WEBVTT

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Virtual surround is a true representation of human ingenuity and

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the advances that scientific research can have on technology. It essentially

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tricks your ears into thinking that sound which is coming from a 2.1 channel

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setup or a small strip of speakers using a technique called digital sound

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projection is actually coming from a 5.1 channel or higher speaker setup. If

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anyone doesn't know what the naming scheme for a surround speaker setup

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means, the first number five in this case refers to the number of speakers in

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the system. And the number after the point, in this case one, refers to the

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number of subwoofers in the system. Both 2.1 and digital sound projection work

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because of advancements in psycho acoustics, which is the study of sound

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perception. They trick your ears by carefully directing sound waves at

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specific angles and bouncing them off walls to make you think that the sound

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is actually coming from behind or beside you rather than in front of you. You

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see, your ears are pretty adept at recognizing where sound is coming from.

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This is why when you hear something drop in a silent room, you're often able to

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instantly identify whether the sound is to your left or right. We can tell what

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direction a sound is coming from because we have two ears which have a certain

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distance between them. So, for example, a sound to your left will be louder in

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your left ear than in your right ear. Also, the sound waves will hit your left

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ear a fraction of a second sooner than your right. It's these slight

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differences in timing and volume that tell you what direction a sound is

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coming from on the x-axis. This is called the interoral level difference

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and interoral time difference. Lucky for

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developers of virtual surround sound systems, the x-axis is the only one they

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have to worry about. This is because of something that many refer to as the cone

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of confusion, which is an area in which objects which are above or below us

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cause the same interoral level difference and interoral time

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difference. This also applies to objects which are in front of us or behind us at

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certain angles. So, how do virtual surround systems know how to simulate a

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5.1 or higher channel system? Quite simply, through recording a system of

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that size with directional microphones in a real world setting, which takes

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into account the interruptions of a soundwave by your head, neck, and shoulders, and simulating that with an

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algorithm. This is why some systems will have a room size rating and why some

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even need to be configured with a microphone to work properly. The size of

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the room needs to be accounted for so the waves can properly bounce off the

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walls to simulate full surround experience. Virtual surround headphones

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do something similar by using the shape of your ears to project sound from

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different angles. Many of these have a general oneizefits-all setting based on

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average ear sizes, but options like Razer Surround are quite customizable,

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so you can tweak the placement of each virtual speaker to perfect your

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listening experience if you so choose. To give an example of what good virtual

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surround should sound like through headphones, check out this video which

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uses bionural sound recording to simulate surround sound. So that's it.

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Virtual surround in itself isn't that complicated, but it's made possible by a

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variety of extremely complicated scientific studies and tests, but the

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execution is actually quite simple. Just like today's episode sponsor,

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this episode of Fast as Possible. Give us a like or a dislike and leave your

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comments below about virtual surround sound.
