WEBVTT - What is Surround Sound?

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<v Speaker 1>Brought to you by the reinvented two thousand twelve camera.

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<v Speaker 1>It's ready. Are you get in touch with technology with

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<v Speaker 1>tex Stole from how stuff works dot com. Hello everyone,

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<v Speaker 1>and welcome to tex stuff. My name is Chris Polette.

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<v Speaker 1>I am an editor here at how stuff works dot Com.

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<v Speaker 1>Sitting across from me as he always does. His senior writer,

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<v Speaker 1>Jonathan Strickland, a sailor, travels to many lands, any place

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<v Speaker 1>he pleases, and he always remembers to wash his hands

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<v Speaker 1>so's he don't get no diseases. That's so pleasant today. Yeah, well,

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<v Speaker 1>you know, wash your hands, okay, has nothing to do

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<v Speaker 1>with what we're gonna talk about. No, we're gonna talk

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<v Speaker 1>about surround the sound. Indeed we are. Actually we're gonna

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<v Speaker 1>talk about the the effect of surround sounding. Surround sound

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<v Speaker 1>itself is kind of a I mean, the term came

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<v Speaker 1>from Dolby, but the concept goes back much further. Yes,

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<v Speaker 1>indeed it does, so, I mean, it's pretty simple concept.

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<v Speaker 1>The idea of surround sound is that you want to

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<v Speaker 1>create sound in a using recorded sound. You want to

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<v Speaker 1>be able to play that recorded sound back in a

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<v Speaker 1>way that sounds like you know, you're in the center

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<v Speaker 1>of all the stuff that's going on that you know,

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<v Speaker 1>you've got you've got sounds coming from various directions around you,

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<v Speaker 1>so it feels more immersive. Yeah, if you ever been

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<v Speaker 1>to the movie theater watching a movie where things are

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<v Speaker 1>you know, someone walks off screen and it you know,

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<v Speaker 1>you get the idea that they're behind you because you

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<v Speaker 1>can hear their boots crunching on the gravel from coming

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<v Speaker 1>from a speaker behind your head, and you go, wow,

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<v Speaker 1>that was really cool. That was that was essentially surround sound. Yeah. So, uh,

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<v Speaker 1>we're mainly going to focus on surround sound um in

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<v Speaker 1>the home theater environment, not in the movie theater where

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<v Speaker 1>we are going to do a Movies and Sound podcast.

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<v Speaker 1>The will be part of our Movie Making Technology series,

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<v Speaker 1>so don't worry, we will get into that, and the

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<v Speaker 1>two are related to one another, but we're mainly focusing

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<v Speaker 1>on like if you want to set up your own

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<v Speaker 1>home theater and what sort of options do you have?

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<v Speaker 1>And you know, what was the progress of surround sound? Yeah, well,

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<v Speaker 1>of course surround sound actually started in the movies. Sure.

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<v Speaker 1>The first the first one I could find reference to

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<v Speaker 1>was fantas Sound, which was created by a couple of

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<v Speaker 1>Disney engineers for the release of Fantasia UM. But it

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<v Speaker 1>was it was a very manual process at that point.

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<v Speaker 1>Basically they had the track uh playing through different speakers,

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<v Speaker 1>two different speakers, and what they would do would be

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<v Speaker 1>to turn one down and the other up uh manually

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<v Speaker 1>so under direction of somebody, so that it appeared to

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<v Speaker 1>to have the effect of moving across one another. Because

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<v Speaker 1>originally we're talking about monophonic sound mono meaning one, so

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<v Speaker 1>you have one sound source and all the sound is

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<v Speaker 1>coming from that source. Now you could have multiple speakers

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<v Speaker 1>hooked up to a monophonic system and it would just

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<v Speaker 1>be that that same sound, the same the exact same

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<v Speaker 1>sound would be coming from each speaker at the same intensity. UH.

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<v Speaker 1>So you know, you could make yourself feel like you

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<v Speaker 1>were in the center of sound by putting a series

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<v Speaker 1>of monophonic sterry speakers around you, but there'll be no

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<v Speaker 1>differentiation there. It wouldn't be like you could hear the

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<v Speaker 1>violins off on one side while the cellos are are

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<v Speaker 1>behind them and and the brass section is to the

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<v Speaker 1>other side. You wouldn't be able to get that differentiation.

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<v Speaker 1>It would be the sound of the entire orchestra being

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<v Speaker 1>all around you everywhere. M Yeah, Actually I misspoke because

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<v Speaker 1>the article that I had found in the Journal of

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<v Speaker 1>Society of Motion Picture Engineers by William E. Garritty and

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<v Speaker 1>Janny Hawkins, so that there was a center channel and

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<v Speaker 1>two speakers, one on either side of the center. So

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<v Speaker 1>what they would do would be to change the U

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<v Speaker 1>turn one up and the other down on the side speakers.

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<v Speaker 1>The center speaker would would continuously play the monophonic sound

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<v Speaker 1>right for that, but I straight manually fading it in

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<v Speaker 1>and out. And that's not terribly terribly different from what

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<v Speaker 1>goes on now, but it's so much more sophisticated, right, right,

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<v Speaker 1>So after monophonic sound, we could talk quickly about stereophonic sounds. Yeah,

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<v Speaker 1>that's the concept where you divide the sound up into

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<v Speaker 1>multiple channels and then you direct the the channels to

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<v Speaker 1>specific speakers. Um. And we generally think of this as

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<v Speaker 1>uh as as being a two speaker system, but technically

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<v Speaker 1>stereophonic can refer to more than just two. It's just

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<v Speaker 1>that you know, in the common vernacular, when you say stereo,

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<v Speaker 1>you think of two speakers, so generally a left and

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<v Speaker 1>right speaker. This is the kind of sound system that

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<v Speaker 1>works really well with headphones, so that you record certain

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<v Speaker 1>sounds on the left channel or in certain sounds of

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<v Speaker 1>the right channel, or you mix them so that certain

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<v Speaker 1>sounds only kind of come across on the left or

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<v Speaker 1>the right um. And by doing that you can give

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<v Speaker 1>the sort of the illusion that you are in the

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<v Speaker 1>middle of whatever it is it's making the sound that

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<v Speaker 1>The example everyone always uses is orchestras because I mean,

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<v Speaker 1>you think about it that it's it's easy enough to say,

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<v Speaker 1>all right, well, this would be like if you were

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<v Speaker 1>standing directly in front of the orchestra, because if you

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<v Speaker 1>were there, you would be able to hear that the

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<v Speaker 1>you know, all the music is coming from the orchestra

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<v Speaker 1>in front of you, but different parts of the orchestra

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<v Speaker 1>are generating that sound at different times, so you would

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<v Speaker 1>hear like the violence would sound like they were off

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<v Speaker 1>to one side, and the brass would sound like it's

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<v Speaker 1>on the other side. UM. So, the the goal of

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<v Speaker 1>stereo was to try and recreate that sensation as accurately

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<v Speaker 1>as possible when you're playing it back yourself. And it's

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<v Speaker 1>a pretty simple and a pretty simple concept. Right You're

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<v Speaker 1>sending one set signals to the left speaker, and one

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<v Speaker 1>says signals to the right speaker, and both maybe playing

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<v Speaker 1>some sounds at the same time, but they'll also be

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<v Speaker 1>playing sounds that are unique to that particular speaker. That's true.

