Kristin Robinson from Billboard is asking for Apple listeners feedback on Dolby Atmos
https://www.tiktok.com/t/ZTYaeq4UG/
https://www.tiktok.com/t/ZTYaeq4UG/
The goal is not to be better, but to be spatial, like if you were in the room with all those speakers.Interesting. I often wonder how Dolby Atmos played through head phones could sound better than a good stereo mix played through headphones. To be more specific, I find listening to stereo through headphones very enveloping and wonder if the Dolby Atmos mix is actually that much better. Has anyone tried it?
It usually doesn't! It's a roll of the dice. Sometimes a surround mix folded down to stereo ends up with something going on that makes it a little more interesting than the dedicated stereo mix. Just like sometimes an algorithm driven upmix can hit a mark. Usually both go the other way. The dedicated stereo mix sounds better than a surround mix folded down and the stereo original sounds better than an upmix generated from it.Interesting. I often wonder how Dolby Atmos played through head phones could sound better than a good stereo mix played through headphones. To be more specific, I find listening to stereo through headphones very enveloping and wonder if the Dolby Atmos mix is actually that much better. Has anyone tried it?
I agree, getting a stereo mix from the atmos file, will not be as good as making a stereo mix from the stems.It usually doesn't! It's a roll of the dice. Sometimes a surround mix folded down to stereo ends up with something going on that makes it a little more interesting than the dedicated stereo mix. Just like sometimes an algorithm driven upmix can hit a mark. Usually both go the other way. The dedicated stereo mix sounds better than a surround mix folded down and the stereo original sounds better than an upmix generated from it.
Atmos first and foremost is a hardware dongle that forces the consumer to buy a new AVR or other Atmos decoder equipped device to listen to the content in any form. Stereo earbuds, soundbar... doesn't matter. They accomplished that. I suppose we should celebrate that someone found a way to make 12 channel surround mixes tag along and they haven't broken that yet!
Binaural is not surround sound! Interacting with surround sound in a space is a more complex event. People are in fact working on making head tracking work to try to introduce this as a binaural option for headphones! It's not lost on anyone and it's absolutely a goal. It's just kind of "video game" crude at present. And a lot of this is all still aimed at movie soundtracks. Our music surround sound niche is already lost on them!
That's what I think I'm seeing and hearing anyway. If someone has a binaural system with head tracking that delivers artifact free high resolution lossless sound, bring it! The industry is still struggling with noise cancelling headphones. (Again, for any fidelity beyond computer gaming or online streaming.) Something isn't fast enough yet to manhandle all that processing in real time for full audio. It would be a lot! Every slight motion of your head translated and the entire sound array recalculated every microsecond. Keeping a full audio band and no artifacts!
Yes, the Smyth Realizer A16. I have one.There’s a device out there called a Smythe Realizer (IIRC) that supposedly does a pretty good job of folding down Mch stuff to headphones, although it takes “training” with your head and ears to process the signals accordingly. All our ears are unique, so I’d be skeptical of many of these claims of atmos effects being audible through headphones.
I don’t use ‘phones very much, mostly when it’s noisy, so it’s not a high priority for me to get spatial audio without a roomfull of speakers. But who knows, I might live long enough that I need another project.
How do you do it?Interesting. I often wonder how Dolby Atmos played through head phones could sound better than a good stereo mix played through headphones. To be more specific, I find listening to stereo through headphones very enveloping and wonder if the Dolby Atmos mix is actually that much better. Has anyone tried it?
No idea.How do you do it?
I have to admit, if I was ever in the same room with one, it had to be at a trade show. I have never tried one, but I’ve read and heard about them, and that once you’ve gone through all the setup it requires, it’s remarkable. But as you noted, it requires a lot of personalization to fully realize the realizer (sorry, it’s still early). So it seems like it would take a similar amount of personalization to get an atmos effect from headphones. My Atmos system is still under construction, and with my other projects, I might have it going by Christmas. I’ll hold off on any condemnation of “headphone atmos” until I’ve actually tried it, but I’m skeptical.Yes, the Smyth Realizer A16. I have one.
You’d don’t necessarily have to train with your head, but it is very necessary to equalize your choice of headphones with either their tiny ear canal microphones, or via a manual procedure (“MANLOUD”) where you tediously listen and adjust levels across the spectrum. These procedures produce what they call an HPEQ, which indeed is unique to you and the particular model of headphone.
