[HN Gopher] High-quality OLED displays now enabling integrated t...
       ___________________________________________________________________
        
       High-quality OLED displays now enabling integrated thin and
       multichannel audio
        
       Author : LorenDB
       Score  : 109 points
       Date   : 2025-05-28 01:53 UTC (1 days ago)
        
 (HTM) web link (www.sciencedaily.com)
 (TXT) w3m dump (www.sciencedaily.com)
        
       | dedicate wrote:
       | My mind immediately goes to VR - imagine how much more immersive
       | that would be!
        
         | globular-toast wrote:
         | Slight problem being you don't hear through your eyes.
        
           | short_sells_poo wrote:
           | Easily solvable by a piece of bread soaked with a drop of
           | lysergic acid diethylamide :D
           | 
           | Ingest. Wait 30-60 minutes. Enjoy the ride.
        
         | miguelnegrao wrote:
         | For VR, since you have to put the helmet in your head, it is
         | usually assumed users don't mind putting headphones as well, so
         | most solutions are via headphone-based spatialization.
        
       | walterbell wrote:
       | Could such a display also function as a microphone?
        
         | jdranczewski wrote:
         | Good point, piezos do also generate voltages when deformed, so
         | this could conceivably be run in reverse... Microphone arrays
         | are already used for directional sound detection, so this could
         | have fun implications for that application given the claimed
         | density of microphones.
        
           | nine_k wrote:
           | Would a piezo crystal, mounted behind a screen and the glass
           | panel atop it, have enough sensitivity to capture
           | recognizable speech?
        
             | spookie wrote:
             | If you put a dualsense controller atop of glass and send
             | sound through it to the back-left or back-right channels
             | (controls the haptics) you definitely hear it, so I presume
             | yes.
        
           | Nevermark wrote:
           | You could likely do both at the same time.
           | 
           | The "microphone" would be the measurement of interference
           | between speaker demand and actual response.
        
         | orbital-decay wrote:
         | Technically yes, piezo cells are reversible, just like about
         | anything that can be used to emit sound. You can use the array
         | for programmable directionality as well.
        
         | GenshoTikamura wrote:
         | A proper telescreen is not the one you watch and listen to, but
         | the one that watches you and listens to you, %little_brother%
        
       | tuukkah wrote:
       | > _This breakthrough enables each pixel of an OLED display to
       | simultaneously emit different sounds_
       | 
       | > _The display delivers high-quality audio_
       | 
       | Are multiple pixels somehow combined to reproduce low
       | frequencies?
        
         | GenshoTikamura wrote:
         | Theoretically, any frequency can be produced by the
         | interference of ultrasonic waves, but the amplitude is
         | questionable, given that these emitters are embedded into a
         | thin substrate.
        
       | lmpdev wrote:
       | Would the vibration be detectable via touch?
       | 
       | It would be wild to integrate this into haptics
        
         | skhameneh wrote:
         | Audi somewhat did this with the display in the Q8 E-Tron. I
         | don't recall if the display is OLED, but it has excellent
         | haptics.
        
           | dzhiurgis wrote:
           | How does it work? You force press (remember 3d touch?) when
           | you find item you after?
        
         | api wrote:
         | A laptop improvement I'd love would be a haptic keyboard. You
         | could then make the entire laptop waterproof as well as do
         | keyboard reconfiguration for certain tasks.
         | 
         | I always though Apple's Touch Bar was some kind of entry point
         | into that idea but it wasn't, wasn't useful, and just died.
        
       | cubefox wrote:
       | This is impressive. Though perhaps not very useful. Humans (and
       | animals in general) are quite bad at precisely locating sound
       | anyway. We only have two input channels, the right and the left
       | ear, and any location information comes from a signal difference
       | (loudness usually) between the two.
        
         | mjlm wrote:
         | Localization of sound is primarily based on the time difference
         | between the ears. Localization is also pretty precise, to
         | within a few degrees under good conditions.
        
           | user_7832 wrote:
           | Nit: time difference, phase difference, amplitude difference,
           | and head related transfer function (HRTF) all are involved.
           | Different methods for different frequency localisation.
           | 
           | There's this excellent (German?) for website that lets you
           | play around and understand these via demos. I'll see if I can
           | find it.
           | 
           | Edit: found it, it's
           | https://www.audiocheck.net/audiotests_stereophonicsound.php
        
           | cubefox wrote:
           | I think for stereo sound, media like music, TV, movies and
           | video games use loudness difference instead of time
           | difference to indicate location.
        
