[HN Gopher] Spatial Audio
       ___________________________________________________________________
        
       Spatial Audio
        
       Author : obiefernandez
       Score  : 70 points
       Date   : 2021-06-15 22:14 UTC (2 days ago)
        
 (HTM) web link (lefsetz.com)
 (TXT) w3m dump (lefsetz.com)
        
       | thebiss wrote:
       | For a more balanced perspective, read the Verge's review. [1] My
       | experience so far matches theirs: the impact varies by
       | album/track, and in some cases, the lossless version remains
       | better.
       | 
       | https://www.theverge.com/2021/6/9/22525028/apple-music-spati...
        
       | PaulDavisThe1st wrote:
       | It isn't really that central to TFA's main points, but I find it
       | very disappointing that the audio tech world seems to be settling
       | for Dolby Atmos. Once again the choice is made to use licensable
       | technology in preference over non-licensable, libre technology
       | (Ambisonics). Both have their pros and cons, but only one of them
       | is associated with a licensed-based revenue stream.
        
         | Cybotron5000 wrote:
         | Yes - it does seems a shame and potentially a loss to
         | developers/the open source community? Surely an open standard
         | like Ambisonics would have had more of a chance of being widely
         | adopted/supported and therefore perhaps longer-lived anyhow
         | (was just thinking about MIDI)... I guess that's not the end
         | goal for Apple?
        
       | basisword wrote:
       | This sounds like the kind of thing someone would write when the
       | world switched from mono to stereo. Quite a few parts of it are
       | completely wrong too not to mention insulting ("... more music is
       | being made by individuals in bedrooms, home studios, on a budget.
       | They have neither the equipment nor the skill to mix in Dolby
       | Atmos").
       | 
       | Apple has done quite a poor job showcasing it so far. Some of the
       | tracks they've put in their playlists sound like crap. On the
       | otherhand some of them sound fantastic. Jazz in Atmos is
       | wonderful. It's also important to note that 'head tracking' comes
       | with iOS 15 and in my experience improves spatial further.
       | 
       | A lot of music made for stereo won't remix well. If you listen to
       | most of the rock tracks they don't sound good because they don't
       | have a lot going on. 3 or 4 instruments + 2 or 3 vocals tracks
       | aren't going to take advantage of spatial. Listening to some
       | modern pop with lots of synths and layers upon layers of backing
       | vocals, the experience is much better.
       | 
       | Atmos/spatial is a new tool like any other. People will write and
       | record songs that work for it and take advantage of it. They'll
       | use it creatively. That's what will be interesting. Most remixed
       | songs from the 60's aren't the least bit interesting but the
       | possibilities for the future are.
       | 
       | I could be wrong and it could end up largely ignored, time will
       | tell. But there is the opportunity for a lot of creativity
       | regardless of what cranky old music critics think.
        
         | lux wrote:
         | Totally agree but wanted to add a point I found interesting
         | doing some spatial audio work which is synths tend to
         | spatialize poorly compared to more organic instruments. You can
         | dirty them up with additional effects like distortion or an
         | exciter, but I think it's something to do with the evenness of
         | the waveforms compared to the real world variance of a string
         | or vocal cord vibrating.
        
         | Cybotron5000 wrote:
         | I totally agree - there are real possibilities to do
         | interesting new creative work afforded by this, particularly if
         | the barriers to entry are kept low/non-proprietary/open-to-all
         | (...as another poster noted, it would have perhaps been nice if
         | an open standard had been used instead...). I would only add
         | that I think there are even more interesting possibilities for
         | using the same technological capabilities with AR. That was the
         | focus of the iPhone app. I wrote, which was more along the
         | lines of Microsoft Soundscape: https://www.microsoft.com/en-
         | us/research/product/soundscape/ (but to be fair, before
         | Microsoft Soundscape was available :)
        
       | smoldesu wrote:
       | Why would I want this in any situation except VR, where
       | directional audio is actually paramount to my enjoyment of the
       | medium?
        
         | aaomidi wrote:
         | Because it adds another dimension to the sound you're
         | experiencing and gives you a whole new appreciation for the
         | medium.
         | 
         | This combined with binaural audio should be the future of audio
         | storytelling.
         | 
         | Give this a try with any normal headphone:
         | https://www.youtube.com/watch?v=IUDTlvagjJA
        
           | smoldesu wrote:
           | The barber shop is not spatial audio. It's a static stereo
           | mix, and a terrible example of how the medium actually
           | functions. I know what good spatial audio sounds like, too:
           | I've used 6DOF with headphones and fancy Atmos filters, and
           | it works great in VR. Everywhere else though, it's just
           | distracting.
           | 
           | We have lost the stems to probably 95% of all music ever
           | made. If all of our old music sounds bad in spatial audio,
           | how will it ever hope to become the new standard?
        
             | aaomidi wrote:
             | It literally has invoked a wow from everyone I've shared it
             | with in real life.
             | 
             | I'm glad you've had a much better experience, but lol this
             | doesn't mean this is bad.
             | 
             | The pretentiousness in your comment is outstanding.
        
               | defaultname wrote:
               | smoldesu is pathologically anti-Apple, so the fact that
               | this thread related to Apple instantly guaranteed their
               | pissing and moaning, dismissive response. Don't take it
               | as a sincere argument.
        