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<v Speaker 1>Surround sound GET does that and makes it way more complicated. Yeah,

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<v Speaker 1>I think I think I would throw in my my

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<v Speaker 1>my pet research project here, Okay, Yeah, because it's a

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<v Speaker 1>good bridging. Yeah, I was thinking about the areas we

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<v Speaker 1>were sort of what I was mulling over. UM. One

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<v Speaker 1>of the things I told Jonathan I wanted to talk

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<v Speaker 1>about was quadraphonic sound UM, which I had always heard

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<v Speaker 1>about UM growing up in the seventies and eighties, but

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<v Speaker 1>never really had the opportunity to experience. And it's very

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<v Speaker 1>hard to experience now, But it was just because people

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<v Speaker 1>don't use it really anymore. But guadrophonic sound, if you've

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<v Speaker 1>ever heard of it, it is as you would expect

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<v Speaker 1>with the prefix quad uh four channel version UM with

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<v Speaker 1>left front, right front, left rear, and right rear speakers UM.

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<v Speaker 1>And this it was sort of an early seventies project.

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<v Speaker 1>A lot of the the high fidelity type audio manufacturers

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<v Speaker 1>came out with equipment that would support it. UM you

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<v Speaker 1>would see eight track tapes, vinyl records and real to

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<v Speaker 1>real audio tape with you know recordings and in quadraphonic format.

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<v Speaker 1>UM and it pretty much works very in very very

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<v Speaker 1>similar ways to UH to stereo sound. The problem I

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<v Speaker 1>think probably was judging from my research, is that it

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<v Speaker 1>required special equipment. The eight tracks that had it were

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<v Speaker 1>formatted differently. UM. They had only one side with fewer

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<v Speaker 1>programs rather than two sides. UM and uh. You know,

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<v Speaker 1>to to play a vinyl record, you had to have

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<v Speaker 1>a special stylist because the grooves were cut a little

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<v Speaker 1>differently to support the different channels. Since you have four

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<v Speaker 1>discrete channels of audio going to four different you know,

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<v Speaker 1>each channel is going to a different speaker. UM. The

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<v Speaker 1>of course, here, the idea is that the listener would

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<v Speaker 1>be in the center of this the square that's made

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<v Speaker 1>by the four speakers, and that through managing the levels

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<v Speaker 1>of each speaker and the types of sound that are

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<v Speaker 1>coming through speaker, you could create you know, a sound

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<v Speaker 1>scape if you want to. You know that that's a

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<v Speaker 1>pretty common term term soundscaping, where you're trying to create

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<v Speaker 1>a particular experience through sound to make it very immersive.

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<v Speaker 1>And uh and and you know, audiophiles are always looking

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<v Speaker 1>for the really immersive and really um um well true

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<v Speaker 1>to life, yeah, playback option because you want you want

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<v Speaker 1>to sound at least if you're an audio file, you

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<v Speaker 1>want to sound as close to as if you were

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<v Speaker 1>actually there when the sound was being generated as possible. Yeah.

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<v Speaker 1>The uh, the system also required a special demodulator to um,

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<v Speaker 1>especially if you were going to play both stereophonic, well monophonic,

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<v Speaker 1>stereophonic and quadrophonic records on the same system. Um. You know,

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<v Speaker 1>it really was kind of equipment intensive. Um. And then

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<v Speaker 1>there was another format of quadrophonic sound, Compact Discrete four

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<v Speaker 1>or c D four not to be confused at all,

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<v Speaker 1>the compact disc format UM, and it you know, it

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<v Speaker 1>was one of those things where it was a format war.

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<v Speaker 1>JVC was was behind this, and they apparently a lot

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<v Speaker 1>of people really liked it, uh or really really hated it,

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<v Speaker 1>depending on whom you ask. UM. But they were incompatible formats,

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<v Speaker 1>and I think the cost of the equipment and the

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<v Speaker 1>mess with all the different formats kind of you know,

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<v Speaker 1>caused the whole quadraphonic thing to fade away. And then

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<v Speaker 1>of course we got into uh as we moved into

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<v Speaker 1>the nineties, we got into CDs, and you know, people

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<v Speaker 1>weren't making CDs to to work with quadrophonic sound anymore,

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<v Speaker 1>so it just disappeared. Yeah. Um, I mean audiophiles will

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<v Speaker 1>probably still cry out and say, hey, I still have

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<v Speaker 1>my quadraphonic system and it's awesome, because they're very proud

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<v Speaker 1>of them. I mean they do. There are a lot

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<v Speaker 1>of people who still have them out there, But you

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<v Speaker 1>have to find the equipment that actually still works. Is

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<v Speaker 1>the problem, because no one's manufacturing it, right, the equipment

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<v Speaker 1>and the the you know, the stuff to play on it. Um,

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<v Speaker 1>and someone is manufacturing it, they're probably a very small manufacturer, right. So,

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<v Speaker 1>so true quadrophonic sound is you have four audio channels

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<v Speaker 1>and you have four speakers, and so you've got it's

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<v Speaker 1>it's four it's called four four four because it's it's

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<v Speaker 1>it stays four discrete channels through the whole um, the

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<v Speaker 1>whole process. You can also achieve quadrophonic sound, and some

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<v Speaker 1>quadraphonic systems were able to do this by getting four

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<v Speaker 1>lines of information out of two lines of information. This

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<v Speaker 1>gets really kind of a kind of confusing, but that's

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<v Speaker 1>called like the four to four processing system. Right, So

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<v Speaker 1>you start off with four different UM channels. You can

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<v Speaker 1>press that down into two lines of information, and then

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<v Speaker 1>you have a decoder that brings it back up to four.

