There's no such thing as headphone depth, or height.

Discussion in 'General Audio Discussion' started by BenjaminBore, Mar 27, 2017.

  1. Serious

    Serious Inquisitive Frequency Response Plot

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    That's true but I wonder how much this really matters. The movements are probably very slight and don't result in a big change. But yes, moving your head and not hearing the sound direction changing immediately reveals that what you're listening to isn't real life. But as I said I feel this goes for both speakers and headphones. Even the micro movements won't result in the proper sound changes with speakers.
    Yeah, that's what I meant. You really need your own personal HRTF for it to work properly.
    What I meant is that you can't go from a regular recording to a binaural recording in software. Sure, you can recreate the speaker experience with headphones with varying success, but to me that's sort of lame, like going from McDonald's food to Burger King. Both aren't the real deal.

    Don't get me wrong. I generally prefer speaker imaging to headphones, but I think that has more to do with music being mixed for speakers and not that speakers are inherently capable of superior soundstage.

    @ultrabike I'm sure that would be much better than OOYH. As I said, OOYH doesn't really work for me.
     
    Last edited: Mar 27, 2017
  2. purr1n

    purr1n Desire for betterer is endless.

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    It's amazing how we have a little supercomputer in our heads, with frequency response / phase maps, and inverse functions to translate tiny relative changes in orientation to where the sounds come from.

    I should head up to the Bay Area to Audio High and write up a report on the Realizer.
     
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  3. ultrabike

    ultrabike Measurbator - Admin

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    Yup. I don't really know how things work inside our bodies that well. And to be honest, when I tried the Realizer @ one of the meets I was somewhat skeptical. Even if I know this or that about DSP I really had no prior experience with this.

    I think I tried with some random phones they had there, and the rep even caution me that it may not work that well because the thing was not calibrated to my ears. I said to myself something on the order of "meh, lets do this shit anyway".

    At first it didn't do it for me. Then I moved my head around a bit, and shit got real. It's a bit disorienting because all of the sudden sound was coming in front off me from a freaking wall (actually from beyond the wall, and there was empty space there). And obviously there is no way that can happen. Again, a bit disorienting at first.
     
  4. purr1n

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    I think we are talking about two different things. What I am referring to is localization of specific instruments on a stage created by two speakers. We can sense depth, boundaries, precise localization, etc. because we have both visual cues and head movements (either significant or not significant) to pre-establish and continuously establish a calibration. The brain fills in a lot of holes. There is no such process with headphones, and thus why headphones cannot provide a good sense of depth, stage boundaries, or precise localization... except when the below happens.

    Freaky... while brain is learning.
     
  5. Dr J

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    Something along these lines is produced by a Finnish company DSPeaker (also known for digital room correction gadgets), although I have not heard it so cannot personally say how convincing it is:

    http://www.innerfidelity.com/content/dspeaker-headspeaker-headphone-virtual-surround-system
     
  6. purr1n

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  7. ultrabike

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    No, no, I agree with this. That's how I see things as well. While I dunno exactly how the brain does it, it just does it. I think it's sort of a Kalman like filter with a shit load of inputs. Likely doing estimations to indeed fill out the gaps and stuff. But who knows. Whatever it does, it does it great.

    Yup. It was awesome though.

    It actually worked. I was able to pin point instruments, including depth! But the instruments weren't there! So the movement, even w/o the precise visual queues sort of work for me. At least with whatever they were playing at the time. I think we sort of have an Inertial Navigation Unit built in - My understanding is that some folks like me get dizzy easily due to this with certain rides. Lots of stuff going on.

    Just put a 3-D movie in front and we would be styling.
     
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  8. purr1n

    purr1n Desire for betterer is endless.

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    The ultimate very frightening question (relates to consciousness and existence): who does the perceiving?
     
  9. Dr J

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    I hear therefore I am?
     
  10. Serious

    Serious Inquisitive Frequency Response Plot

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    Maybe I don't quite understand what you're saying, but I think you're saying that movements of the head help with localization of phantom images in the soundstage? If that's the case then I don't think it works with the phantom images on the soundstage, because they're not a real sound source in space.
    I also think that after some brain adjustment I can get a decent imaging and depth perception with headphones. Not to the same degree as with speakers, but not bad either.
    When I turn my head with speakers the image warps in weird directions, when it should stay the same, but moved in space. Also when you move your head the image shifts in weird ways because one speaker is now closer to your head than the other.
     