         | AndrewUnmuted wrote:
         | There are many composers out there who work in the
         | electroacoustic and computer music spaces, whose pieces are
         | primarily scored for ambisonic playback systems.
         | 
         | Hearing these works for oneself in a proper listening
         | environment, such as Virginia Tech's The Cube [0], can be a
         | life-changing experience. It certainly was for me.
         | 
         | [0] https://icat.vt.edu/studios/the-cube.html
        
       | defaultname wrote:
       | Related question, but does spatial audio actually send Atmos
       | separate audio streams with positioning data to the client? How
       | does this impact data sizes?
       | 
       | I have listened to some of the SA samples and they sound good,
       | but I still don't _get_ the technology. If it 's sending separate
       | streams and spatially mixing them at the client, it's still
       | ending up with two channels of audio, so why would it differ from
       | normal stereo audio which can be mixed in such a way? And if it
       | doesn't, then it's just a production process?
       | 
       | Indeed, it reminds me a bit of Q-Sound of the Madonna Immaculate
       | Collection. Still the most impressive stereo headphone experience
       | I've enjoyed.
       | 
       | Dolby Atmos makes loads of sense for oddball speaker arrangements
       | -- you tell it that you have three speakers layered above, five
       | spread out across the back, etc, and it can process to that
       | arrangement optimally (versus say 5.1 that was geared for a very
       | specific arrangement). I don't understand how it is relevant for
       | headphones, which is specifically what it is targeting in this
       | case.
        
         | Cybotron5000 wrote:
         | This article does an okay job of explaining the idea:
         | https://appleinsider.com/articles/21/05/18/apples-spatial-au...
         | Apparently the sound source positions will be calculated
         | relative to the position of the iphone/ipad/mac... ..Yes, I'm
         | guessing it will potentially greatly increase the size of audio
         | data downloaded/streamed to the listener, as the spec. for
         | Atmos can have up to 128 different tracks + metadata:
         | https://en.m.wikipedia.org/wiki/Dolby_Atmos
        
           | londons_explore wrote:
           | > Yes, I'm guessing it will potentially greatly increase the
           | size of audio data downloaded/streamed to the listener,
           | 
           | Most music only has say 10 instruments, so it's only a 5x
           | worst case blowup.
           | 
           | And many of those instruments will be silent a lot of the
           | time... And even when not silent, there will be a lot of easy
           | to compress repetition. It's simply a matter of having good
           | enough compression algorithms.
        
             | Cybotron5000 wrote:
             | Indeed - depends on the material/scope/playback quality of
             | the track/characteristics of the compression method I
             | guess... On the other hand, if you were to record/encode
             | each member of a symphony orchestra separately and place
             | them in a soundfield playing back with lossless quality?
             | ...but then you could mix them in sections, or even by
             | rougher positional areas and have far fewer individual
             | tracks... If it's just one man and his knee/spoon
             | accompaniment then... This article is informative:
             | https://9to5mac.com/2021/05/30/apple-spatial-audio-indie-
             | art... ...also: https://professional.dolby.com/create-in-
             | dolby-atmos-music/ from:
             | https://professional.dolby.com/music/support-faq/ "The
             | Renderer can operate at 48 or 96 kHz. Master files can be
             | created at these rates and stored for archive purposes, and
             | are then sample-rate converted to 48 kHz for encoding
             | purposes. Keep in mind that when working at 48 kHz, the
             | Renderer supports 128 input channels (ten bed only and 118
             | object/bed), whereas at 96 kHz, 64 input channels are
             | available (ten bed only and 54 object/bed). ...If you work
             | with audio in an 88.2, 176.4, or 192 kHz session, you need
             | to create a 48 or 96 kHz version of the session for use
             | with the Renderer. ...For music use cases, we recommend
             | setting trim controls to zero so that your mix is preserved
             | when played back as a 5.1 or 7.1 re-render. Additionally,
             | to hear how encoding your Dolby Atmos mix will sound, set
             | the spatial coding emulation element count to 16...
             | ...Objects can be mono or stereo. The sonic content of the
             | source material and creative considerations about how that
             | content will be reproduced in a 3D soundfield will
             | influence the number of objects used in any given mix."
        
       | Cybotron5000 wrote:
       | Spatial audio per se is not a scam, but its effective simulation
       | is actually potentially rather complicated and I too worry about
       | its successful implementation by Apple... Funnily enough, I had
       | plans for a system to implement spatial audio using
       | smartphones/headphones originally back in 2006 and more recently
       | wrote an app for iOS trying to implement it (...prototype/demo.
       | that I made worked pretty well - used what I learnt working on
       | games/interactive audio design...) I had toyed with starting a
       | business myself over the years but life got in the way sort of...
       | Before all this was announced I even (naively) wrote to Apple
       | sort of roundabout-ly trying for a job in order to improve their
       | spatial audio offering, believe it or not, but only got a polite
       | sort of: 'don't call us we'll call you' kind of reply, which was
       | understandable... (...don't be thinking differently! :) Some
       | students I taught/supervised/wrote a brief for a project of's up
       | at the university here subsequently started a company making a 3D
       | binaural audio plugin thing - the business was bought by
       | Facebook, whete they were afterwards employed implementing
       | spatial audio into some of their offerings also... Anyhow, don't
       | want to bore anyone, but happy to answer any questions about it
       | (do actually know what I'm talking about more or less in this
       | area, as opposed to most stuff I read on HN.! :) P.S. Jens
       | Blauert wrote (what used to be, at least) the standard reference
       | on this: https://mitpress.mit.edu/books/spatial-hearing-revised-
       | editi...
        