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<v Speaker 1>And uh, I'll see if I can explain this in

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<v Speaker 1>a way that makes sense. It's hard to do when

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<v Speaker 1>you don't have a visual to go with it. So

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<v Speaker 1>maybe maybe at some point UM UH will do some

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<v Speaker 1>sort of video where we'll talk about this. But if

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<v Speaker 1>you do find this confusing, we have some great articles

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<v Speaker 1>on the site on both how movie sound works and

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<v Speaker 1>how surround sound works where you can kind of see

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<v Speaker 1>what I'm talking about. So with a four two four

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<v Speaker 1>system you have for the four different kinds of information

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<v Speaker 1>information are the the sounds that are unique to your

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<v Speaker 1>left speaker. This is again in a in like a

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<v Speaker 1>a regular surround sound system. You have the information that

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<v Speaker 1>is only going to the right speaker, you have the

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<v Speaker 1>information that's going to both, and then you have the

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<v Speaker 1>information that's only going to the surround speaker. So this

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<v Speaker 1>would normally be a speaker that's to your left, a

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<v Speaker 1>speaker to this's your right, and the speaker that's behind you, okay, um.

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<v Speaker 1>And the way that they get the the last two

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<v Speaker 1>to work. Uh. It all depends on whether or not

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<v Speaker 1>the signals are in phase or out of phase with

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<v Speaker 1>each other. So left and right is easy right, because

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<v Speaker 1>you're just sending the information to one speaker or the

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<v Speaker 1>other speaker. Sending it to both is also easy. You

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<v Speaker 1>send both both speakers the same information or both sides

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<v Speaker 1>the same information at the same time. So if you

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<v Speaker 1>were to look at the waves like the sound waves,

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<v Speaker 1>they would match up perfectly. It'd be the same amplitude

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<v Speaker 1>and same frequency. To do the surround sound. What they

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<v Speaker 1>do is too so that you don't get the sound

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<v Speaker 1>from the front speakers, the ones that are in front

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<v Speaker 1>of you, and you want to just get the ones

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<v Speaker 1>that are around you. Uh, you put them out of phase.

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<v Speaker 1>And by saying out of phase that what that means

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<v Speaker 1>is that when you have the peak of the sound

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<v Speaker 1>wave from one speaker, it matches the trough of the

0:12:42.320 --> 0:12:45.400
<v Speaker 1>sound wave of the other speaker, so it's opposite exactly,

0:12:45.400 --> 0:12:47.600
<v Speaker 1>it's opposite. So while one is speaking, the other one

0:12:47.679 --> 0:12:50.160
<v Speaker 1>is a trough. And this is important. This this relates

0:12:50.200 --> 0:12:53.320
<v Speaker 1>to how the speaker itself moves. There's a speaker cone

0:12:53.360 --> 0:12:56.880
<v Speaker 1>in your speaker that vibrates. That vibration is what generates

0:12:56.920 --> 0:12:59.679
<v Speaker 1>the sound you hear, which is also kind of amazing.

0:12:59.679 --> 0:13:02.080
<v Speaker 1>We'll have to do a podcast just about speakers at

0:13:02.080 --> 0:13:06.360
<v Speaker 1>one point to talk about how a little vibrating speaker

0:13:06.440 --> 0:13:09.280
<v Speaker 1>cone can generate all the different sounds you hear when

0:13:09.280 --> 0:13:14.079
<v Speaker 1>you listen to any prerecorded stuff, or actually any broadcast stuff,

0:13:14.080 --> 0:13:16.760
<v Speaker 1>anything that's coming over a speaker. I mean, it's it's

0:13:16.800 --> 0:13:22.080
<v Speaker 1>this little vibrating film that's generating that sound. So anyway,

0:13:22.120 --> 0:13:24.960
<v Speaker 1>the when it's out of phase like that, the two

0:13:25.000 --> 0:13:28.200
<v Speaker 1>sound waves cancel each other out, so we don't really

0:13:28.320 --> 0:13:30.959
<v Speaker 1>perceive them. Yeah, that's sort of, in a way, a

0:13:31.000 --> 0:13:34.360
<v Speaker 1>little bit like how noise canceling headphones work. Yes, exactly,

0:13:34.400 --> 0:13:36.960
<v Speaker 1>it's exactly the way noise canceling headphones work. In the

0:13:36.960 --> 0:13:39.400
<v Speaker 1>sense that you want to be able to create a

0:13:39.679 --> 0:13:43.200
<v Speaker 1>wave that matches but is out of phase with the

0:13:43.200 --> 0:13:46.040
<v Speaker 1>the one that you're trying to dampen, right, and so

0:13:46.240 --> 0:13:49.160
<v Speaker 1>you get the dampened the dampened speakers, you don't hear

0:13:49.200 --> 0:13:50.760
<v Speaker 1>the sound from. You do hear the sound from the

0:13:50.760 --> 0:13:54.439
<v Speaker 1>surround sound speakers. Um, And all it takes is encoding

0:13:55.040 --> 0:13:58.199
<v Speaker 1>the these lines of information the right way so that

0:13:58.600 --> 0:14:00.640
<v Speaker 1>the waves match up or don't match up. And then

0:14:00.800 --> 0:14:04.000
<v Speaker 1>when it's played back through whatever system you're using, usually

0:14:04.040 --> 0:14:08.559
<v Speaker 1>like a DVD system or whatever, UM, there's a decoder

0:14:08.720 --> 0:14:11.600
<v Speaker 1>that takes those two lines of information and then decodes

0:14:11.640 --> 0:14:15.880
<v Speaker 1>that into the four the four different streams UM. So

0:14:15.960 --> 0:14:17.920
<v Speaker 1>that that's kind of that was kind of the next step.

0:14:18.000 --> 0:14:20.400
<v Speaker 1>And like I said, some of the quadriphonic systems were

0:14:20.440 --> 0:14:22.320
<v Speaker 1>able to do that. They weren't just the four four

0:14:22.440 --> 0:14:28.000
<v Speaker 1>four discrete systems UM those great little phase shifts. I

0:14:28.560 --> 0:14:31.640
<v Speaker 1>find that really fascinating. It also meant that if you

0:14:31.680 --> 0:14:33.800
<v Speaker 1>had a left speaker and a right speaker and they

0:14:33.840 --> 0:14:38.200
<v Speaker 1>were playing the right frequencies, you would get an effect

0:14:38.280 --> 0:14:40.800
<v Speaker 1>as if there were a speaker directly in front of you,

0:14:41.760 --> 0:14:44.320
<v Speaker 1>and that that we call that the phantom speaker because

0:14:44.320 --> 0:14:47.800
<v Speaker 1>there's not a physical device that's generating that sound. It's

0:14:47.840 --> 0:14:51.400
<v Speaker 1>just because the way that the other two stereo speakers

