WEBVTT - How Active Noise Cancellation Works

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<v Speaker 1>Welcome to tech Stuff, a production from iHeartRadio. Hey there,

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<v Speaker 1>and welcome to tech Stuff. I'm your host, Jonathan Strickland.

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<v Speaker 1>I'm an executive producer with iHeart Podcasts and how the

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<v Speaker 1>tech are you? So today I figured I would talk

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<v Speaker 1>about noise canceling technologies specifically in headphones, although you can

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<v Speaker 1>employ these technologies in other use cases. And it's largely

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<v Speaker 1>because I'm actually wearing a pair of noise canceling headphones

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<v Speaker 1>right now as I record this episode. I'll talk more

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<v Speaker 1>about those headphones in a future episode. I'm actually just

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<v Speaker 1>trying them out now to make sure that I like

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<v Speaker 1>how they work and all of that. But for now,

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<v Speaker 1>I just wanted to talk about the science and technology

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<v Speaker 1>behind active noise canceling or active noise reduction headphones. An

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<v Speaker 1>R and ANC are the acronyms or initialisms, I should say,

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<v Speaker 1>not acronyms that are used for those technologies. Now, noise

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<v Speaker 1>canceling is more than just muffling sound. You can have

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<v Speaker 1>passive noise canceling, which really just means things like ear

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<v Speaker 1>plugs or really well insulated ear muffs. So it's more

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<v Speaker 1>than that. It's not just soundproofing your ears or something.

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<v Speaker 1>It's using technology to actively cancel out the sound waves

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<v Speaker 1>that are heading for your ear drums. But we won't

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<v Speaker 1>get ahead of ourselves. First, let's talk about what sound is. So,

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<v Speaker 1>when you get down to it, sound is vibration, and

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<v Speaker 1>we can think of vibration as energy. So this energy

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<v Speaker 1>needs a medium to travel through. Sound travels through matter,

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<v Speaker 1>and it doesn't matter if the matter is solid, liquid,

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<v Speaker 1>or gas. It can travel through it, but it definitely

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<v Speaker 1>needs to have a medium in order to try. This

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<v Speaker 1>is why out in space there is no sound. You know,

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<v Speaker 1>in space, no one can hear you scream. Well, that's

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<v Speaker 1>because in space you have these vast regions where there

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<v Speaker 1>is so little matter out there that sound cannot pass

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<v Speaker 1>through it. There's nothing for the sound to transfer energy to.

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<v Speaker 1>So it's not just that it's a lack of air,

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<v Speaker 1>it's that it's a lack of anything, or at least

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<v Speaker 1>there's not enough significant amount of anything out there that

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<v Speaker 1>would allow for the transfer of longitudinal waves. By the way,

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<v Speaker 1>that's how sound travels. Sound travels in longitudinal waves. So

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<v Speaker 1>broadly speaking, there are two types of waves. There's longitudinal

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<v Speaker 1>and there's transverse. Transverse waves are what I think a

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<v Speaker 1>lot of folks imagine when they think of waves, often

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<v Speaker 1>it's how we plot waves on a chart. It's a

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<v Speaker 1>very easy way of doing it. So one way you

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<v Speaker 1>could actually see transverse waves in action is just with

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<v Speaker 1>a length of rope, a nice long length of The

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<v Speaker 1>longer the better, really, because it's easier to see. And

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<v Speaker 1>if you had a long length of rope and you

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<v Speaker 1>picked up just one end of it, it's laid out

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<v Speaker 1>straight in front of you. Then you started to move

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<v Speaker 1>the end of the rope from side to side, left

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<v Speaker 1>to right back again, over and over again. You would

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<v Speaker 1>see waves traveled down the length of the rope. But

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<v Speaker 1>this means that the wave is traveling at like a

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<v Speaker 1>ninety degree angle from the disturbance of the medium, because

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<v Speaker 1>again you're moving the rope left and right. You're not

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<v Speaker 1>pushing on the rope. You're moving the rope left and right,

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<v Speaker 1>but the waves are traveling down the rope. By the way,

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<v Speaker 1>the same thing would happen if you were moving the

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<v Speaker 1>rope up and down right. If you moved them up

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<v Speaker 1>and down, you would still see the disturbance happening up

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<v Speaker 1>and down, but the direction of the waves travel would

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<v Speaker 1>be forward down the length of rope. Now, a longitudinal

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<v Speaker 1>wave is different. The wave travels in the same direction

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<v Speaker 1>as the disturbance rather at a ninety degree angle from it.