         | tinus_hn wrote:
         | As far as I remember it's a patent minefield
        
           | Cybotron5000 wrote:
           | If you can remember any further info. about this I'd be very
           | interested.
        
             | tinus_hn wrote:
             | No details, I could look but I presume I wouldn't be better
             | than yourself
        
         | phiresky wrote:
         | From what I understand, to really get spatial audio from stereo
         | headphones, you need to use a HRTF (head-related transfer
         | function) specific to the person.
         | 
         | There's an open dataset of 50 different HRTFs [1] and a long
         | video to compare them [2]. For me personally, only 2 of those
         | 50 samples actually vaguely sound like audio is ever coming
         | from _in front_ of me. Left, right, and behind mostly works,
         | but for most samples when it should be coming from in front of
         | me it either comes from behind me or from above me.
         | 
         | So it shouldn't be really possible to get good spatial audio
         | without 3d-scanning a persons head or at least making them go
         | through a calibration step where they rate "where is the sound
         | coming from?" . And it definitely shouldn't be possible to get
         | any good results by pre-mixing the audio down to stereo before
         | a user-specific transform is applied.
         | 
         | [1]: http://recherche.ircam.fr/equipes/salles/listen/index.html
         | [2]: https://www.youtube.com/watch?v=VCXQp7swp5k
        
           | Cybotron5000 wrote:
           | You're absolutely right that the most effective simulation
           | would use a custom HRTF for each person, as the shape of the
           | head, shoulders, pinnae of the ear etc etc. all play some
           | part... There are some headphones that attempt to go some way
           | towards this by taking pictures of/otherwise 'scanning' the
           | users ear (eg. https://electronics.sony.com/360-reality-audio
           | https://mysofa.audio/ ...paper on the subject:
           | https://www.aes.org/e-lib/browse.cfm?elib=19855
           | ...interestingly, for Apple's future plans perhaps, ear canal
           | used for biometric validation:
           | https://dl.acm.org/doi/10.1145/3351239 ) The strongest 'cue'
           | is probably the 'interaural time delay', which is easy enough
           | to fake, but as you say, without fixed sources (imagine the
           | calibration/setup of a VR headset) and subsequently taking
           | into account that people actually turn/tilt their heads to
           | better appreciate the direction a sound is coming from, as
           | apparently Apple does relative to the device the tracks are
           | playing from:
           | https://appleinsider.com/articles/21/05/18/apples-spatial-
           | au... (in order to take best advantage of what you
           | experienced where we can better locate left/right than
           | forward/back...), the efficacy is reduced. Generally we are
           | also much better at localizing sounds in the lateral plane
           | than the vertical one (...evolutionarily perhaps this was
           | more important in order to avoid being eaten by sabre-toothed
           | tigers or something? :) There are other cues deriving from
           | 'head-shadow' (somewhat like an eq.), reflection from
           | shoulders and even reflections from the acoustic environment
           | and so on that are subtler/more complicated... Traditionally
           | dummy heads with anatomically 'average' characteristics and
           | binaural microphones in the 'ears' have been used to make
           | binaural recordings, but if you were to venture out with
           | binaural microphones in your ears and then later play back
           | the recordings the effect can be startlingly effective... [as
           | an aside, when I posted the above comment in this thread a
           | couple of days ago when it was first on HN, the title of the
           | post was 'Spatial Audio is a Scam' :) ]
        
             | Cybotron5000 wrote:
             | This page is really helpful:
             | https://professional.dolby.com/music/support-faq/
        
             | wizzwizz4 wrote:
             | > _Generally we are also much better at localizing sounds
             | in the lateral plane than the vertical one_
             | 
             | Our ears are separated laterally but not vertically.
        
               | Cybotron5000 wrote:
               | So they are. We're better able to localise sounds in the
               | horizontal plane if you prefer, though because of the
               | shape of our ears/pinnae and so on, we can also detect to
               | some extent whether they are above or below/in front of
               | or behind our heads (perhaps there is more accurate
               | terminology for it:
               | https://en.m.wikipedia.org/wiki/Anatomical_plane )
        
       | m3kw9 wrote:
       | From what Apple say about spatial audio, you cannot just run it
       | thru a converter. You need the tracks in their individual
       | original recording before the mixing to be able to do it
       | properly. So I'm not sure how a handful of chop shops are doing
       | all that.
        
         | smoldesu wrote:
         | You don't "need" anything to make a track with spatial audio,
         | it's just a format that you can package your sound in. You
         | could feasibly turn a 48khz lossy MP3 into a spatial audio
         | track, but it would probably sound pretty bad. Likewise, the
         | actual stem-separation process that you're describing is
         | similarly dubious: spatial audio can still sound pretty
         | terrible, particularly in cases where it's an afterthought
         | (see: all media).
        
         | Cybotron5000 wrote:
         | Yeah you'd need the multitrack original recordings to do a good
         | job I'd say. There are tricks with eg. phase
         | cancellation/spectral filtering and so on I suppose you could
         | use to try and hack something together, but the results would
         | vary greatly depending on the original material/skill of the
         | engineer... A lot of multi-track recordings, especially older
         | ones, have a lot of bleed between tracks which might complicate
         | matters...
        