0:14:51.400 --> 0:14:54.040
<v Speaker 1>are are generating sound at the same time, it gives

0:14:54.040 --> 0:14:57.640
<v Speaker 1>you the effect that there is a speaker there. Okay,

0:14:57.720 --> 0:14:59.920
<v Speaker 1>we'll see that. That makes so much more sense now

0:15:00.400 --> 0:15:02.800
<v Speaker 1>because I thought it was a speaker that could punch

0:15:02.840 --> 0:15:04.400
<v Speaker 1>you so hard that it would leave an impression of

0:15:04.440 --> 0:15:06.840
<v Speaker 1>its bringing your face. See, I thought it was a

0:15:06.880 --> 0:15:09.840
<v Speaker 1>speaker that was supposed to be developed to play all

0:15:09.880 --> 0:15:13.800
<v Speaker 1>these different video games, but never actually came out. We're

0:15:13.840 --> 0:15:17.120
<v Speaker 1>just making phantom jokes now, and someone's going to complain

0:15:17.160 --> 0:15:20.680
<v Speaker 1>because those are inside jokes, not even inside jokes, really, folks,

0:15:20.720 --> 0:15:23.400
<v Speaker 1>that's just reference. That's simon and inside joke. We're just

0:15:23.440 --> 0:15:27.680
<v Speaker 1>making very obscure references. Uh. So that that four too,

0:15:27.720 --> 0:15:32.720
<v Speaker 1>four is an example of a matrix system. The matrix

0:15:32.760 --> 0:15:37.400
<v Speaker 1>are the systems where the processing systems where you you

0:15:37.400 --> 0:15:43.640
<v Speaker 1>you combine various lines of of channels into one or

0:15:43.680 --> 0:15:49.240
<v Speaker 1>two or however many discrete. Um. Uh, Well, I guess

0:15:49.240 --> 0:15:51.320
<v Speaker 1>discreet would be the wrong word, because discreet would mean

0:15:51.320 --> 0:15:55.320
<v Speaker 1>that you would have one per one channel, person per speaker.

0:15:55.440 --> 0:15:58.360
<v Speaker 1>But it's when you combine these this lines of information

0:15:58.360 --> 0:16:01.320
<v Speaker 1>that will later be decoded to become UMU to go

0:16:01.400 --> 0:16:03.800
<v Speaker 1>to each individual speaker so that you get that surround

0:16:03.840 --> 0:16:08.880
<v Speaker 1>sound effect. Um. Did you want to talk about the

0:16:08.880 --> 0:16:11.840
<v Speaker 1>differences between things like five point one, six point one,

0:16:11.880 --> 0:16:15.560
<v Speaker 1>seven point one, etcetera. Well, yeah, that's uh, that's essentially

0:16:15.600 --> 0:16:18.840
<v Speaker 1>the number of speakers, or actually the number of channels

0:16:18.880 --> 0:16:21.120
<v Speaker 1>that you have. The first number is the number of

0:16:21.160 --> 0:16:25.240
<v Speaker 1>regular channels. In the second is the number of I

0:16:25.280 --> 0:16:29.280
<v Speaker 1>guess base, yeah, lf E low frequency UM channels. That's

0:16:29.360 --> 0:16:32.760
<v Speaker 1>what's going to your subwoffer. Yeah. Yeah, And it sort

0:16:32.760 --> 0:16:34.880
<v Speaker 1>of reminds me of what a friend of mine used

0:16:34.920 --> 0:16:38.160
<v Speaker 1>to call the earthquake speaker. I used to uh used

0:16:38.160 --> 0:16:40.040
<v Speaker 1>to go to a club that had one of the

0:16:40.600 --> 0:16:42.600
<v Speaker 1>you couldn't even tell it was on. It was this

0:16:42.720 --> 0:16:45.080
<v Speaker 1>giant cube. It was one of the speakers that it

0:16:45.120 --> 0:16:48.640
<v Speaker 1>was created for the movie Earthquake in the seventies, and

0:16:48.920 --> 0:16:51.320
<v Speaker 1>its job was not to make a sound that you

0:16:51.360 --> 0:16:54.040
<v Speaker 1>could hear. It was. Its job was to make a

0:16:54.080 --> 0:16:56.040
<v Speaker 1>sound that you could feel that made it feel the

0:16:56.080 --> 0:16:57.760
<v Speaker 1>floor feel like it was shaking, but you couldn't hear

0:16:57.760 --> 0:16:59.320
<v Speaker 1>anything coming out of it. Was just that the base

0:16:59.480 --> 0:17:02.880
<v Speaker 1>was that low, right, it was beyond beyond the range

0:17:02.920 --> 0:17:06.359
<v Speaker 1>of human hearing exactly. Yes, we can definitely sense it

0:17:06.520 --> 0:17:09.560
<v Speaker 1>through uh, Like like you said, you could feel it, yeah,

0:17:09.600 --> 0:17:10.919
<v Speaker 1>and yeah, it's the same sort of thing that when

0:17:10.960 --> 0:17:12.760
<v Speaker 1>you go see a movie where there's a big explosion

0:17:12.800 --> 0:17:15.320
<v Speaker 1>and you feel you're feeling your chair rumbled. That's that's

0:17:15.320 --> 0:17:18.520
<v Speaker 1>what that is. So that's yeah, the five, the five

0:17:18.520 --> 0:17:21.399
<v Speaker 1>point the h and that speaker. The speakers in and

0:17:21.520 --> 0:17:25.560
<v Speaker 1>home theater systems are not nearly as uh you know,

0:17:26.160 --> 0:17:29.200
<v Speaker 1>powerful as those used for the movie theaters and your

0:17:29.240 --> 0:17:32.919
<v Speaker 1>average home theater system last year, because there are there

0:17:32.960 --> 0:17:35.840
<v Speaker 1>are a few crazy people out there who have some

0:17:35.960 --> 0:17:38.359
<v Speaker 1>really powerful speaker systems and a whole lot of money

0:17:38.359 --> 0:17:40.280
<v Speaker 1>to blow on that, because we're talking like, you know,

0:17:40.760 --> 0:17:43.400
<v Speaker 1>the tens of thousands of dollars for for these kind

0:17:43.440 --> 0:17:45.280
<v Speaker 1>of speakers, but the kind that you would pick up

0:17:45.280 --> 0:17:48.760
<v Speaker 1>at your local electronics store for most people is uh

0:17:49.440 --> 0:17:52.080
<v Speaker 1>probably these days, I would I would guess at five

0:17:52.119 --> 0:17:54.000
<v Speaker 1>point one or seven point one, in which case you've

0:17:54.040 --> 0:17:57.960
<v Speaker 1>got um, the center speaker. Uh. In the case at

0:17:57.960 --> 0:18:00.159
<v Speaker 1>five point one, two in the front and two on

0:18:00.200 --> 0:18:03.199
<v Speaker 1>the side, or you know, just behind you. Um, the

0:18:03.280 --> 0:18:06.640
<v Speaker 1>seven speaker set up is a little more diverse. You've

0:18:06.680 --> 0:18:08.920
<v Speaker 1>got a couple behind you and maybe even I guess

0:18:08.920 --> 0:18:11.000
<v Speaker 1>a real real channel. There's a six point one too.