             | badmintonbaseba wrote:
             | At least video games use way more complex models for that,
             | AFAIK. It might be tricky to apply to mixes of recorded
             | media, so loudness is commonly used there.
        
               | miguelnegrao wrote:
               | Unreal Engine, the only engine I'm more familiar with,
               | implements VBAP which is just amplitude panning when
               | played through loudspeakers for panning of 3D moving
               | sources. It also allows Ambisonics recordings for ambient
               | sound which is then decoded into 7.1.
               | 
               | For headphone based spatialization (binaral synthesis)
               | usually virtual Ambisonics fed into HRTF convolution is
               | used, which is not amplitude based, specially height is
               | encoded using spectral filtering.
               | 
               | So loudspeakrs -> mostly amplitude based, headphones not
               | amplitude based.
        
               | badmintonbaseba wrote:
               | Which makes sense, there is only so much you can do with
               | loudspeakers to affect the perceived location, you don't
               | really know where the loudspeakers and the listener are
               | located relative to each other.
        
               | miguelnegrao wrote:
               | Actually, the farther way the speakers are from the
               | angles specified in the 7.1 format (see
               | https://www.dolby.com/about/support/guide/speaker-setup-
               | guid...) worse will be the localization accuracy. And if
               | the the person is not sitting centered relative to the
               | loudspeakers, but closer to one of the loudspeakers
               | localization can completely collapse, and it will sound
               | like the sound only comes from the closest loudspeaker.
               | 
               | In the case of gamers, they are usually centered relative
               | to the loudspeakers, and usually the loudspeakers tend to
               | be placed symmetrical to the computer screen, so the
               | problem is not so bad.
               | 
               | For cinema viewers sitting in the cinema the problem is
               | much worse, most of the audience is off center... That is
               | why 7.1 has a center loudspeakers, the dialogue is sent
               | directly there to make sure that at least the dialogue
               | comes the right direction.
        
             | GenshoTikamura wrote:
             | In music, simple panning works okay, but never exceeds the
             | stereo base of a speaker arrangement. For truly immersive
             | listener experience, audio engineers always employ timing
             | differences and separate spectral treaments of stereo
             | channels, HRTF being the cutting edge of that.
        
               | miguelnegrao wrote:
               | I believe Atmos as used in cinema rooms, is as far as I
               | know amplitude based (VBAP probably), and it is
               | impressive and immersive. Immersion depends more on the
               | number and placement of loudspeakers. Some systems do use
               | Ambisonics, which can encode time differences as well, at
               | least from microphone recordings.
               | 
               | HRTF as used in binaural synthesis is for headphones
               | only, not relevant here.
        
             | miguelnegrao wrote:
             | Tihs is true, but a high density of loudspeakers allows the
             | use of Wave Field Synthesis which recreates a full physical
             | sound field, where all 3 cues can be used.
        
         | badmintonbaseba wrote:
         | The main utility isn't for the user to more precisely locate
         | the sound source within the screen. Phased speaker arrays allow
         | emitting sound in controlled directions, even multiple sound
         | channels to different directions at the same time.
        
         | miguelnegrao wrote:
         | I'm sorry, but this is not accurate at all. Using "only" two
         | signals, humans are quite good at localizing sound sources in
         | some directions:
         | 
         | Concerning absolute localization, in frontal position, peak
         | accuracy is observed at 1/2 degrees for localization in the
         | horizontal plane and 3/4 degrees for localization in the
         | vertical plane (Makous and Middlebrooks, 1990; Grothe et al.,
         | 2010; Tabry et al., 2013).
         | 
         | from
         | https://www.frontiersin.org/journals/psychology/articles/10....
         | 
         | Humans are quite good at estimating distance too, inside rooms.
         | 
         | Humans use 3 cues for localization, time differences, amplitude
         | differences and spectral cues from outer ears, head, torso,
         | etc. They also use slight head movements to disambiguate
         | sources where the signal differences would be the same (front
         | and back, for instance).
         | 
         | I do agree that humans would not perceive the location
         | difference between two pixels next to each other.
        
           | GenshoTikamura wrote:
           | Yep, the hearing is more akin to a hologram than a mere
           | stereo pair imaging.
        
