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How it works |
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Introduction to SVS and the Smyth
Realiser
Recorded "surround sound" is
typically delivered through five, six, seven or more speakers. The sounds of
the real world come to us from an infinity of locations. We readily sense
direction in all axes of three-dimensional space, and yet: the human auditory
system is two-channel. One route into that system is headphones.
The weakness of headphones has been their inability to create a
spacious and completely accurate sonic image in three dimensions. Some "virtual surround" processors have made incremental progress
in this regard. But there is no reason in principle why headphones
cannot provide a sonic experience fully as spacious, precisely localised and vivid as that created by multiple speakers in a real
room. |
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Hearing in three dimensions
The fact that we can hear direction left and right makes intuitive
sense since our ears are on the left and right sides of our heads.
How do we hear front and back, up and down? Sounds coming from
various directions are altered as they encounter the shape and
dimensions of the head and upper torso, and the shape of the outer
ear (pinna). Our brains are highly sensitive to these modifications
but we do not hear them as tonal alterations; rather we experience
them, quite accurately, as localisation up, down, front, back, or in
between. This acoustic alteration is called the Head Related
Transfer Function or HRTF. |
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Binaural
Historically, one type of recording has recognised that two audio
channels can recreate a three-dimensional experience. Binaural
recordings are made with a single pair of closely-spaced microphones
and are intended for headphone listening. Sometimes the microphones
are embedded in a dummy head or head/torso to create an HRTF, in
which case the sense of three-dimensionality is enhanced. The
reproduced sound space can be convincing, though with no reference to
the original environment, its accuracy cannot be attested. In any
case, these are specialised recordings rarely seen in the commercial
catalogue. Instead, for sound beyond left
and right, we have...
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Surround sound
Recordings intended to capture sounds both front and rear, and
sometimes above, are made with multiple microphones, are stored on
multiple channels, and are intended to be played back on multiple
speakers arrayed about the listener. |
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Virtual surround
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For
headphones, the multiple channels of surround sound can be combined, adding the
directional
signatures that would be imposed on each channel by the positions of
the loudspeakers. Various attempts have been made to "virtualise" the
experience of multiple loudspeakers, with varying degrees of success. Surround
virtualisers are sold or licensed by a variety of well-known and lesser-known
companies. These apply HRTF alterations to the incoming channels, using
generalised or average data for pinna, head, and torso shape and dimensions.
A
monophonic signal in headphones sounds as though it's in the middle of the head;
a stereo signal localises sounds in a line from left to right through the middle
of the |
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head. Neither localises anything outside the head, as the real world
and loudspeakers do. With a multichannel source, surround virtualisers do indeed open up
the headphone experience and expand it somewhat outward. Rearward
localisation is achieved, making use of the surround channels; and
frontward localisation is achieved to a limited extent, with the
center front channel especially difficult to virtualise forward.
None of these products would ever be confused with the much more
precise localisation available from five or more loudspeakers about
the listener. |
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The Realiser
The Realiser provides a completely different experience in which a
multichannel (or stereo) recording sounds indistinguishably the same
through headphones as it does through a loudspeaker array in a real
room. In basic principle the Realiser is similar to the other
systems in that it applies HRTFs to multichannel sound to drive the
headphones. But along with other refinements, the Realiser employs
three critical components not seen in the other products:
personalisation, head tracking, and the capture of the properties
of any real listening space and sound system. |
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Personalisation
As mentioned above, surround virtualisers have used a generalised or
average HRTF for all listeners. The Realiser provides a method of
measuring and storing the individual HRTF of each listener's unique
ears, head, and torso. This measurement is easy, quick, and need be
done only once. The difference between hearing one's own HRTF and
the generalised one can be tremendous -- often larger than the difference
between a typical virtualiser and plain stereo.
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Head tracking
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In the real world, the direction of a sound remains stationary as we
move our heads -- in fact, we
deliberately move our heads to discern the stationary direction more
finely. With headphones, the sounds move with our heads. This is
highly unnatural and a prime cue that we are listening to
headphones, not the real world. For sound with picture, the fact
that sounds move with the head while the screen remains fixed
destroys the credibility of the experience and greatly weakens the
association of picture and sound.
The Realiser system includes a small device atop the headphone headband and another small
device at the front of the room, which
together monitor the position of the listener's
head every five milliseconds. As the head moves, and no matter |
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how rapidly it
moves, the Realiser recalculates all the HRTF factors, seamlessly and
in real time, maintaining accurate localisation with respect to
the screen and room. The importance of this to the perceived reality
of the experience cannot be overstated. The sense of wearing
headphones disappears. |
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The measurements
The Realiser package includes a pair of tiny microphones, inserted
into earplugs, which are placed in the listener's ears for
measurement. (Additional plugs are provided in each of three sizes,
and they are washable.)
The listener sits at the listening position, within the array of
speakers, typically 5.1 or 7.1, but any
configuration including height channels can be accommodated. A brief
set of test signals is played through the speakers, introduced by
very simple spoken instructions. Then the listener puts on the
headphones, and a second brief set of measurements is taken. The
whole procedure takes less than five minutes.
In the measurement with the speakers, the Realiser captures not only
the personal HRTF of the listener, but completely characterises the
room, the speakers, and the electronics driving the speakers.
In the measurement with the headphones, the system gathers data to
correct for the interaction of the headphones and the ears, and the
response of the headphone itself.