0:18:11.440 --> 0:18:13.560
<v Speaker 1>Well it's a single one behind you and then the

0:18:13.600 --> 0:18:16.560
<v Speaker 1>other one has the two So yeah, it's it's just

0:18:16.600 --> 0:18:19.600
<v Speaker 1>basically dividing the number of channels up and the more

0:18:19.640 --> 0:18:21.880
<v Speaker 1>the more channels you've got the more speakers you've got,

0:18:21.920 --> 0:18:25.080
<v Speaker 1>so you you placed them strategically around you to create

0:18:25.160 --> 0:18:28.440
<v Speaker 1>that that sound, and you just took up the channels indicated.

0:18:28.520 --> 0:18:32.639
<v Speaker 1>And the strategically part is very important because the sound

0:18:32.680 --> 0:18:35.359
<v Speaker 1>has been designed for specific for it to come from

0:18:35.400 --> 0:18:38.200
<v Speaker 1>a specific direction exactly. In other words, with five point one,

0:18:38.240 --> 0:18:41.119
<v Speaker 1>you couldn't just you know, put the five speakers around

0:18:41.119 --> 0:18:43.719
<v Speaker 1>you in any orientation. Yeah, you have to put them

0:18:43.800 --> 0:18:45.879
<v Speaker 1>in a certain place if you want to achieve the

0:18:45.920 --> 0:18:48.119
<v Speaker 1>desired effect. I suppose you could put them in in

0:18:48.320 --> 0:18:50.160
<v Speaker 1>just random places and it would be kind of weird,

0:18:50.200 --> 0:18:52.919
<v Speaker 1>but yeah, it wouldn't don't match up to anything you

0:18:52.960 --> 0:18:55.440
<v Speaker 1>were watching or now if you're just listening to music,

0:18:55.480 --> 0:18:57.560
<v Speaker 1>it might not make as big a difference. It just

0:18:57.560 --> 0:19:00.399
<v Speaker 1>wouldn't give you the effect that was intended. Now, so

0:19:00.520 --> 0:19:02.359
<v Speaker 1>five point one, Yeah, you've got that. You've got your

0:19:02.359 --> 0:19:05.560
<v Speaker 1>center channel. So that's that's usually in the movies, the

0:19:05.600 --> 0:19:08.040
<v Speaker 1>center channel is where most of the dialogue comes from.

0:19:08.560 --> 0:19:10.480
<v Speaker 1>That's because it appears to be coming from the screen,

0:19:10.720 --> 0:19:12.680
<v Speaker 1>right right. Yeah, It's one of those things where we

0:19:12.800 --> 0:19:15.000
<v Speaker 1>just we've kind of trained ourselves that if we're looking

0:19:15.000 --> 0:19:17.800
<v Speaker 1>at a person and they're talking. Uh, the sounds should

0:19:17.840 --> 0:19:21.600
<v Speaker 1>pretty much come from that direction. Um. It's only if

0:19:21.640 --> 0:19:24.399
<v Speaker 1>a character is off screen and talking that we normally

0:19:24.400 --> 0:19:29.040
<v Speaker 1>would hear that person speaking through one of the other speakers, uh,

0:19:29.080 --> 0:19:31.159
<v Speaker 1>the other. So that you've got that's number one is

0:19:31.160 --> 0:19:33.119
<v Speaker 1>your center channel. Then you've got your front left in

0:19:33.160 --> 0:19:36.320
<v Speaker 1>your front right, which are usually set you know obviously

0:19:36.359 --> 0:19:38.119
<v Speaker 1>off to the side, to the left and right of

0:19:38.200 --> 0:19:41.359
<v Speaker 1>the center channel. UM. Then you have your rear left

0:19:41.400 --> 0:19:44.680
<v Speaker 1>and your rear right audio and those would be behind

0:19:44.960 --> 0:19:48.520
<v Speaker 1>the viewer or listener. So that's the five. You know,

0:19:48.520 --> 0:19:51.240
<v Speaker 1>you've got one five, the three in the front and

0:19:51.240 --> 0:19:53.600
<v Speaker 1>two in the rear. Then you've got the point one

0:19:53.640 --> 0:19:57.399
<v Speaker 1>would be the sub Wliffer six point one. Usually, UM,

0:19:57.520 --> 0:20:02.359
<v Speaker 1>it depends because there's no set standard for surround sound.

0:20:02.359 --> 0:20:04.480
<v Speaker 1>There are many companies that have come up with different

0:20:04.640 --> 0:20:08.440
<v Speaker 1>surround sound UM approaches, but in general a six point

0:20:08.440 --> 0:20:11.240
<v Speaker 1>one surround sound set up there's usually an additional rear

0:20:11.440 --> 0:20:16.400
<v Speaker 1>center speaker and that's normally used specifically for sound effects.

0:20:16.440 --> 0:20:18.800
<v Speaker 1>So it's not you know, that's to give you that

0:20:18.880 --> 0:20:22.120
<v Speaker 1>more rich immersive experience, but it never it didn't really

0:20:22.240 --> 0:20:25.160
<v Speaker 1>take off. Six point one just was one of those

0:20:25.200 --> 0:20:29.040
<v Speaker 1>things where you know it just it was it was

0:20:29.080 --> 0:20:31.399
<v Speaker 1>almost people begin to view it, I guess as we

0:20:31.440 --> 0:20:34.160
<v Speaker 1>would get this just because we can. And it never

0:20:34.200 --> 0:20:36.920
<v Speaker 1>really took off, at least in the home market. Seven

0:20:36.960 --> 0:20:41.720
<v Speaker 1>point one does rearrange the orientation a little bit. Uh,

0:20:41.800 --> 0:20:45.800
<v Speaker 1>So you've got instead of the additional rear speaker, Um,

0:20:45.960 --> 0:20:48.800
<v Speaker 1>you've got additional speaker to your left and one to

0:20:48.880 --> 0:20:51.199
<v Speaker 1>your right. So you've got you've got the three in

0:20:51.240 --> 0:20:53.720
<v Speaker 1>front of you. You've got one tier left, one tier

0:20:53.800 --> 0:20:56.560
<v Speaker 1>right like immediately to your left and right, and then

0:20:56.960 --> 0:21:00.000
<v Speaker 1>the two behind you. And so that's that's all seven

0:21:00.119 --> 0:21:04.240
<v Speaker 1>right there. Uh and then right now is pretty much

0:21:04.320 --> 0:21:08.120
<v Speaker 1>the top of the home theater system. But it's not

0:21:08.840 --> 0:21:11.840
<v Speaker 1>people of course are not stopping there. Why would they.