         | K0balt wrote:
         | You are misinformed.
         | 
         | Amplitude, spectral, and timing are all integrated into a
         | positional / distance probability mapping. Humans can estimate
         | the vector of a sound by about 2 degrees horizontal and 4
         | degrees vertical. Distance is also pretty accurate, especially
         | in a room where direct and reflected sounds will arrive at
         | different times, creating interference patterns.
         | 
         | The brain processes audio in a way not too dissimilar from the
         | way that medical imaging scanners can use a small number of
         | sensors to develop a detailed 3d image.
         | 
         | In a perfectly dark room, you can feel large objects by the
         | void they make in the acoustic space of ambient noise and
         | reflected sounds from your own body.
         | 
         | Interestingly, the shape of the ear is such that different
         | phase shifts occur for front and rear positions of reflected
         | and conducted sounds, further improving localization.
         | 
         | We often underestimate the information richness of the sonic
         | sensome, as most live in a culture that deeply favors the
         | visual environment, but some subcultures and also indigenous
         | cultures have learned to more fully explore those sensory
         | spaces.
         | 
         | People of the extreme northern latitudes may spend a much
         | larger percentage of their waking hours in darkness or
         | overwhelming white environments and learn to rely more on sound
         | to sense their surroundings.
        
           | PaulHoule wrote:
           | I learned to move around in dark rooms when I was young, I
           | definitely can "feel large objects by the void they make" and
           | people often turn on the lights because they thing I need
           | them to "see" when I really don't.
        
       | steelbrain wrote:
       | This is a long shot but anyone know if there's an audio recording
       | of the sound the display produced? Curious
       | 
       | Edit: Found it:
       | https://advanced.onlinelibrary.wiley.com/doi/10.1002/advs.20...
       | 
       | Go to supporting information on that page and open up the mp4
       | files
        
         | IanCal wrote:
         | Good find - the first video is a frequency sweep, video 2 has
         | some music.
         | 
         | Edit - I'm not sure that's the same thing? The release talks
         | about pixel based sound, the linked paper is about sticking an
         | array of piezoelectric speakers to the back of a display.
         | 
         | edit 2- You're right, the press release is pretty poor at
         | explaining this though. It is _not_ the pixels emitting the
         | sound. It 's an array of something like 25 speakers _arranged
         | like pixels_.
         | 
         | https://www.eurekalert.org/news-releases/1084704
        
           | jasonjmcghee wrote:
           | This is the article that should be the main link- though
           | still an incredibly misleading named technology.
           | 
           | But the current one is just wrong.
        
         | 1970-01-01 wrote:
         | This technology literally sounds like a terrible idea. Why do I
         | want to hear one drummer's drum over the others?
         | 
         | https://advanced.onlinelibrary.wiley.com/action/downloadSupp...
        
       | jtthe13 wrote:
       | That's super impressive. I guess that would work for a
       | notification speaker. But for full sound I have doubts about the
       | low frequencies. I would assume you would need a woofer anyway in
       | a home setting.
        
         | timschmidt wrote:
         | These are a thing: https://hackaday.com/2019/10/26/building-
         | the-worlds-best-dml...
        
           | SkyPuncher wrote:
           | I have built those for an outdoor space. They work
           | surprisingly well for mids to highs
        
         | toast0 wrote:
         | You could always have a separate speaker for low frequencies.
         | Low frequency sound tends to be perceived with less of a
         | directional component, so if you have nice directionality of
         | the highs and a single source for the lows, that's pretty
         | acceptable. Removing the need to handle highs might make it
         | easier to put together a speaker for the lows in the confines
         | of a modern flat screen.
        
       | formerly_proven wrote:
       | Many TFT and OLED panels today can produce sound unintentionally
       | based on screen contents. This is mostly noticeable with
       | repeating horizontal lines, which tend to produce whining at some
       | fraction of the line frequency. Likely electrostiction.
       | 
       | This here seems to be about adding separate piezoelectric
       | actuators to the display though, it doesn't seem to use the panel
       | itself.
       | 
       | > by embedding ultra-thin piezoelectric exciters within the OLED
       | display frame. These piezo exciters, arranged similarly to
       | pixels, convert electrical signals into sound vibrations without
       | occupying external space.
        
       | amelius wrote:
       | Can the video and audio be controlled independently?
        
         | atoav wrote:
         | Surely? Images play at <120Hz and sound requires you to run at
         | or above the nyquist limit which for human hearing has the
         | standard of 48kHz.
         | 
         | So all AV systems run image and sound separately and thus you
         | can affect them separately.
         | 
         | (I assumed you assumed the changing colors displayed on the
         | pixels with 120Hz somehow drive the sound which needs to change
         | at 48000Hz)
         | 
         | Anything but separate inputs makes no sense giving the
         | magnitudes different frequencies at which it needs to be
         | driven. Also, the color/brightness of a pixel does mean nothing
         | for the sound.
        
