improving localization.

We often underestimate the information richness of the sonic sensome, as most live in a culture that deeply favors the visual environment, but some subcultures and also indigenous cultures have learned to more fully explore those sensory spaces.

People of the extreme northern latitudes may spend a much larger percentage of their waking hours in darkness or overwhelming white environments and learn to rely more on sound to sense their surroundings.

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

#39

Earlier quoted context omitted.

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…

Which makes sense, there is only so much you can do with loudspeakers to affect the perceived location, you don't really know where the loudspeakers and the listener are located relative to each other.
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