  11. ultrabike

    ultrabike Measurbator - Admin

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    No kidding. Consciousness and existence is a complete mystery to me. I honestly get lost thinking about it. We change as time passes by. But I remain I.

    More like: "I am, therefore I am". (YMMV)
     
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  12. purr1n

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    Yes, those things happen because the there are two speakers trying to create the illusion of localized instruments on a stage. As you mentioned, it's not the real thing.

    I'm saying freedom of head movement allows the brain to calibrate space so we can localize instruments on a defined soundstage.

    Short of maybe a Smith or similar system with head tracking, I've never listened to headphones and sensed a defined stage with left and right borders located at wall or beyond a wall in front of me, or felt there was a sitar four feet to the right and one foot behind the tabla.
     
  13. purr1n

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    Some of the old game engines with A3D could do that. The very essence of being able to change orientation and hear the changes allowed me to understand if sounds were coming from the front (behind a wall) or from behind. This was with headphones too.

    I was a huge Quake 3 WFA player. This mod was kind of like today's Overwatch back in the day.
     
  14. purr1n

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    Or sometimes there is no "I"... And then I snap back to the existence of an "I".
     
  15. ultrabike

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    And an "I" that is fooled into thinking that it has been around for say 40 something years (through perception), but it just became "I" a few seconds ago.

    The question remains about what constitutes "I" and why "I" even exists.

    LOL! I'm a mere mortal. I know nuttin.
     
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  16. BenjaminBore

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    I remember being impressed by A3D way back when, and not so impressed by Creative's reverberama EAX. It's unfortunate that audio in gaming became such a low priority due to a desire for broad compatibility and developers being starved of CPU cycles on the consoles. There's no HRTF trickery but the Battlefield games have done a wonderful job altering sound to reflect it's distance, and Counterstrike GO integrated a headphone HRTF option recently. Though there's a hardware audio solutions on current consoles courtesy of AMD called TrueAudio ( http://www.amd.com/en-us/innovations/software-technologies/trueaudio ) which seems capable of doing what A3D did it doesn't seem like anyone is using it. Creative's SBX Pro seems to be the best current equivalent to A3D, but of course A3D was the real thing where as current solutions like SBX Pro are based on 5.1/7.1 audio. : https://www.youtube.com/results?search_query=sbx+pro

    EDIT: Perhaps it's an inditement of the current status of VR that I'd didn't think of it, but the work they're doing there sounds like the only true positional audio ala A3D.
     
    Last edited: Mar 28, 2017
  17. Mshenay

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    great thread, it was wonderful to read through everything, with regards to the lack of headphone depth or height, I disagree, but I can't present you with hard data to back it up. Audibly, I've found Binaural recordings to do an excellent job presenting a very accurate sound stage, I use "Dr.Chesky's" Ultimate Demonstration Disc with much success to experience what I would imagine is the best recreation of height and depth, within a 2 channel system. Though, his tests are done with usually a single instrument, like the shaker tests, while those sound very real [so much so that I had to fight the urge to look to my left when the shaker was coming up to 4 feet] I've not actually experienced such a situation in reality, still maybe height and depth are "faked" but I've found myself sufficiently fooled by his binaural recordings
     
  18. purr1n

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    On my 11+ hours of flight between LAX to JFK can back again, I tried out one of Dr. Chesky's music binaural recording discs. Didn't do shit for me. There are some other binaural recordings that actually did a better job. (I can't remember which ones, but look up LFF's recommendations on HF from years ago). True soundstage, that is presentation of a soundstage 10 feet or 25 feet in front of me, beyond the walls of the room, with localized instruments only exists in the speaker world.

    If you can get the speaker effect with headphones, that's great.
     
    Last edited: Apr 27, 2017
  19. Mshenay

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    Ahh yea the presentation of sound 10-25 feet is something I've never experienced with headphones, heck I've only ever sat 10 feet from a decent pair of speakers. Generally, I guess I'm content to accept a headphone that layers the sound, behind, in front, above ect... another as "good" in terms of sound stage. I've yet to hear anything that... I could precisely pin point instruments like in reality. I'd love to hear a set of speakers that could that...
     
  20. purr1n

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    Generally speakers with as small a baffle as possible around the tweeter and mids will do precise imaging well. Wilson Puppy for example. Also need a good room with minimized first reflections from back and side walls.
     

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