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<v Speaker 1>So in this case, if the rope behaved like a

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<v Speaker 1>longitudinal wave, if you pushed on the end of the rope,

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<v Speaker 1>you would see the disturbance and wave traveled down the length.

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<v Speaker 1>But that doesn't happen with rope. However, it does happen

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<v Speaker 1>with one of the most important tools in any serious

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<v Speaker 1>scientist's tool box. I'm talking about a slinky for fun.

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<v Speaker 1>It's a wonderful toy. So if you take a slinky

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<v Speaker 1>and you stretch it out a little bit between two people,

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<v Speaker 1>and then you ask one of those two people to

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<v Speaker 1>push the slinky forward really quickly, you would observe that

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<v Speaker 1>you would see a wave travel forward through the slinky

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<v Speaker 1>in the direction of the push. Areas of the slinky

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<v Speaker 1>would compress as this wave travels down, and in fact,

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<v Speaker 1>in the longitudinal wave business, we would call that compression.

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<v Speaker 1>Areas where the slinky links would be further apart as

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<v Speaker 1>the wave would travel through the medium, we would call

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<v Speaker 1>that rare faction. So you have rare faction and compression.

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<v Speaker 1>Now for the purposes of illustration, we often will draw

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<v Speaker 1>sound waves almost as if they were transverse waves. It's

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<v Speaker 1>just easier to see the parts of a wave that way.

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<v Speaker 1>So if we did that, if we had like your

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<v Speaker 1>your regular little graph, and we had a sound wave

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<v Speaker 1>drawn on there, similar to a transverse wave, you would

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<v Speaker 1>have peaks and you would have valleys, right, because that's

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<v Speaker 1>the way we envision these, these transverse waves. And it's

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<v Speaker 1>pretty simple to see a single wavelength, you know. You

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<v Speaker 1>just go from one peak to the following peak. That's

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<v Speaker 1>one wavelength. And it's not too hard to understand stuff

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<v Speaker 1>like amplitude and frequency. So amplitude describes how high those

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<v Speaker 1>peaks are from the center line, or how low the

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<v Speaker 1>troughs are, if you will, And we would say that

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<v Speaker 1>this correlates to volume with sound waves. Frequency would be

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<v Speaker 1>how how many wavelengths are passing a given point in

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<v Speaker 1>a fixed amount of time. This correlates to a sound's pitch.

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<v Speaker 1>The higher frequencies are higher pitches. But it would be

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<v Speaker 1>more accurate to illustrate this as a longitudinal wave, because

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<v Speaker 1>that's how sound travels. Wavelengths and longitudinal waves refer to

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<v Speaker 1>the distance between say one point of compression to the

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<v Speaker 1>next point of compression, or we could actually measure it

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<v Speaker 1>from one point of rarefaction to the next point of

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<v Speaker 1>rare affection. That would still be a wavelength. Frequency is

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<v Speaker 1>fairly simple. It's the number of compressions or rare factions,

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<v Speaker 1>depending on which one you're starting with. In other words,

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<v Speaker 1>the number of wavelengths that pass a given point in

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<v Speaker 1>a fixed amount of time. Amplitude is a little bit different.

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<v Speaker 1>It's the distance between points of compression within the sound wave.

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<v Speaker 1>If a sound wave has many points of compression that

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<v Speaker 1>are close to one another, it's high amplitude a loud sound.