0:21:12.160 --> 0:21:14.560
<v Speaker 1>But but yeah, that that's usually what you would see

0:21:14.600 --> 0:21:17.800
<v Speaker 1>in your local electronics store five five point one in

0:21:17.960 --> 0:21:20.280
<v Speaker 1>seven point one systems, Yeah, you might see some six

0:21:20.320 --> 0:21:22.280
<v Speaker 1>point ones too, but like I said, they didn't really

0:21:22.320 --> 0:21:24.320
<v Speaker 1>take off very much. So usually you see, you know,

0:21:24.359 --> 0:21:29.879
<v Speaker 1>the five point one being the more um popular is

0:21:29.880 --> 0:21:31.680
<v Speaker 1>probably the wrong word, but just that's the one you're

0:21:31.720 --> 0:21:33.680
<v Speaker 1>going to find the most often. I think seven point

0:21:33.720 --> 0:21:36.680
<v Speaker 1>one you'll find when you're looking at some of the

0:21:36.760 --> 0:21:40.200
<v Speaker 1>higher end sound systems. I'm sure there's some that are

0:21:40.200 --> 0:21:43.680
<v Speaker 1>in the more approachable like low end market by now,

0:21:43.800 --> 0:21:46.280
<v Speaker 1>but um, I haven't been in the market for home

0:21:46.280 --> 0:21:47.840
<v Speaker 1>theater system in a long time, so I don't I

0:21:47.840 --> 0:21:51.680
<v Speaker 1>wouldn't really know. But I wanted to talk just briefly

0:21:52.440 --> 0:21:58.520
<v Speaker 1>about another experimental system which was developed by Tomlinson Holman

0:21:59.359 --> 0:22:03.320
<v Speaker 1>of t H Labs and uh really I wonder how

0:22:03.320 --> 0:22:06.600
<v Speaker 1>they got their name. Yeah, uh, yeah, he was. He

0:22:06.680 --> 0:22:08.600
<v Speaker 1>was a guy who was behind the the th h

0:22:08.880 --> 0:22:12.560
<v Speaker 1>X quality assurance standards. UM. So yeah, th h X.

0:22:12.600 --> 0:22:15.040
<v Speaker 1>If you if you're familiar with th X sound, that's

0:22:15.040 --> 0:22:20.560
<v Speaker 1>not actually a a sound recording or uh playback method. Really,

0:22:20.560 --> 0:22:23.320
<v Speaker 1>it's a set of standards that um that any sort

0:22:23.359 --> 0:22:25.760
<v Speaker 1>of system is supposed to meet in order to It's

0:22:25.760 --> 0:22:28.480
<v Speaker 1>almost like a certification like if you if you meet

0:22:28.520 --> 0:22:32.000
<v Speaker 1>certain requirements, then you can be th X certified. But

0:22:32.320 --> 0:22:37.920
<v Speaker 1>he developed ten point to surround sound. Yeah, so ten

0:22:38.000 --> 0:22:40.080
<v Speaker 1>point two. First of all, you got the point to

0:22:40.480 --> 0:22:43.919
<v Speaker 1>which tells you that you have two sub wiffers. Do

0:22:44.000 --> 0:22:46.840
<v Speaker 1>they go in different places? Yes, you have one on

0:22:46.880 --> 0:22:49.159
<v Speaker 1>the left and one on the right, which is pretty

0:22:49.160 --> 0:22:53.080
<v Speaker 1>odd because usually most most surround sound system designers will

0:22:53.119 --> 0:22:55.480
<v Speaker 1>tell you it doesn't really matter where you put the

0:22:55.520 --> 0:22:59.199
<v Speaker 1>subwiffer because again, you're not hearing it, you're feeling it.

0:22:59.280 --> 0:23:01.480
<v Speaker 1>So as long as as long as your subwoffer has

0:23:01.640 --> 0:23:04.920
<v Speaker 1>sufficient power and the room it's in is not you know,

0:23:05.160 --> 0:23:07.359
<v Speaker 1>the wrong size, like you don't want a little subwiffer

0:23:07.359 --> 0:23:10.239
<v Speaker 1>in a huge room, right, Um, as long as as

0:23:10.280 --> 0:23:14.920
<v Speaker 1>long as it's a big enough subwoffer and it's getting

0:23:15.000 --> 0:23:17.520
<v Speaker 1>enough power, it shouldn't matter where you put it because

0:23:17.520 --> 0:23:20.520
<v Speaker 1>you should still feel the effect. We're not quite so

0:23:20.600 --> 0:23:24.680
<v Speaker 1>sensitive that we can detect the origin of that rumbling

0:23:25.200 --> 0:23:27.520
<v Speaker 1>that we're feeling as we're watching. You know, Bruce Willis

0:23:27.600 --> 0:23:30.960
<v Speaker 1>run away from an explosion. But the ten point two

0:23:31.040 --> 0:23:33.360
<v Speaker 1>has two subworiffers, one on the left, one the right.

0:23:33.400 --> 0:23:36.840
<v Speaker 1>So the idea being that if you do tune it

0:23:37.000 --> 0:23:40.640
<v Speaker 1>just right, you should be able to experience that rumbling

0:23:40.840 --> 0:23:44.240
<v Speaker 1>as it passes through the theater. So let's say you're

0:23:44.240 --> 0:23:48.040
<v Speaker 1>watching a movie like Twister and there's a tornado that's

0:23:48.040 --> 0:23:49.800
<v Speaker 1>moving from the left side of the screen to the

0:23:49.920 --> 0:23:52.000
<v Speaker 1>right side of the screen. If you timed it just right,

0:23:52.040 --> 0:23:54.560
<v Speaker 1>you might be able to give you that feeling that hey,

0:23:54.600 --> 0:23:56.680
<v Speaker 1>there's something really huge coming from the left and now

0:23:56.680 --> 0:23:59.840
<v Speaker 1>it's moved over there to the right. UM. I don't know.