       | giuliomagnifico wrote:
       | Repost https://news.ycombinator.com/item?id=27486010
        
       | chipotle_coyote wrote:
       | Man. I normally don't get into fisking articles, but, yikes.
       | 
       | > There are over a hundred reference points in Dolby Atmos. As in
       | this is far beyond conventional 5.1. Think of a movie theatre,
       | where the sound moves around, now you get the idea.
       | 
       | Okay, this is right. Sort of. Atmos has "audio objects" which are
       | assigned positional metadata in three-dimensional space; at
       | playback, the Atmos "renderer" (Dolby's terminology) knows how
       | many speakers it has and where they are, and sends the sound for
       | each object to a mix of speakers that get the sound as close to
       | the position it's supposed to be in as possible.
       | 
       | > Let's say you have the equipment and ability to make an Atmos
       | mix. My understanding is right now, you send the end product to
       | Dolby and they use their special sauce to create the final
       | product.
       | 
       | This understanding is wrong. I mean, I guess you can send this
       | out for "special saucing," but recording engineers can use Dolby
       | Atmos tools right in their digital audio workstation program of
       | choice. Instead of panning tracks just from left to right, you're
       | "panning" them in 3-D space.
       | 
       | > Furthermore, they have special sauce to turn the same Atmosfied
       | music into two track stereo.
       | 
       | Again, sort of, but not really? The Atmos renderer basically
       | synthesizes binaural audio for two channels ("binaural render
       | mode"), so it's "special sauce" in that it's Dolby-designed
       | algorithms that are doing that. But it's taking what the
       | recording engineers laid down to do it, and they can even add
       | metadata to the audio objects that help the Atmos renderer
       | convert it binaural.
       | 
       | > It even bugs me that they're using remixed tracks from "Abbey
       | Road" to Atmosfy, now you're multiple steps from the original.
       | 
       | Correct, but let's get some perspective Lefsetz is leaving out.
       | This is the 2019 _Abbey Road_ remix by Giles Martin, which was
       | mixed _in Atmos_ in 2019 by Martin, who also did mixes for _Sgt.
       | Pepper 's Lonely Hearts Club Band_ and _The White Album._
       | 
       | And this is what Lefsetz's complaint about Atmos elides. When he
       | writes,
       | 
       | > They have neither the equipment nor the skill to mix in Dolby
       | Atmos. As for just sending the file to Dolby to be
       | processed...that's like finishing a painting and having an
       | amateur come in and completely change it, make it 3-D.
       | 
       | There's a distinct element of "this new thing can be used badly
       | so nobody should use it." There will _absolutely_ be bad Atmos
       | remixes done by people who had nothing to do the original mixing
       | and engineering, but that 's not _all_ the mixes -- and if Atmos
       | music really take off, the mixes will be done by the _same_
       | engineers and producers working on the stereo mixes. This is
       | already happening, and it 's been happening for a few years now.
       | And when an old album is remixed in surround, it can actually
       | sound pretty good. _Abbey Road_ is an example. So is REM 's
       | _Automatic for the People._ The old SACD surround release of Roxy
       | ' Music's _Avalon_ was astounding and I hope it gets revived in
       | Atmos.
       | 
       | > Now the truth is this is a headphone genre.
       | 
       | One, it's not a genre any more than "stereo" and "mono" are
       | genres, and two, it not only isn't just for headphones, it's
       | arguably a little _worse_ on headphones, despite all of Apple 's
       | marketing messsaging to the contrary. The more speakers you throw
       | at Atmos the better; a lot of us, including myself, hear binaural
       | stereo mixes as different but not necessarily improved, and --
       | one thing Lefsetz is correct on -- sometimes worse.
       | 
       | > Which at the moment doesn't support Bluetooth
       | 
       | As other people have pointed out, this is flat out incorrect.
       | 
       | > Oh, there could be two takes, like with mono and stereo in the
       | sixties, but that's far too confusing, we need one standard, the
       | marketplace needs one standard.
       | 
       | I'm sorry, but that's just "old man yells at cloud" territory.
       | It's not two "takes," it's two _mixes,_ and that may be pedantic
       | of me but it 's also pretty important. There's no indication at
       | this point that anyone is rushing to make Atmos-only mixes of
       | anything any more than they're rushing to release digital music
       | in only MQA format. (If you just said "what's MQA": exactly.)
       | Even on Apple Music itself, if you want the stereo version of a
       | recording, there's a secret trick. It's called "go to settings
       | and turn off Atmos".
        
