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 a…
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
#42Earlier quoted context omitted.
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.
In the case of gamers, they are usually centered relative to the loudspeakers, and usually the loudspeakers tend to be placed symmetrical to the computer screen, so the problem is not so bad.
For cinema viewers sitting in the cinema the problem is much worse, most of the audience is off center... That is why 7.1 has a center loudspeakers, the dialogue is sent directly there to make sure that at least the dialogue comes the right direction.
Re: High-quality OLED displays now enabling integrated thin and multichannel audio
#43My mind immediately goes to VR – imagine how much more immersive that would be!
Re: High-quality OLED displays now enabling integrated thin and multichannel audio
#44This is a long shot but anyone know if there's an audio recording of the sound the display produced? Curious Edit: Found it: https://advanced.onlinelibrary.wiley.com/doi/10.1002/advs.20... Go to supporting information on that page and open up the mp4 files
https://advanced.onlinelibrary.wiley.com/action/downloadSupp...
Re: High-quality OLED displays now enabling integrated thin and multichannel audio
#45This 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 dissim…
Re: High-quality OLED displays now enabling integrated thin and multichannel audio
#46Re: High-quality OLED displays now enabling integrated thin and multichannel audio
#47How can this produce directional sound beams if there is a glass plate covering the display?
Re: High-quality OLED displays now enabling integrated thin and multichannel audio
#48Would the vibration be detectable via touch? It would be wild to integrate this into haptics
Re: High-quality OLED displays now enabling integrated thin and multichannel audio
#49Re: High-quality OLED displays now enabling integrated thin and multichannel audio
#50Not to say that this isn't interesting, but it’s not display pixels emitting sound.