0:24:00.080 --> 0:24:03.280
<v Speaker 1>I've never experienced this particular system, so I can't tell

0:24:03.320 --> 0:24:06.640
<v Speaker 1>you how effective it is. Uh. But then let's see

0:24:06.720 --> 0:24:09.840
<v Speaker 1>they've got you've got your three speakers in the front,

0:24:09.840 --> 0:24:11.439
<v Speaker 1>so you've got your center, your left center, in your

0:24:11.520 --> 0:24:17.360
<v Speaker 1>right center. Then you have UM a left and right speaker.

0:24:18.080 --> 0:24:22.080
<v Speaker 1>Then you've got three additional UM left and right speakers,

0:24:22.119 --> 0:24:24.280
<v Speaker 1>so these are the ones that are going going around

0:24:24.280 --> 0:24:26.719
<v Speaker 1>the back of you right, and then you have an

0:24:26.800 --> 0:24:30.720
<v Speaker 1>upper left and upper right speaker give your sense of height.

0:24:33.040 --> 0:24:35.520
<v Speaker 1>So that makes Yeah, the goal here is to give

0:24:35.560 --> 0:24:38.760
<v Speaker 1>you because we've got it. We've we've developed surround sounds

0:24:38.800 --> 0:24:40.119
<v Speaker 1>so that we get up pretty much a kind of

0:24:40.119 --> 0:24:44.520
<v Speaker 1>a one and eighty degree sound environment right where where

0:24:44.520 --> 0:24:48.000
<v Speaker 1>we could theoretically have in a really good surround sound system.

0:24:48.200 --> 0:24:52.160
<v Speaker 1>Have a character as if this character we're walking around

0:24:52.280 --> 0:24:55.679
<v Speaker 1>us in a circle, like we're staying stationary in the center,

0:24:55.720 --> 0:24:58.280
<v Speaker 1>and this character walks around us and delivers a speech,

0:24:58.800 --> 0:25:01.159
<v Speaker 1>it would sound as if this arter is actually walking

0:25:01.200 --> 0:25:03.720
<v Speaker 1>around us right right, because they're feeding the audio through

0:25:03.760 --> 0:25:06.199
<v Speaker 1>the different channels, right, and they're fading it out and

0:25:06.240 --> 0:25:08.960
<v Speaker 1>bringing it up at just the right moment to create

0:25:09.000 --> 0:25:12.800
<v Speaker 1>this illusion, this audio illusion. Well, the ten point two

0:25:12.880 --> 0:25:15.679
<v Speaker 1>is the goal is to create a three hundred and

0:25:15.800 --> 0:25:20.560
<v Speaker 1>sixty degree soundscape around you. So now the character could

0:25:21.240 --> 0:25:24.960
<v Speaker 1>go overhead and continue talking and it would sound to

0:25:25.000 --> 0:25:27.280
<v Speaker 1>you as if the person was not only going around you,

0:25:27.359 --> 0:25:30.000
<v Speaker 1>but was going over on top of you. So Superman,

0:25:30.119 --> 0:25:33.479
<v Speaker 1>for example, could do a little slow fly over and

0:25:33.560 --> 0:25:36.200
<v Speaker 1>speak to you and it would sound like he's going

0:25:36.240 --> 0:25:40.520
<v Speaker 1>directly overhead. Um, that's the goal. Again. I don't know

0:25:40.560 --> 0:25:43.920
<v Speaker 1>how successful it was, because I my invitation must have

0:25:43.920 --> 0:25:46.600
<v Speaker 1>been lost. I didn't get to go to this, uh,

0:25:46.640 --> 0:25:49.640
<v Speaker 1>this experiment. You know, it would be interesting to see

0:25:49.680 --> 0:25:52.080
<v Speaker 1>what what kind of stuff they do have at CEES

0:25:52.640 --> 0:25:55.760
<v Speaker 1>related to surround sound, you know, and I've sat through

0:25:55.920 --> 0:26:00.480
<v Speaker 1>some surround sound demonstrations at c e S. But in

0:26:00.480 --> 0:26:03.920
<v Speaker 1>in general, the CS stuff is really just another example

0:26:04.119 --> 0:26:06.720
<v Speaker 1>of the technology we're already familiar with. It's just them

0:26:06.720 --> 0:26:10.159
<v Speaker 1>fine tuning it, making the speakers more powerful, trying to

0:26:10.200 --> 0:26:14.080
<v Speaker 1>create sounds more accurately so that there there's a better

0:26:14.160 --> 0:26:19.560
<v Speaker 1>precision to playing back sound. UM, it's not really developing

0:26:19.760 --> 0:26:23.760
<v Speaker 1>the three dimensional aspect as much as it is you know,

0:26:23.800 --> 0:26:28.840
<v Speaker 1>making sure you're reproducing sound as accurately as possible. But

0:26:28.920 --> 0:26:33.560
<v Speaker 1>that's the general concept behind surround sound. I mean really,

0:26:33.600 --> 0:26:35.360
<v Speaker 1>like we said, when you get down to it, the

0:26:35.440 --> 0:26:37.600
<v Speaker 1>idea behind it is pretty simple. You just want to

0:26:37.640 --> 0:26:39.520
<v Speaker 1>create the right kind of sounds that the right kind

0:26:39.520 --> 0:26:43.200
<v Speaker 1>of location to give you that immersive experience. But when

0:26:43.200 --> 0:26:46.119
<v Speaker 1>you actually get around to trying to develop the technology

0:26:46.160 --> 0:26:50.040
<v Speaker 1>to do it, uh, it gets really complicated. And even

0:26:50.080 --> 0:26:52.080
<v Speaker 1>though we've talked about five point one six point one,

0:26:52.080 --> 0:26:54.640
<v Speaker 1>seven point one tin point to all this stuff, as

0:26:54.640 --> 0:26:56.720
<v Speaker 1>we said at the beginning, there are multiple ways of

0:26:56.760 --> 0:26:59.199
<v Speaker 1>achieving this. UM. The way that Dolby does it is

0:26:59.200 --> 0:27:02.560
<v Speaker 1>different from the way it's Sony does it. UM. They

0:27:02.600 --> 0:27:07.160
<v Speaker 1>all have the same goal and they all essentially use

0:27:07.240 --> 0:27:10.880
<v Speaker 1>the same sort of speakers, but they use different encoding

0:27:10.920 --> 0:27:14.120
<v Speaker 1>methods and decoding methods. Which is why if you are

0:27:14.160 --> 0:27:18.680
<v Speaker 1>shopping for say a DVD player, some DVD players will

0:27:18.720 --> 0:27:22.600
<v Speaker 1>tell you that they can play uh, Dolby Digital, but

