Virtual Surround Sound as Fast As Possible

Techquickie ·Techquickie ·2015-05-07 · 773 words · ~3 min read
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0:00 Virtual surround is a true representation of human ingenuity and
0:03 the advances that scientific research can have on technology. It essentially
0:07 tricks your ears into thinking that sound which is coming from a 2.1 channel
0:11 setup or a small strip of speakers using a technique called digital sound
0:14 projection is actually coming from a 5.1 channel or higher speaker setup. If
0:20 anyone doesn't know what the naming scheme for a surround speaker setup
0:23 means, the first number five in this case refers to the number of speakers in
0:27 the system. And the number after the point, in this case one, refers to the
0:31 number of subwoofers in the system. Both 2.1 and digital sound projection work
0:36 because of advancements in psycho acoustics, which is the study of sound
0:39 perception. They trick your ears by carefully directing sound waves at
0:43 specific angles and bouncing them off walls to make you think that the sound
0:47 is actually coming from behind or beside you rather than in front of you. You
0:51 see, your ears are pretty adept at recognizing where sound is coming from.
0:55 This is why when you hear something drop in a silent room, you're often able to
0:59 instantly identify whether the sound is to your left or right. We can tell what
1:03 direction a sound is coming from because we have two ears which have a certain
1:07 distance between them. So, for example, a sound to your left will be louder in
1:11 your left ear than in your right ear. Also, the sound waves will hit your left
1:15 ear a fraction of a second sooner than your right. It's these slight
1:20 differences in timing and volume that tell you what direction a sound is
1:23 coming from on the x-axis. This is called the interoral level difference
1:28 and interoral time difference. Lucky for
1:31 developers of virtual surround sound systems, the x-axis is the only one they
1:35 have to worry about. This is because of something that many refer to as the cone
1:39 of confusion, which is an area in which objects which are above or below us
1:43 cause the same interoral level difference and interoral time
1:47 difference. This also applies to objects which are in front of us or behind us at
1:51 certain angles. So, how do virtual surround systems know how to simulate a
1:55 5.1 or higher channel system? Quite simply, through recording a system of
2:00 that size with directional microphones in a real world setting, which takes
2:04 into account the interruptions of a soundwave by your head, neck, and shoulders, and simulating that with an
2:09 algorithm. This is why some systems will have a room size rating and why some
2:14 even need to be configured with a microphone to work properly. The size of
2:18 the room needs to be accounted for so the waves can properly bounce off the
2:22 walls to simulate full surround experience. Virtual surround headphones
2:26 do something similar by using the shape of your ears to project sound from
2:30 different angles. Many of these have a general oneizefits-all setting based on
2:34 average ear sizes, but options like Razer Surround are quite customizable,
2:39 so you can tweak the placement of each virtual speaker to perfect your
2:43 listening experience if you so choose. To give an example of what good virtual
2:47 surround should sound like through headphones, check out this video which
2:50 uses bionural sound recording to simulate surround sound. So that's it.
2:54 Virtual surround in itself isn't that complicated, but it's made possible by a
2:58 variety of extremely complicated scientific studies and tests, but the
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3:44 this episode of Fast as Possible. Give us a like or a dislike and leave your
3:47 comments below about virtual surround sound.