The training also involves using the in-ear canal microphones, and it produces what they call a PRIR. A PRIR is a combination (convolution?) of your personal HRTF and the room’s binaural impulse response (BRIR), and it involves a frequency sweep measurement for each loudspeaker with the head in at least three positions. The process for making your own is pretty involved. There is a commercial house that sells PRIRs, and if they are a good match to your HRTF (your head and ear shape), they are nearly as good as your own personally measured PRIR. Perhaps even better, since they were produced in a good acoustic environment with a variety of very high quality speaker models with precision angles.
Very much like Impulcifer, if you’ve tried it, there is a considerable “WOW” factor with an A16. I’ve done many of my own personal PRIR measurements of my listening room (7.1.2), and the sound while wearing headphones exactly matches the sound without. As in, a complete out-of-head experience, with my room speakers appearing (sound wise) to be in the exact same position in the headphones as in the physical room. YMMV of course. The A16 does have head tracking, and that does help. I’ve also measured my physical speakers at a variety of azimuth and elevation angles, so have for example Atmos virtual sound rooms up to 10.1.6 (and higher speaker counts with the commercial PRIRs). The commercial PRIRs work very well for me.
I have the new Apple AirPods (the in-ear, not the over-ear) and they are reasonably effective for me for listening to Atmos. The head tracking effect is not as strong as with the A16. Also, the overhead virtual speakers in the A16 for me are, well, overhead. In Auro-3D, the “voice of god” speaker is directly over my head (using a commercial PRIR). For me the 3D experience with Apple AirPods and Atmos is more planar, but definitely spatial - overhead speakers don’t really sound very elevated, and much less localized than with the A16.
Measuring your personal HRTF with the AirPods is easy, asumming you have an newish iPhone or iPod with the 3D camera (for facial recognition), and it does improve the experience. You can also now do a hearing test (yes, “beep beep beep” over and over), and a tailored response curve can subsequently be applied to your listening. That helps with my left ear’s tinnitus. The HPEQ in an A16 with MANLOUD does the same type of correction.
For me, both the Apple AirPods and the A16 greatly enhance my enjoyment of music. Of course, Apple Atmos Music is lossy, and I can tell the difference between that and physical media with TrueHD lossless (the lossy is a bit “thinner”). Also, you are very much limited in what media you can listen to with AirPods (nothing beyond DD+, so forget about TrueHD Atmos from a BluRay).
An A16 is pricey, but on the other hand, assembling a good acoustic space with 10.1.6 Atmos or 13.1 Auro-3D or 7.1.4 DTS:X from scratch is much more expensive, and requires a suitable room. The A16 is the apartment dweller’s dream for music and movie lovers. Although I watch movies/TV and listen with my physical speakers, I prefer the A16 for music. I love being able to tailor my listening room for the source; for example, a true quad room with large virtual speakers in the corners for quad recordings. I’m not really willing or able to replicate that experience by moving physical speakers about. Further, you’ve got to experience Ziggy Stardust in 10.1.6 or 13.1.8 to see what Atmos can really do.
As to an earlier claim to the contrary, yes, binaural can be surround! Your ears are point source receivers with some additional structure (head shape and ear shape affect time and loudness queues, reflections within your ears’ pinna are important, for some frequencies the resonances within the ear canal are important), but except for deep canal resonances, with a personal PRIR the sound patterns - intensity and phase - from a real room can be replicated with headphones using a binaural processor. If you want to read about the science, math, and physiological measurements behind all of this, a good resources is Bosun Xie’s tome “Spatial Sound, Principles and Applications” (CRC Press), 800+ pages. Or his textbook, “Head-Related Transfer Function and Virtual Auditory Display” (J. Ross Publications), ~500 pages. For a much smaller investment than a Realizer (money wise, not time wise), you can use Impulcifer (plus HeSuVi and something else I forget now) and roll your own 7.1 binaural system, just not Atmos.
Anyone here with a Monoprice HTP-1 pre-pro?I have to admit, if I was ever in the same room with one, it had to be at a trade show. I have never tried one, but I’ve read and heard about them, and that once you’ve gone through all the setup it requires, it’s remarkable. But as you noted, it requires a lot of personalization to fully realize the realizer (sorry, it’s still early). So it seems like it would take a similar amount of personalization to get an atmos effect from headphones. My Atmos system is still under construction, and with my other projects, I might have it going by Christmas. I’ll hold off on any condemnation of “headphone atmos” until I’ve actually tried it, but I’m skeptical.