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<v Speaker 1>If there's a wave that has fewer points of compression

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<v Speaker 1>and that maybe they're a little further apart from each other,

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<v Speaker 1>it's low amplitude. Its lower volume. So with sound, we

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<v Speaker 1>have something that's causing a vibration, and it could be anything, right.

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<v Speaker 1>It could be a tree following in the forest as

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<v Speaker 1>long as someone's there to hear it. It might be

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<v Speaker 1>a flower pot falling on the pavement. It could be

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<v Speaker 1>a fiddler drawing a bow across violin strings. It might

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<v Speaker 1>be a mine being tortured. It could be anything. The

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<v Speaker 1>sound travels out in all directions from the source, and

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<v Speaker 1>it travels through whatever medium it's in. The sound most

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<v Speaker 1>of us encounter most of the time is traveling through air,

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<v Speaker 1>but this also works underwater or even through solid matter. Now,

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<v Speaker 1>if these vibrations fall within the range of human hearing,

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<v Speaker 1>then we might very well hear them, as long as

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<v Speaker 1>we're close enough for those vibrations to get to us

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<v Speaker 1>before they peter out. That's called attenuation. By the way,

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<v Speaker 1>the sound attenuates as it travels from its source, That

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<v Speaker 1>means it gets weaker as it travels out further from

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<v Speaker 1>the source of sound, which makes sense right. Otherwise we

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<v Speaker 1>wouldn't be able to hear anything. Everything would just be

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<v Speaker 1>equally loud to us all the time, or it would

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<v Speaker 1>be of the same amplitude as the original sound was

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<v Speaker 1>and we'd all be deafened by it. So yeah, sound

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<v Speaker 1>diminishes in strength as it travels. Now, the range of

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<v Speaker 1>typical human hearing falls between twenty hurts or twenty vibrations

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<v Speaker 1>per second up to twenty killer hurts or twenty thousand

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<v Speaker 1>vibrations per second. Now, as I mentioned earlier, the lower

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<v Speaker 1>frequencies have lower pitches, So a twenty hurtz sound would

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<v Speaker 1>be a very deep bass sound. In fact, some of

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<v Speaker 1>those you might feel more than you hear them, depending

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<v Speaker 1>upon your hearing, and as we get older, we typically

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<v Speaker 1>lose some of the ability to hear the higher pitches.

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<v Speaker 1>I think the last hearing test I did said my

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<v Speaker 1>hearing kind of tops out around fifteen or sixteen killer hurtz,

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<v Speaker 1>So thatre's a lot of space between the upper limits

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<v Speaker 1>of my hearing and the typical range for human hearing.

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<v Speaker 1>Part of that is just because I'm old, and part

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<v Speaker 1>of that is also because I saw a lot of

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<v Speaker 1>rock concerts or rock shows. I can't call them concerts

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<v Speaker 1>rock shows when I was in college, thanks to Dick

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<v Speaker 1>Dale and the Dell Tones and the Hate Bombs and

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<v Speaker 1>the Woggles and all the other bands I saw that

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<v Speaker 1>ruined my hearing. It's really my fault. I should have

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<v Speaker 1>worn earplugs anyway. Younger people can still hear those higher

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<v Speaker 1>frequencies typically. I mean we always have to say typically,

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<v Speaker 1>because there are obviously exceptions. But you may have heard

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<v Speaker 1>that some businesses have even installed speakers that would play very,

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<v Speaker 1>very high pitched sounds in order to discourage youngsters from

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<v Speaker 1>loitering at that place of business, Like convenience stores and stuff,

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<v Speaker 1>so the adults could shop in peace, and all those young,

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<v Speaker 1>unruly hooligans would be chased out by unpleas a high

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<v Speaker 1>pitched noise. I did a cursory search on this and

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<v Speaker 1>found devices that are called mosquito alarms. These alarms push

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<v Speaker 1>out sound at high amplitude. But if you're like me

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<v Speaker 1>and you've lost hearing in those frequency ranges, well it

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<v Speaker 1>don't bug you none. You don't hear it even though

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<v Speaker 1>it's being played at high volume. But meanwhile, all the

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<v Speaker 1>little tykes grab their ears and run off, and it

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<v Speaker 1>leaves me to buy my slim gems in peace. I'm

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<v Speaker 1>mostly kidding about that. I'm not that grouchy. I'm not

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<v Speaker 1>really a fan of making spaces inherently unwelcome to slices

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<v Speaker 1>of demographics. Also, I don't eat slim gems. Apologies to

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<v Speaker 1>Randy Savage. Anyway. Let's talk about the perception of sound.