           | amelius wrote:
           | I mean, can you play video without hearing e.g. a 120Hz hum?
        
             | atoav wrote:
             | Hopefully? I guess this depends on the decoupling. Or they
             | just highpass it and leave that region to the sub.
        
       | teekert wrote:
       | I guess there are limits, like a pixel should never move more
       | then its size, or you limit resolution (at least from some
       | angels). So deep basses are out of the question?
       | 
       | It is getting very interesting, sound, possibly haptics. We
       | already had touch of course, including fingerprint (and visuals
       | of course). We are more and more able to produce richt sensory
       | experiences for panes of glass.
        
         | milesvp wrote:
         | Yeah, I don't know, I suspect you're right. I know that 25
         | years ago there were big flat speakers thay drove sound with
         | little holes. Those things could only handle high ends despite
         | being very large themselves. But I know that with DSP you can
         | treat an array of microphones as a single microphone, and the
         | diameter of the array sort of dictates the size of the
         | microphone. Speakers and mics tend to sort of be opposites, in
         | that you can drive or be driven by either. For years I've
         | wanted to build a wall of cheap speakers and experiment with
         | this. I suspect I'd find out what we already know, which is to
         | get deep frequencies you have to move a lot of air, and an
         | array of small piezos can never move a lot of air...
         | 
         | That said, it might matter a lot what the substrait was. If it
         | was light and flexible, you could maybe get all the piezos to
         | move it in a way to get a very deep frequency. You could
         | probably get deeper frequncies than the power output of the
         | piezos by taking advantage of the resonance frequency of the
         | material. But you'd be stuck with that one frequency, and
         | there'd be a tradeoff in response time
        
       | ra120271 wrote:
       | It would be interesting to learn in time what this means for the
       | durability of the display. Do the vibrations induce stresses that
       | increase component failure?
       | 
       | Also how differing parts of the screen can generate different
       | sound sources to create a sound scape tailored for the person in
       | front of the screen (eg laptop user)?
       | 
       | Interesting tech to watch!
        
         | _joel wrote:
         | I've got a Sony Bravia with similar technology for a few years
         | now (it uses small actuators instead of generating from the
         | oled itself, but the vibrations will be the same) and it's
         | still sounding fantastic after daily use and a couple of moves.
        
       | atoav wrote:
       | So you are saying we get dieplays that could run wavefield
       | synthesis?
       | 
       | If you don't know what wavefield synthesis is: you basically have
       | an array of evenly spaced speakers and for each virtual sound
       | source you drive each individual speaker with a specially delayed
       | signal that recreates the wavefield a sound source would create
       | if it occupied that space. This is basically as close as you can
       | get to the thing being in actual space.
       | 
       | Of course the amount of delay lines and processing needed is
       | exhorbitant and for a screen the limiting factor is the physical
       | dimension of the thing, but if you can create high resulation 2D
       | loudspeaker arrays that glow, you can also create ones that do
       | not.
        
         | kragen wrote:
         | Because audio runs at such low sample rates, it's not
         | exorbitant by current standards. Suppose you have an 8x16 array
         | of speakers behind your screen, each running at 96ksps. That's
         | only 12.3 million samples per second to generate, on the order
         | of 200 million multiply-accumulates per second for even the
         | most extreme scenarios. Lattice's iCE40UP5K FPGA
         | https://www.farnell.com/datasheets/3215488.pdf#page=10 contains
         | 8 "sysDSP" blocks which can do two 8-bit multiply-accumulates
         | per clock cycle at 50MHz even when pipelining is disabled, so
         | 800 million per second. It's 2.1 by 2.5 mm and costs US$5 at
         | Digi-Key. I'm not familiar with AVX, but I believe your four-
         | core 2GHz AVX512 CPU can do 256 8-bit multiply-accumulates per
         | cycle, five hundred thousand million per second, so we're
         | talking about an exorbitant amount of computation that's 0.04%
         | of your CPU.
        
       | chris_engel wrote:
       | I wonder about the mentioned application in mobile devices. with
       | mobile and tablet devices one usually has a very durable glass
       | layer between the screen and the outside world - not sure if
       | sound would ve able topass through that.
        
       | kragen wrote:
       | They just mounted the display on top of an array of piezo
       | buzzers, is all. But it's true that that wouldn't work very well
       | with an LCD.
        
       | amelius wrote:
       | How can this produce directional sound beams if there is a glass
       | plate covering the display?
        
