HWM Singapore – August 2019

(Sean Pound) #1
PICTURE

SENNHEISE

R

and found a lot of end-usersdidn’t
understand what 3Daudiocoulddo.
Thus, we wanted toeducatethem
and bring the exhibition-typeof
sound into a soundbar.
From a technical perspective,a
sound bar is much easierthana
headphone, becausefora headphone
you have different ears...


You’re talking aboutHeadRelated
Transfer Function
Yup, that differenceis much
stronger in headphonesthanwith
a sound bar. You havethattoowith
sound bars, but it’salsogenerallya
more controlled environment,soit’s
easier from a technicalperspective.
Of course, I’m not sayingwewon’t
bring out dedicated3Dheadphones
in the future, but ifwedo,then
they must be alignedwithour
premium approach.
Then again, evenwiththesound
bar the (Sennheiser)familysaid,
let’s try to get everythinginto
one box, and it wouldbeniceif


wedidn’tneedbigspeakersanda
subwoofer.But,toproducegood
sound,youneedenoughphysical
volume,andalsogooddriversand
amplierssothatallcostsmoney.
Thetrendinthemarketis that
moreandmorecontentis being
producedasmulti-channelor
object-based,likeMPEG-Hand
DolbyAtmos.Forthesepurposes,
thesoundbaris nearlyperfect.
Butthere’salsostereocontent,
whichis whywe’veadded
up-mixingcapabilities.

Whatsortof special
considerationshaveto be
madewhenup-mixingfor
3D audio?Won’tyouneedto
createextrachannels?
Well,that’swhereoursecretslie.
*laughs*Butingeneralthereare
a lotofconsiderations;a lotof
psychoacousticstobeconsidered.
Forexample,if youwerewatching
a rockandrollsongonTV,andwe
placethesingertoyourback.Your

Immersive audio isn’t


one technology. It’s


more, a trend where the


visual impact is limited,


and you’ve got drivers


like VR and AR where


sound is essential.


brain would say there’s something
wrong because why is the singer
we see in front of us behind?
We have to be very careful because
the one criteria for success with
immersive audio is if your brain tells
you this is real. If the brain tells you
something is wrong, then the entire
experience breaks down. Not just
for pure audio, but also VR and AR
applications, because you lose the
localization of where the elements
are and that stops everything.

Why is everyone going into
immersive audio now?
It’s interesting, because immersive
audio isn’t one technology. It’s
more, a trend where the visual
impact is limited, and you’ve got
drivers like VR and AR where sound
is essential.
Actually, the video part in any
kind of movie was dominating for
decades. It was as though visual
effects and sound was nothing.
With VR and AR, I’d say there’s a
different role for sound, because if
the sound isn’t working with the
picture, than you can forget about
the illusion.
For example, if we’re sitting
in a café here, and have zombies
coming at us from there (points to
the front), then the zombie sounds
and the café sounds have to blend
perfectly. Otherwise, something
just isn’t right.
That’s why augmented reality
and virtual reality companies
hire dedicated sound people
and work with dedicated sound
companies like us, because they
realize that otherwise their
customers are not satis ed.

34 HWM | AUGUST 2019

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