sir_frigorifero
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my bad. i thought there wasn't a thread since i did not find it in the HP subforum
IEM bass response varied wildly from user to user
I don't think its your bad as possibly it belongs better in the HP subforum.my bad. i thought there wasn't a thread since i did not find it in the HP subforum
Multiple threads combined here as requested.I don't think its your bad as possibly it belongs better in the HP subforum.
Sorry for being a bit of a pedantic arsehole, but I believe that in the LTT video the IEM bass response variation is the on-fixture variation, not the variation between individuals.
In-ear measurements with IEMs might be very, very difficult to do. The only "in concha" headphones I'm personally half-confident extracting some data from in-ear measurements are the Airpods 3 given their leakage tolerance and their feedback mechanism.
What could be interesting is an objective approach to spatial audio on headphones. I have no idea if that´s even possible and I guess the whole idea of "spatial on headphones" works on a lot of psychoacoustics, but still, that´d be an interesting thing to explain with measures.I think that would have been more interesting as there are so many more speakers out there to test, but the niche of computer/tech/gaming users are heavily biased to using primarily headphones so it makes more sense for them. That being said, if they are only planning on releasing their findings in review/video format, there is no way they are ever going to be able to pump out enough content compared to other sources of this head/earphone data. The good thing is that such a mainstream source will be using objective data, which will further encourage manufacturers to make innovations now that a wider lens is cast on them.
What could be interesting is an objective approach to spatial audio on headphones.
is it psychoacoustics or more physioacoustics?"spatial on headphones" works on a lot of psychoacoustics, but still, that´d be an interesting thing to explain with measures.
Those´d be the same principles applied to conventional stereo on headphones. Worst case, at least you have a good baseline sound and if the spatial configuration does not sound well, you can always turn it off.Oh
is it psychoacoustics or more physioacoustics?
first the game engine needs to have good model of your ear and head.
So i don’t know you might need to get your ear scanned at some point.Head-related transfer function - Wikipedia
en.wikipedia.org
Maye in the future we can use CT/MRI scans.
But then the headphone is changing this of cause. so ideal this needs to be modeled as well.
If you don’t wan’t do mess to mush with complex models i would guess headphones with good "linear" group delay in the Mids - high frequencys and linear flat response are what you want.
Sowing how much variance measurements can have depending on how they are taken is by itself valuable!I think the only reason to get 5128 is to brag about its cost and hence commitment to the testing which is what was done in the video. It is short lived though because as soon as the measurements come out and don't match with tests by others, riots start in streets and gets them nothing but grief. Maybe they have a big enough fan base to overcome this but in my view, they are going the wrong direction here.
Such variance cannot be quantified in any meaningful way as it highly depends on headphone type, how the headphone was put on the fixture, issues with the fixture itself, etc.Sowing how much variance measurements can have depending on how they are taken is by itself valuable!
We wanted to measure the bass of IEMs on humans as well, and even got the equipment for it. But we couldn't get around building the rig during the rental period. We might still do it in the future.Yeah I was aware, but we can safely assume the human to human variance on IEMs is 100x worse than even closed backs. This is why even $5 ones come with 10 different tip sizes.
Finding a reliable way to do this objectively is on our agenda, but it may not be that easy. It's also not the highest priority test for the beginning.I think that you first need to know where the sound is meant to be located in a virtual space, and find methods to know whether or not individuals can accurately locate it without any other cues than sound.
Skimming over a few articles, quite a few of which related to VR, it seems that quite often it involves something akin to a game. Sounds are placed within a virtual space, and test subjects asked to point to it, sometimes even move towards it. Their results are scored.
That's the plan. As mentioned in the notes, this was just a taster, we're working on improving the methodology.Data driven approach to audio already showing up in their videos, still from the latest ShortCircuit (part of the Linus Media Group family of channels) video about Volvo S90 Recharge and its Bower & Wilkins sound system:
I don't think there's a way to get around the issue of variability in measurements, especially since the variabilities happen on humans too and can be non-linear. I agree with you on the IEM seal issue, but that problem exists on the 711-based fixtures too, although to a lesser extent.One of the challenges with B&K 5128 is that by itself it introduces variability in measurements. I found it very hard to seat IEMs for example. And the curvature of the "head" makes sealing headphones harder. You may argue that our head is also rounder than a flat plate but that roundness is variable. In my view it is better to get standardized measurements that are more repeatable than not.
I think the only reason to get 5128 is to brag about its cost and hence commitment to the testing which is what was done in the video. It is short lived though because as soon as the measurements come out and don't match with tests by others, riots start in streets and gets them nothing but grief. Maybe they have a big enough fan base to overcome this but in my view, they are going the wrong direction here.
We haven't been able to find a way out of the measurement variance issue yet. It seems unless one does personalized measurements, headphone measurement results are always going to represent the average human, not any individual.Sowing how much variance measurements can have depending on how they are taken is by itself valuable!
(but lets not go there again...)
Till now they did a good job in explaining measurement variances and averaging there results form relative large sample sets.
Lets see how this plays out.
Is it possible to buy or make replacement ears that are anatomically totally different and fit them to the head?We haven't been able to find a way out of the measurement variance issue yet. It seems unless one does personalized measurements, headphone measurement results are always going to represent the average human, not any individual.