The composite data is stored in memory, and can also be written to a
memory card for archiving and portability. |
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The comparison
The supplied headphones contain an accelerometer which allows the
loudspeakers to play when the headphones are not worn, and which
silences the speakers and switches on the headphones when they are
placed on the head. This allows an immediate comparison between the
sound system in the room and the headphone emulation. This is the
most demanding possible test and will reveal the smallest
discrepancy. The first-time listener's typical reaction is that the
speakers are always playing. (No, it's the headphones.) |
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Headphone quality
As noted above, the headphone measurement corrects for headphone
response, suggesting that any brand and model of headphone can be
used. Indeed, any model will be corrected as much as possible, but
the inherent quality of the headphones is a limiting factor.
Therefore, to ensure a fully satisfactory result, the Realiser comes
with a pair of STAX SR-207 headphones.
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Low frequencies
Headphones are capable of respectable low frequency response, but
cannot provide the full-body physical impact that woofers and
subwoofers afford. Therefore the Realiser provides a pair of outputs
to drive tactile transducers such as a shaker motor coupled to the
listener's chair. The result is quite satisfying, and fun. Flexible
bass management controls are provided to derive the tactile outputs
(which can also be used to drive subwoofers).
Other listeners and rooms
With ample internal memory supplemented by memory cards, there is no
limit to the number of listeners and environments whose
characteristics can be captured. |
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Professional users
For professional users, the Realiser affords the ability for a
mixing or mastering engineer to replicate a preferred monitoring
environment in another location. The studio can be brought home, or
taken on location. A variety of consumer playback systems and rooms
can be called up for checking the suitability of a music mix for
commercial release. A client can hear a mix in the environment where
the engineer created it without travelling there. Within an
organisation, a proven good monitoring environment can be replicated
as many times as there are users who need the room, and the replicated studios
can be used simultaneously at any number of workstations, greatly relieving
demand on limited |
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facilities and saving the cost of building additional rooms. Or different
monitoring environments
suited to different tasks can
be accessed from the same physical workstation. Because headphones are used, the
workstations themselves need not be
isolated.
The Realiser's eight inputs/outputs are more than sufficient for
presently established multichannel delivery formats, but if more
than eight channels of emulation are needed, two or more Realisers can be
used together, with the same head-tracking input. |
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Home users
The home user's first experience with the Realiser is typically the
exact emulation of his own speaker system. But any audio system in
any room can be measured, stored, and emulated at will. Audiophiles
can emulate each others' rooms, speakers, and electronics. An audio
dealer could make an unaffordable system in an acoustically
outstanding room available for emulation, or might have arrangements
with a studio or cinema for the same purpose. Or the layout of an
existing room can be improved. For example, a center channel virtual
speaker can be located behind a solid screen rather than above or
below it. Playback can of course occur anywhere. A home user, for
example, can take the sound of his home theater into his bedroom for
spectacular sound later at night and without disturbing others in
the house.
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Gamers
Today's computer and console games offer brilliantly realistic
graphics that immerse the player in the action. Many games also
generate surround sound, but many gamers either use very poor
computer speakers, or modest headphones limited to stereo. With the
Realiser, the sound of the game rises to the level of the graphics,
hugely enriching the gaming experience. |
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iPods and other personal players
While it would be impractical to carry a Realiser around, the output
of the Realiser can be recorded into a device such as an iPod. For
the optimum effect, the listener can make a one-time measurement
through the ear buds to correct for the bud/ear interaction and to
improve the earbud response. Then the mobile listener can enjoy the
full dimensionality, and much of the quality, of a good surround
speaker system while mobile. Since there is no picture and the
listener is constantly changing direction, head tracking is
unnecessary.
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Tools and adjustments
The Realiser is designed to be simple for basic setup and operation,
including the personalisation
measurement procedure. However, a large range of adjustments and
tools is available for those who want more finely to polish or
optimise their setups.
For example, extensive level, EQ, delay, crossover and bass
management controls are provided for every channel. A choice of test
signals is provided for the best result in various room acoustics.
Measurements can be repeated and combined to lower measurement
noise. The angles of the virtual speakers can be fine-adjusted to
correct for slight misalignments of the listener's head during
measurement; also, a pilot tone system provides audible feedback for
precise head alignment just before measurement. And there are many
more such facilities, all accessible by straightforward menus.
It must be emphasised that the above tools and adjustments can and
often will be ignored, because a completely satisfactory experience
can be achieved without them. They are provided for flexibility,
convenience, system interface, and to provide the ultimate emulation
accuracy for those inclined to go beyond the basic procedure.
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The default emulation
What if the user
has a poor listening environment and/or modest equipment which he
does not wish to emulate, and no access to better rooms
or equipment? The Realiser comes with a default virtual room and virtual loudspeakers. This non-personalised experience
will be competitive or superior to other virtualisers,
especially if head tracking is employed. But we strongly urge that
all listeners personalise, which is, after all, a
principal reason for acquiring the Smyth Realiser! |
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In conclusion
The Smyth Realiser is an unprecedented audio product. It will
redefine the way audio professionals work and the way people enjoy
music, movies, and games. It will no doubt create opportunities not
yet recognised. We invite you to read the comments and articles by
journalists and audio practitioners who have used the Realiser, and
to audition the Realiser yourself. We would be pleased to answer any
questions you may have; kindly address them to:
info@smyth-research.com
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