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<v Speaker 1>So when sound waves enter our ears, the wave travels

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<v Speaker 1>to the tympanic membrane, which is also known as the

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<v Speaker 1>ear drum. So the sound wave transfers vibrations to this membrane,

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<v Speaker 1>and it's actually doing that through very small changes in

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<v Speaker 1>air pressure in our ear canals, so these small changes

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<v Speaker 1>in air pressure are essentially pushing and pulling against that membrane. Now,

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<v Speaker 1>the membrane in turn transfers those vibrations to three very

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<v Speaker 1>tiny delicate bones in our middle ears. Those are the hammer,

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<v Speaker 1>the anvil, and the stirrup, and they're called that because

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<v Speaker 1>that's kind of what they look like. And these tiny

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<v Speaker 1>bones kind of act like an amplifier, and they send

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<v Speaker 1>the vibrations further along into the inner ear, where a

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<v Speaker 1>snail shaped structure called the cochlea sits. Now, the cochlea

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<v Speaker 1>contains fluid within it, and the vibrations to the cochlea

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<v Speaker 1>make this fluid ripple. This in turn creates a wave

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<v Speaker 1>on the membrane that lines the cochlea. And there are

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<v Speaker 1>these little hair like protrusions inside the cochlea. They're called stereocilia.

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<v Speaker 1>They vibrate from all this rippling, and they transfer those vibrations,

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<v Speaker 1>this physical vibration into electrical impulses. Those impulse is then

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<v Speaker 1>travel to our brains and the brain interprets the these

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<v Speaker 1>a sound. So ultimately the sounds we encounter are in

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<v Speaker 1>a sense all in our heads. Thus the question if

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<v Speaker 1>a tree falls in the forest and no one is

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<v Speaker 1>there to hear it, does it make a sound? You

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<v Speaker 1>could argue, really, sound only exists within the mind, and

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<v Speaker 1>if there is no mind to perceive it, there is

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<v Speaker 1>no sound. Our brains create the perception of that sound.

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<v Speaker 1>So this raises a question, is what we hear actually

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<v Speaker 1>what is happening out in reality? If somehow we were

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<v Speaker 1>able to step outside of the experience of being human

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<v Speaker 1>and to perceive things as they truly are, would sounds

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<v Speaker 1>appear to be anything like what we perceive. Now that's

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<v Speaker 1>a question for philosophers, but you know, it sure would

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<v Speaker 1>be interesting if we found out that every single person's

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<v Speaker 1>experiences sound differently like. It's just that collectively we all

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<v Speaker 1>agree that the thing causing the sound is awesome, like

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<v Speaker 1>maybe a new they might be Giant's song, or that

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<v Speaker 1>it's awful like a new kid rock song. Just having

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<v Speaker 1>fun here, But no, Seriously, because it's impossible for us

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<v Speaker 1>to step into the experience of someone else, we can't

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<v Speaker 1>really be sure that the way we experience sound is

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<v Speaker 1>the same as what other people experience kind of the

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<v Speaker 1>same way. That there's no way for me to know

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<v Speaker 1>if the shade of blue I see when I look

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<v Speaker 1>in the sky is the same experience you have when

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<v Speaker 1>you do the same thing. Now, I know I'm getting

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<v Speaker 1>a little bit whibbly wobbly here, But acoustics, the science

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<v Speaker 1>of sound involves a lot of psychology. If you listen

0:13:41.440 --> 0:13:44.200
<v Speaker 1>to my episodes about the MP three format, you know

0:13:44.320 --> 0:13:48.440
<v Speaker 1>that one way MP three's can serve filespace is the

0:13:48.480 --> 0:13:53.720
<v Speaker 1>compression algorithm ditches any sounds deemed to be beyond human perception.