       | sidechaining wrote:
       | Slightly related. But I've had single-sided deafness all my life
       | (which means all I've experienced is mono audio) and now with
       | this shift from stereo to spatial. I was wondering if some kind
       | HN users could fill me in on what I'm missing out. (By listening
       | to stereo tracks in mono and observing how it sounds or anything
       | that could give me a picture of that-- is it crowded? Distorted?
       | Etc). The only pertinent study I could find on this is
       | https://pubmed.ncbi.nlm.nih.gov/28534734/
        
         | Cybotron5000 wrote:
         | There's been some wonderful recordings that were designed
         | solely/primarily for mono playback (early Motown/rock n
         | roll/blues for example) that IMHO actually kind of benefit
         | somehow from lack of stereo separation. If mixed well, the
         | instruments can blend really well and work as one unit and
         | there's kind of an energy and punch to the speaker/s working as
         | one... Early stereo records often had rather drastic left/right
         | panning (eg. some Beatles stuff) or had to hedge their bets in
         | case they were played back through eg. mono radios/badly set-up
         | stereos and so on... Something similar is still the case when
         | engineers think about what their track might sound like coming
         | through a crappy mono phone speaker with no bass at
         | 128kbps/what have you... The advice I've always heard is that
         | you should make sure that your mix would 'fold down', so to
         | speak, to mono anyhow... So you should never rely on the
         | listener being in the sweet spot (if you think about eg. a club
         | where an audience member could be stood directly in front of
         | one speaker, but barely hear another, or some listeners weird
         | home setups with one speaker balanced on a bookcase and the
         | other on a table or something). In most environments you get
         | complicated reflections and build ups/absorptions of various
         | frequencies due to the acoustics anyhow... Although with
         | single-sided deafness you won't get the effect of
         | directionality from the delay between the sound hitting one ear
         | before the other, I imagine you would still experience the
         | attenuation of certain frequencies as the sound moves around
         | your head, the height dependent effects and so on ...I suppose
         | it's not a million miles away from if you were to close one eye
         | - monoscopic as opposed to stereoscopic? Bass frequencies are
         | mostly experienced more or less monophonically, so you're not
         | missing out there... I wonder if reverb effects/using impulse
         | responses of different environments and volume adjustments
         | might also help give some of the impression?
        
         | zamalek wrote:
         | What the other comments said, but keep in mind that it's not
         | very precise in normal circumstances: you have an extremely
         | rough estimate of direction (along all axis) and distance.
         | 
         | You can increase the accuracy if you are afforded the
         | opportunity to concentrate on the sound.
        
         | krapht wrote:
         | I assume you have two eyes, right? What happens when you close
         | one eye and only have monocular vision?
         | 
         | Not much, but it's a lot harder to judge distances correctly.
         | You still can, if you use outside knowledge and perspective,
         | but it's less accurate.
         | 
         | Same for stereo hearing. With two ears it's easier to locate
         | where a sound is coming from. With one ear you can tell if
         | something at constant volume is moving away or moving towards
         | you based on loudness. With two ears you can tell if something
         | at constant volume is stationary or circling around you.
         | 
         | Unfortunately I don't think there are words to describe it. You
         | "just know", because it's an unconscious brain thing.
         | 
         | You could sort of simulate it by rotating your head 180 degrees
         | and noticing how the sound changes. People with two working
         | ears can do this without moving their head.
         | 
         | The effect for music is mostly: it's easier to separate
         | instruments even if they are the same volume, if they are in
         | different spatial locations so the brain can filter against it.
         | Stuff can sound less "cluttered, muddy", but it doesn't help as
         | much as you think in recordings because you as a listener can't
         | move the microphone. I think it would be a bigger deal in small
         | live shows, or music performed in virtual reality where a 3D
         | engine can calculate the audio delay appropriately for each
         | ear, and that difference is relevant because you the listener
         | are close to the musician and possibly moving relative to them.
        
       | SirCypher wrote:
       | For a similar spatial audio experience I use foobar2000 and this
       | plugin:
       | https://www.foobar2000.org/components/view/foo_dsp_dolbyhp It is
       | quite old, but still works perfectly fine with the newest foobar
       | versions.
       | 
       | Download foobar2000. Go to Preferences -> Components ->
       | "Install..." and install the Dolby Plugin.
       | 
       | Then get your "dolbyhph.dll". Unfortunately you need to find it
       | on the internet, as it is technically copyrighted and
       | distribution of that file is probably not allowed. SHA1 for
       | dolbyhph.dll v1.20.0.276 is
       | 819FC1EE87B15996B89328061693F4D37FD7DB39
       | 
       | Then go to Preferences -> Playback -> DSP Manager. Add "Convert
       | stereo to 4 channels" (sounds better and a little closer to the
       | original imo) and "Dolby Headphone" to your active DSPs. Click on
       | the 3 dots next to "Dolby Headphone" to open its configuration.
       | Select your "dolbyhph.dll", Room model "DH2", lower amplification
       | to ~70% (avoids clipping), no dynamic compression.
       | 
       | Apply, and then listen to any stereo song you want. Enjoy! Also
       | try to experiment the DSPs (only Dolby, 4channels+Dolby,
       | Upmix5.1+Dolby, ...) - they change live while you play a song.
        