         | pornel wrote:
         | Probably similar to antennas -- using phase shifting and
         | interference.
        
           | amelius wrote:
           | Yes, probably, but my question was more about the glass cover
           | and if it wouldn't basically destroy the effect?
        
             | spookie wrote:
             | If it is touching the glass it amplifies it, if anything.
             | (Edit: I should say it amplifies some frequencies while
             | attenuating others)
        
       | layer8 wrote:
       | The talk about pixels is misleading. The research paper doesn't
       | mention pixels. They attached a 3x3 array of piezoelectric
       | elements (roughly 3 cm in diameter each) behind a 13" OLED panel
       | (one picture also shows a 5x4 array), using a sturdy frame
       | structure to minimize interference of acoustic vibrations between
       | the 9 (or 20) elements of the array.
       | 
       | Not to say that this isn't interesting, but it's not display
       | pixels emitting sound.
        
         | Animats wrote:
         | Right.
         | 
         | It's a way of putting speakers behind a display, which will
         | probably be useful. This may improve bass response in laptops,
         | because the speaker area is larger.
        
       | charlie0 wrote:
       | I would guess the bass is nonexistent here. Cool idea though.
        
         | paulbgd wrote:
         | Not this but similar, Sony's acoustic surface audio for their
         | displays uses actuators behind the screen to vibrate it. it's
         | not crazy bass but I'd say it's on par with regular built in
         | tv/laptop speakers
        
       | ComputerGuru wrote:
       | Seems somewhat niche due to physics. When you are ten feet away
       | from a screen (or even three), you can scarcely distinguish
       | between audio emanating from the upper-left "pixel/voxel" (to
       | give a new meaning to an old word) and from the bottom-right, let
       | alone from two adjacent locations.
        
         | russdill wrote:
         | If you get enough, you might be able to do some really
         | interesting things using it as a phased array
        
         | deadbabe wrote:
         | Not niche at all. You could have a phone for example that plays
         | sounds from areas of the screen where they originate. Key
         | presses, buttons, notification pop ups, etc.
        
           | ComputerGuru wrote:
           | You missed (or didn't address, at any rate) my point. For a
           | phone where all audio channels are in between both ears (or
           | even worse, held off to the right/left of both ears) with
           | only a minute difference in the angle of the arc to each of
           | the binaural inputs, convince me that you can reasonably
           | distinguish between sounds emanating from different locations
           | (facing the same direction - not at all like a speaker
           | pointing out the side of each phone!!) at a rate
           | statistically distinguishable from chance.
        
         | saltcured wrote:
         | I think you're trying to make an argument similar to those
         | arguing against "retina" displays, i.e. there is some minimum
         | perceptual angular resolution for sound, so information finer
         | than that is pointless? I think you're either underestimating
         | the perceptual resolution or assuming a very small screen at a
         | large distance.
         | 
         | I think that kind of resolution is good enough to overlap a lot
         | of task focused screen fields of view. I have experienced a
         | pretty clear "central" sound stage within 30-45 degrees or so
         | with regular stereo speakers. That field can imply a lot of
         | subtle positioning within it, not even considering wild panning
         | mixes. I'm talking about the kind of realistic recording where
         | it feels like a band in front of you with different instruments
         | near each other but not colocated, like an acoustic ensemble.
         | Obviously you cannot shrink this down to a phone at arm's
         | length or a small embedded control screen and still have the
         | same amount of spatial resolution crammed into a very narrow
         | field.
         | 
         | When I sit with a 14" laptop at a normal distance for typing,
         | it is also easy to distinguish tapping sounds along the screen.
         | I just did a blind test by closing my eyes and having my wife
         | tap the screen with a plastic pen. The interesting question to
         | me, though, is whether that is just perception via the binaural
         | sense, or really incorporating some intuition about the
         | screen's structure. It's response to a tap does clearly vary by
         | distance from bezels and hinges...
        
           | ComputerGuru wrote:
           | Impressed that you took the time to run a quick test. Spatial
           | compression is a hard problem though, the most expensive
           | sound bars are easily beat by a cheap 2.1 setup. Phones are
           | (mostly) still mono output even though a speaker out the top
           | and bottom (perpendicular to the viewing angle) would be a
           | win for watching videos in landscape, probably because the
           | improvement wouldn't be noticeably appreciated (enough to be
           | economically feasible, anyway).
           | 
           | Interesting research all the same, of course!
        
       | Xss3 wrote:
       | Can this be used like a phased array?
        
       ___________________________________________________________________
       (page generated 2025-05-29 23:01 UTC)