0:27:22.640 --> 0:27:24.840
<v Speaker 1>they can't. You know, they may not have anything on

0:27:24.880 --> 0:27:28.720
<v Speaker 1>there about other surround sound methods. Most of them have

0:27:29.240 --> 0:27:33.880
<v Speaker 1>support from multiple surround sound uh technologies, which is good

0:27:33.920 --> 0:27:38.960
<v Speaker 1>because different companies use different surround sound vendors. So you know,

0:27:39.400 --> 0:27:42.160
<v Speaker 1>you could buy two different DVDs and one of them

0:27:42.200 --> 0:27:44.159
<v Speaker 1>sounds amazing on your system and the other one just

0:27:44.160 --> 0:27:48.919
<v Speaker 1>sounds like regular mono to you almost or stereo um

0:27:49.920 --> 0:27:54.479
<v Speaker 1>really Uh. It's important to to look at the the

0:27:54.600 --> 0:27:57.400
<v Speaker 1>model of whatever technology it is you're buying, whether it's

0:27:57.560 --> 0:28:00.920
<v Speaker 1>a stereo system or theater in a box or a

0:28:01.000 --> 0:28:05.960
<v Speaker 1>DVD player, the decoder is the most important part of

0:28:06.000 --> 0:28:09.479
<v Speaker 1>that um of that system as far as surround sounds

0:28:09.920 --> 0:28:12.439
<v Speaker 1>is concerned, because you could have as many speakers as

0:28:12.480 --> 0:28:14.400
<v Speaker 1>you want, but if you don't have the right decoder,

0:28:14.520 --> 0:28:17.360
<v Speaker 1>you're not going to get that surround sound effect right

0:28:17.640 --> 0:28:21.959
<v Speaker 1>because otherwise, you know, it's basically running traffic. Yeah, you know,

0:28:22.040 --> 0:28:24.080
<v Speaker 1>to the different to the different channels. Yeah, it has to.

0:28:24.200 --> 0:28:27.440
<v Speaker 1>It has to be able to identify what sound goes

0:28:27.480 --> 0:28:31.439
<v Speaker 1>where and when. Um, which you know, again, we we

0:28:31.560 --> 0:28:35.920
<v Speaker 1>tend to to imbue our technology with a little artificial intelligence,

0:28:35.920 --> 0:28:40.320
<v Speaker 1>which is misleading, but you know it's it's just slightly

0:28:40.360 --> 0:28:43.600
<v Speaker 1>better than me saying it's magic, which I've always tempted

0:28:43.640 --> 0:28:45.280
<v Speaker 1>to do when I sit down here, just because it

0:28:45.320 --> 0:28:47.400
<v Speaker 1>would make these podcasts go a lot faster and I

0:28:47.440 --> 0:28:51.400
<v Speaker 1>can get back to other stuff. Elves. Elves make it work. Yes,

0:28:52.080 --> 0:28:54.840
<v Speaker 1>So anyway, that wraps up surround Sound. If you guys

0:28:54.880 --> 0:28:58.440
<v Speaker 1>have any comments or questions or you have suggestions for

0:28:58.480 --> 0:29:01.080
<v Speaker 1>other topics, like I that we will be doing a

0:29:01.120 --> 0:29:04.480
<v Speaker 1>movie sound and podcast in the future to kind of

0:29:04.720 --> 0:29:06.400
<v Speaker 1>be a partner with this one as well as part

0:29:06.400 --> 0:29:09.680
<v Speaker 1>of our movie making technology podcast. We'll even probably go

0:29:09.680 --> 0:29:11.920
<v Speaker 1>into more detail about the house around sound came about

0:29:11.960 --> 0:29:16.280
<v Speaker 1>in movie theaters and probably talk about Fantasia specifically. Um

0:29:16.320 --> 0:29:20.400
<v Speaker 1>so keep an ear out for that, huh, And did

0:29:20.400 --> 0:29:22.000
<v Speaker 1>you have something else said? No, I was gonna say

0:29:22.000 --> 0:29:24.440
<v Speaker 1>we probably, I would imagine get into a little bit

0:29:24.480 --> 0:29:29.080
<v Speaker 1>more about Delby and DTS and all that stuff into yeah, yeah,

0:29:29.120 --> 0:29:32.320
<v Speaker 1>because that's really applies a lot more right. It all

0:29:32.400 --> 0:29:35.440
<v Speaker 1>started in the movies and then migrated to home theater.

0:29:35.560 --> 0:29:37.480
<v Speaker 1>So if you guys are disappointed that we didn't go

0:29:37.520 --> 0:29:40.480
<v Speaker 1>into more detail about Delbi or DTS, we're really looking

0:29:40.480 --> 0:29:42.560
<v Speaker 1>at doing that for the movie sound. Actually, the movie

0:29:42.560 --> 0:29:45.880
<v Speaker 1>Sound may end up being two podcasts just because we'd

0:29:45.920 --> 0:29:47.960
<v Speaker 1>have to talk about how they get the sound to

0:29:48.080 --> 0:29:50.560
<v Speaker 1>match up with the movie, as well as the various

0:29:50.560 --> 0:29:54.200
<v Speaker 1>surround sound methods. But that's good. It just means that

0:29:54.240 --> 0:29:57.480
<v Speaker 1>we have fewer topics that we have to brainstorm. Yes,

0:29:58.200 --> 0:30:00.160
<v Speaker 1>just did we end up to saying which one when

0:30:00.200 --> 0:30:03.160
<v Speaker 1>we're going to get around to them? By the way,

0:30:03.200 --> 0:30:06.719
<v Speaker 1>the way we do that is through growing darts? Probably guessed,

0:30:06.840 --> 0:30:10.840
<v Speaker 1>but it's true. And we will talk to you again

0:30:11.640 --> 0:30:17.600
<v Speaker 1>really soon. If you're a tech stuff and be sure

0:30:17.640 --> 0:30:21.720
<v Speaker 1>to check us out on Twitter tech Stuff hs wsr handle,

0:30:21.760 --> 0:30:24.280
<v Speaker 1>and you can also find us on Facebook at Facebook

0:30:24.280 --> 0:30:28.680
<v Speaker 1>dot com slash tech Stuff h s W. For more

0:30:28.720 --> 0:30:31.360
<v Speaker 1>on this and thousands of other topics, visit how stuff

0:30:31.360 --> 0:30:33.560
<v Speaker 1>Works dot com and be sure to check out the

0:30:33.560 --> 0:30:37.720
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0:30:41.360 --> 0:30:43.920
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0:30:44.240 --> 0:30:45.480
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