       | hairofadog wrote:
       | I'll say up front that I'm a non-audiophile, and so I'm offering
       | my opinion from that point of view.
       | 
       | I find the Spatial Audio / Dolby Atmos thing weird for a number
       | of reasons.
       | 
       | First, the dual branding seems clunky. _" First I listened to
       | music in mono. Then I listened to music in stereo. Then I
       | listened to music in ____"_ I'd be willing to bet that even
       | amongst people who care a lot about this stuff you'd have a hard
       | time getting consensus about how to fill in the blank.
       | 
       | Second, the fact that there's a brand name attached to it at all
       | feels wrong. One of the great things about music is its
       | accessibility to artists as a medium: lots of great music will
       | come from young folk in their bedrooms with cheap recording rigs.
       | Will they pay a license fee to Dolby? There are many examples of
       | great art that's wrapped up in proprietary technology (video
       | games, for example) but music feels so basic to the human
       | experience that (a) I don't want a brand name attached to it, and
       | (b) it'll never become standard because people are always going
       | to make recorded music without engaging Dolby. An historic
       | example that comes to mind is _Technicolor_ , which feels like
       | something from the olden days. Groundbreaking in its time but no
       | longer culturally relevant.
       | 
       | Third, it does indeed seem weird that this technology would be
       | implemented by a middleman. Sometimes I'll fall in love with a
       | song that has a lot of nuance (like a Bjork song, for example),
       | and I'll tell someone about it, and they'll pull it up on their
       | phone and hold the phone next to their ear, and I'll say, "well,
       | you have to listen to it in headphones." Now I'll say, "well, you
       | have to listen to it in headphones. Actually, this specific make
       | and model of headphones. And also through an Apple Music
       | subscription." (I realize I'm being hyperbolic here, but I think
       | there's a valid point to be made about shared experience where
       | music is concerned.)
       | 
       | And while I'm a fierce advocate of the idea that it's okay for
       | people bring their own interpretation and meaning to art - I
       | don't believe the artist should or can have total control over
       | how the art is consumed - the mass remixing of all this music
       | feels more akin to the remixing of the original Star Wars movies
       | than it does to the restoration of a painting.
       | 
       | Finally, I just don't think very many people will care. I would
       | be willing to bet that a minority of people could pick out a
       | Dolby Atmos song from the original, and of those that could, it
       | seems unclear they would prefer the Atmos version. There are a
       | hundred things I would have chosen to improve about my Apple
       | Music listening experience before sound quality: making the
       | navigation of the music app make any sense whatsoever, and having
       | the AI generated "stations" not be terrible, are two examples.
       | And I know, I know, it's different groups of people working on
       | different things and it's not like they can reassign a sound
       | engineer to rewrite the UX of the music app, but it feels like if
       | there was a water leak above my desk in the office and the office
       | manager's solution was to buy me a nicer chair.
        
         | salamandersauce wrote:
         | Doesn't basically every Hollywood movie since DVD pay a
         | licensing fee to Dolby (or DTS) for 5.1 or Atmos (or DTS:X)
         | support? Theaters too even?
         | 
         | And wasn't Dolby B NR insanely widespread on pre-recorded
         | cassettes? Like so common that most albums on cassette from the
         | 80s have the Dolby logo on them?
         | 
         | I don't think its that weird. It's clearly been done in the
         | past. Apple's limitations on what devices works sucks and it'd
         | be nice if we could buy these tracks DRM free to play on an
         | Atmos speaker setup but they aren't the only ones to have this.
         | Tidal has Spatial Audio, Amazon does too. Each does it a little
         | differently as to what is supported annoyingly but hopefully as
         | time goes on those limitations will go away.
        
           | huslage wrote:
           | Apple doesn't have any limitations to devices. It works fine
           | in normal headphones as well as AirPods.
        
       | BugsJustFindMe wrote:
       | I listened to the tracks. I like the spatial versions better.
       | What are you going to do?
        
         | allears wrote:
         | Lots of people like gimmicky things better, just like lots of
         | people like to turn up the bass and treble all the way. But
         | lots of us (and I'm a musician and audio engineer) appreciate
         | high quality balanced distortion free audio, and want to hear
         | the music the way the original artist intended. Just because
         | you can make sounds bounce around in space doesn't make the
         | music better, especially if the original recording wasn't
         | conceived that way in the first place. I would always prefer
         | listening to the original intent of the artist.
        
           | ntSean wrote:
           | Speaking as a musician, I agree that there is a level of
           | respect required for the original mix. Though, in the case of
           | Spacial Audio, this isn't a matter of "gimmicky" sound, this
           | is headphones reproducing the effect that loudspeakers
           | already have. This isn't new and has been in audio
           | engineering circles for a long while
           | (https://goodhertz.co/canopener-studio/) but Apple has added
           | 6dof head tracking which makes the effect truly awe-
           | inspiring.
        
             | smoldesu wrote:
             | I was with you until you said that "Apple has added 6dof
             | head tracking which makes the effect truly awe-inspiring",
             | and I laughed so hard I spit out my coffee.
             | 
             | Thank you so much.
        
             | ntSean wrote:
             | I just noticed that the author wasn't using the AirPods Pro
             | / Max which Spacial Audio was designed in tandem with. No
             | wonder they didn't find it impressive and are calling it a
             | scam.
             | 
             | TBH, I'm sad I wasted my time reading such an uninformed
             | opinion piece.
        
               | r618 wrote:
               | you're conflating unrelated things
               | 
               | 6dof has nothing to do with SpaTial audio and no AirPods
               | Pro/Max weren't designed 'in tandem with' it
               | 
               | you'll get Apple's positional audio (6dof) only with
               | supported hardware - which includes AirPods Pro/Max,
               | iPads and AppleTV - and is designed for positional
               | listening relative to source/device, which has nothing to
               | do w/ Atmos mixed Apple Music spatial tracks discussed
               | here
               | 
               | (and it actually might be 3dof only, not sure since i've
               | never listened to it)
        
               | drcongo wrote:
               | I think you're missing one of the main points, which is
               | someone using other headphones is still getting the atmos
               | version, but in normal stereo - and when that happens,
               | large parts of the balance of the mix are lost as he
               | explains in the section on What's Going On. So it's not
               | the original track as the artist, mix engineer and
               | masterer intended you to hear.
        