By the way, I’m always interested in what sort of “special” gear we might have in our systems. The Smyth is one of those. I believe someone here has a Trinnov pre-pro, and I know of a 3D projector or two.
I’ll second the Virtuoso recommendation. When my A16 had to go back for repairs, I used Virtuoso to tide me over. Michael Wagner’s YouTube videos helped a lot with the fiddly details to get it working.Another option for better headphone listening to ATMOS is APL's Virtuoso. Designed to emulate full speaker surround rigs for headphone mixing. Definitely not a toy piece of software it does a really nice job. Lots of headphone profiles,, and a number of speaker/room profiles. You can profile your own room too if you're looking to reproduce it sonically. For recreational listening it sounds better than Apple's Spatial or Dolby Binaural....maybe a harbinger of things to come sonically.
Also, regarding hearing differences (better/worse) between Dolby Binaural, stereo master, and Apple Spatial. There are now tools like Ginger Sphere and Audio Movers out there that allow for immediate A/B/C comparisions. Incredibly useful when mixing, and does allow one to evaluate the surround headphone formats. As one who spends an inordinate amount of time doing this A/B/C thing - IMHO when mixes are done well, the BIN and Spatial formats sound great - better than the stereo original. On other forums, some people refer to this as 'super stereo'. To me, Apple's Spatial is more surround-y - kinda wraps around your neck...and rightly or wrongly it also has a little smile eq curve applied to it (Apple's doing) which gives it a little bump on top and the bottom. Kinda like the old 'loudness' button. The Dolby Binaural is not quite as wide as Spatial. But when mixing, I usually bounce back and forth between speakers and headphones with Dolby Binaural playing in the beginning. Towards the end of that effort, I begin adjusting the Object distance settings (each object and/or object pair can be set to Near/Mid/Far), and it all comes to life on headphones. The result is very nice definition of all the objects...and when A/B's with the stereo master, it's usually no contest. At least to me.
I have a Smyth Realiser A16. I'm pretty sure it's the only device on the market which can achieve fully immersive sound i.e. indistinguishable from listening to the same thing through a full Atmos speaker setup.There’s a device out there called a Smythe Realizer (IIRC) that supposedly does a pretty good job of folding down Mch stuff to headphones, although it takes “training” with your head and ears to process the signals accordingly. All our ears are unique, so I’d be skeptical of many of these claims of atmos effects being audible through headphones.
I don’t use ‘phones very much, mostly when it’s noisy, so it’s not a high priority for me to get spatial audio without a roomfull of speakers. But who knows, I might live long enough that I need another project.
I'm looking at the Apple developer documentation and it seems HRTF is possible. It would be great if you could import your own HRTF to work with the airpods. You could then schedule a session to get your HRTF using a Realiser (for a fee).I have a Smyth Realiser A16. I'm pretty sure it's the only device on the market which can achieve fully immersive sound i.e. indistinguishable from listening to the same thing through a full Atmos speaker setup.
I hope the likes of Apple manage to achieve something similar one day - but I suspect it's still many years away.
Franck,I'm looking at the Apple developer documentation and it seems HRTF is possible. It would be great if you could import your own HRTF to work with the airpods. You could then schedule a session to get your HRTF using a Realiser (for a fee).
There is also a need for quicktime to understand Atmos mp4 files.
Does the documentation talk about the personalization for AirPods that you use an iPhone measurement with the 3D face recognition camera to produce? I know the mesh2hrtf folks support acquisition using an iPhone (IIRC a slightly older model than current is better for some reason), but the process is much more involved than the 30 seconds required with the Apple procedure. I’m also curious whether the Apple HRTF or pseudo-HRTF can be exported, say in a SOFA-format file.I'm looking at the Apple developer documentation and it seems HRTF is possible. It would be great if you could import your own HRTF to work with the airpods. You could then schedule a session to get your HRTF using a Realiser (for a fee).
There is also a need for quicktime to understand Atmos mp4 files.
seeDoes the documentation talk about the personalization for AirPods that you use an iPhone measurement with the 3D face recognition camera to produce? I know the mesh2hrtf folks support acquisition using an iPhone (IIRC a slightly older model than current is better for some reason), but the process is much more involved than the 30 seconds required with the Apple procedure. I’m also curious whether the Apple HRTF or pseudo-HRTF can be exported, say in a SOFA-format file.
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