               | salamandersauce wrote:
               | I don't think that's true? There's nothing special about
               | Apple's implementation of Dolby Atmos over headphones
               | besides the head tracking bit (and that's not needed for
               | music) that need their headphones. If you set Dolby Atmos
               | to "Always On" in the settings it will give you the Atmos
               | headphones mix regardless of what headphones being used.
               | Airpods and Beats are still just stereo headphones.
               | 
               | Atmos works pretty well over normal stereo headphones and
               | I've used it for years on PC while watching supported
               | Blu-rays.
               | 
               | I'm kinda peeved at Apple's lazy implementation because
               | it's only supported on Apple devices and not devices that
               | support Atmos and work with Apple music like a PC or
               | Samsung Android phone.
        
               | t_von_doom wrote:
               | I initially thought the same on another article, however
               | it turns our spatial audio in the apple music sense, is
               | not exclusive to the pros/max - despite sharing the same
               | name as the head tracking-esque feature in those
               | headphones.
               | 
               | Quite disappointed as it is quite obviously confusing
        
           | BugsJustFindMe wrote:
           | > _I would always prefer listening to the original intent of
           | the artist._
           | 
           | I always prefer listening to the thing that sounds better to
           | me. I don't care about what the artist wants.
        
             | tinus_hn wrote:
             | Chances are the artist has no idea what kind of speakers
             | you are using anyway
        
             | tpush wrote:
             | You're downvoted, but enjoyment of music is obviously
             | subjective. There is no "wrong" way to listen to music (or
             | anything really).
        
               | quenix wrote:
               | Exactly. This thread is mindboggling.
               | 
               | Taste in music is purely subjective. If users enjoy
               | listening to Spatial Audio, who are you to criticize it
               | as a scam?
        
               | falcolas wrote:
               | Because everyone using Apple music is forced to listen to
               | it. Whether they like the remixes or not.
        
               | yoav wrote:
               | There's actually a setting to choose
        
               | falcolas wrote:
               | You can choose to enable spatial listening (as opposed to
               | the stereo downmix), but you can't choose to use the
               | original recording.
        
               | quenix wrote:
               | That just isn't true.
               | 
               | Settings > Music > Dolby Atmos > Off.
        
           | matwood wrote:
           | > and want to hear the music the way the original artist
           | intended
           | 
           | Curious how _you_ know what the artist intended. Did they
           | intend for the track to sound like you 're at a stadium show
           | or sitting in a small music studio with headphones on?
        
             | doctorhandshake wrote:
             | There is a notion of 'reference' in audio and visual
             | information. You can get reference speakers, headphones,
             | and monitors - their role is to reproduce the information
             | without 'color'. They present 'faithfully'. This is what is
             | often meant by 'listen as X intended,' although to be
             | honest the interest of many audiophiles is to set up a
             | listening environment that does impart some color while
             | remaining faithful to the artistic choices in the mix of
             | the original music. And mixing _is_ an art.
             | 
             | The article suggests, and I agree, that by making what are
             | in effect unauthorized remixes of these works, Apple are
             | interfering with what the artist intended.
             | 
             | Eddie Cue, Apple SVP of Services (in charge of Apple Music)
             | is quoted in the Verge article [1] on this as saying, "This
             | requires somebody who's a sound engineer, and the artist to
             | sit back and listen, and really make the right calls and
             | what the right things to do are. It's a process that takes
             | time, but it's worth it." Of course you note he says this
             | requires the artist, not present in Marvin Gaye's case and
             | likely most others, and time, which it is implied is not
             | being given to this process in the article above.
             | 
             | The visual analogy in the article is apt - imagine Apple
             | were revisiting their movie library - including old
             | classics like The Maltese Falcon - and applying a process
             | that makes them viewable in simulated 3D -- but that, even
             | further -- if that person tries to view it with equipment
             | that doesn't support the head-turning 3D effect - they see
             | it in an _altered_ version of 2D from the original. And
             | this now becomes canon for a certain group of people - this
             | version that is a byproduct of an effort to reverse the
             | effect of a series of creative decisions made to make a
             | derivative work of the original, done without, in this
             | analogy, the input of the director or cinematographer.
             | 
             | [1] https://www.theverge.com/2021/6/9/22525028/apple-music-
             | spati...
        
             | donbrae wrote:
             | I imagine the artist approved a (stereo) mix they heard on
             | decent studio monitors and maybe stereo headphones too. I'm
             | not sure how they'd feel about someone else then creating
             | an atmos/spacial audio version without their involvement.
             | Mixing is integral to the artistic part of making recorded
             | music.
             | 
             | I'd be interested to know whether the tracks appearing on
             | Apple Music are being created from the original
             | tracks/stems (i.e. properly remixed), or whether an
             | algorithm is being applied to the same stereo mixdown that
             | would have created a standard (stereo) master.
        
               | astrange wrote:
               | They are remixed by the original engineers (or at least,
               | an engineer.) Some of them are mixed better than others.
        
             | onethought wrote:
             | Or what happens with derived works? When you listen to a
             | Coldplay song... do you follow their intent or Kraftwerk's
             | intent? Oh no!
             | 
             | Or music that was composed before modern audio equipment -
             | "If Bach had known about spatial audio! I _know_ he would
             | have loved it " :D
        
               | Cybotron5000 wrote:
               | Stockhausen would have been like: 'Yo dawg...' :)
        
           | onethought wrote:
           | Do you end up in a divide by zero situation when the artist
           | intended you to turn the bass and treble all the way up? :)
        
             | kall wrote:
             | I think I remember some tracks where the artist is
             | explicitly instructing me to turn up the bass (and make the
             | speakers pop).
        
         | joeel84 wrote:
         | What speakers did you listen back on? I don't know anybody with
         | a setup to play these back and I know some crazy audiophiles.
        
           | danappelxx wrote:
           | From footnote 8 on https://www.apple.com/apple-music/
           | 
           | > Works with AirPods, AirPods Pro, AirPods Max, BeatsX, Beats
           | Solo3 Wireless, Beats Studio3, Powerbeats3 Wireless, Beats
           | Flex, Powerbeats Pro, and Beats Solo Pro.
           | 
           | Am I missing something?
        
             | zimpenfish wrote:
             | > Am I missing something?
             | 
             | Yes, that's just for the automatic switch to Dolby Atmos.
             | You can set "Dolby Atmos: Always" in Settings - Music.
             | 
             | > When you listen with compatible Apple or Beats
             | headphones,8 Dolby Atmos music plays back automatically
             | when available for a song. For other headphones, go to
             | Settings > Music > Audio and set Dolby Atmos to Always On.
        
             | scoot wrote:
             | So, works with any headphones, as long as they have an
             | apple brand sticker attached?
             | 
             | There's nothing technologically special about most of
             | these.
        
               | danappelxx wrote:
               | I'm assuming they also have some special
               | hardware/firmware for the head tracking feature
        
               | scoot wrote:
               | Lol, no.
        
               | danappelxx wrote:
               | I mean, most headphones don't have accel/gyro - makes
               | sense for Apple to use proprietary protocols for this,
               | no? Also, see HN guidelines for comments.
        
         | matwood wrote:
         | I have listened to a lot of the spatial audio songs from AM on
         | my AirPod Pros. It's a mixed bag. Some I think are really good,
         | some not so much. But, the good/great ones are enough to make
         | me excited about the potential. I feel like the bad ones might
         | be from people still figuring out how to best master them.
        
       | bristleworm wrote:
       | According to Apple, wireless headphones like the AirPods do
       | support spacial audio. No idea where the author got the
       | information they wouldn't.
       | 
       | Apart from that, I get how an audio engineer would think that
       | way, but for me, and I suppose most music listeners, what's
       | important is that the sound is great. And personally I really
       | like spacial audio.
        
         | balls187 wrote:
         | > No idea where the author got the information they wouldn't.
         | 
         | Being misinformed.
         | 
         | Apple Lossless HD Audio, which was recently announced, is not
         | currently supported by wireless (read: bluetooth) headphones.
        
       | tonetheman wrote:
       | Just because of the sheer number of tracks there are in the world
       | it is clear the quality here will vary wildly.
       | 
       | I really want to hear jazz like this. Specifically
       | trios/quartets. Even if it is not the original and I can hear
       | each musician separately I think it would be worth it.
        
         | salamandersauce wrote:
         | They have Jazz with spatial. Apple Music on android doesn't
         | have spatial audio support annoyingly but Tidal does if your
         | phone supports Dolby Atmos so I've been checking out a trial of
         | that instead.
        
         | basisword wrote:
         | Highly recommend listening to Jazz in spatial. There's such
         | nice separation between the instruments. With the head tracking
         | in iOS 15 you can isolate stuff a little too by turning your
         | ear towards certain sounds (a little gimmicky I'll admit but
         | but it does let you experience parts of the track you may have
         | missed before).
        
       | gmueckl wrote:
       | I don't know how the downmix for headphones is created in this
       | case, but if it spatializes the individual objects correctly,
       | this removes the in-head-localization artifact that unprocessed
       | stereo on headphones suffers from naturally, especially for
       | sounds with a center pan. We have just trained ourselves to
       | accept that headphones make sounds appear inside our heads. And I
       | am pretty certain that the author is mistaking the acceptance of
       | this artifact for a "prominent presence" of the vocals in the
       | demo tracks.
       | 
       | Listening to a track that was intended for a stereo loudspeaker
       | pair on headphones always creates a degraded experience if there
       | is no further processing of the audio signal. Judging spatial
       | audio without consideration of these differences leads to weird
       | (wrong?) conclusions.
       | 
       | And why does it matter how expensive a certain pair of headphones
       | is? If I want to know the price tag I can look it up!
        
         | Cybotron5000 wrote:
         | ...yes, related to 'crosstalk':
         | https://en.m.wikipedia.org/wiki/Crosstalk
        
           | jensgk wrote:
           | You probably mean crossfeed:
           | https://en.wikipedia.org/wiki/Crossfeed
        
             | Cybotron5000 wrote:
             | yes, thanks for the correction! :)
        
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