0:13:54.000 --> 0:13:57.040
<v Speaker 1>Like if a very quiet sound follows a very loud sound,

0:13:57.280 --> 0:13:59.880
<v Speaker 1>typically we can't hear the quiet one. The loud one

0:14:00.200 --> 0:14:02.480
<v Speaker 1>as almost kind of deadened ust to being able to

0:14:02.520 --> 0:14:04.520
<v Speaker 1>hear the quiet one. And I'm talking about like these

0:14:04.559 --> 0:14:07.120
<v Speaker 1>sounds are like back to back one raft or the other.

0:14:07.400 --> 0:14:10.880
<v Speaker 1>So the compression algorithm would say, oh, well, no one's

0:14:10.920 --> 0:14:12.520
<v Speaker 1>going to be able to hear the second sound in

0:14:12.559 --> 0:14:14.600
<v Speaker 1>the first place, so why would be encode it? Just

0:14:14.679 --> 0:14:18.360
<v Speaker 1>leave it out, and thus it conserves filespace. Of course,

0:14:18.360 --> 0:14:20.960
<v Speaker 1>if you start to ditch stuff humans actually can perceive,

0:14:21.160 --> 0:14:23.480
<v Speaker 1>you begin to affect the quality of sound, and then

0:14:23.520 --> 0:14:27.240
<v Speaker 1>you have problems with the decline and quality. All right,

0:14:27.560 --> 0:14:30.320
<v Speaker 1>I've got tons more to say, and Obviously, we haven't

0:14:30.320 --> 0:14:33.080
<v Speaker 1>even gotten to active noise cancelation yet, So let's take

0:14:33.120 --> 0:14:44.640
<v Speaker 1>a quick break and we'll be right back. Okay, we're back,

0:14:44.680 --> 0:14:48.520
<v Speaker 1>and we're going back to sound waves. So you might

0:14:48.600 --> 0:14:53.120
<v Speaker 1>recall that the speed of light is constant, which is

0:14:53.560 --> 0:14:56.960
<v Speaker 1>kind of true, but not all the truth. The speed

0:14:56.960 --> 0:15:00.920
<v Speaker 1>of light is constant given the medium through which it travels.

0:15:01.240 --> 0:15:04.800
<v Speaker 1>When light from the Sun reaches Earth, it actually slows

0:15:04.880 --> 0:15:08.040
<v Speaker 1>down a little bit as that light hits our atmosphere.

0:15:08.200 --> 0:15:11.040
<v Speaker 1>And by a little bit, I mean a very small amount,

0:15:11.120 --> 0:15:15.320
<v Speaker 1>small enough to be deemed insignificant based upon like the

0:15:15.400 --> 0:15:17.880
<v Speaker 1>speed it travels through a vacuum versus the speed it

0:15:17.920 --> 0:15:21.920
<v Speaker 1>travels through air, insignificant for most calculations. I mean, it

0:15:21.960 --> 0:15:25.200
<v Speaker 1>does happen, but it's a very tiny change. The ratio

0:15:25.200 --> 0:15:27.600
<v Speaker 1>of difference between the faster and slower rates is called

0:15:27.640 --> 0:15:30.960
<v Speaker 1>the refractive index. I'm getting a little off topic, although

0:15:30.960 --> 0:15:33.800
<v Speaker 1>the same thing kind of happens with sound too, But sound,

0:15:34.080 --> 0:15:38.080
<v Speaker 1>like light, will travel at different speeds depending upon the

0:15:38.120 --> 0:15:42.880
<v Speaker 1>medium through which it travels. Moreover, the temperature of the

0:15:43.000 --> 0:15:46.800
<v Speaker 1>medium will affect how fast sound is able to travel

0:15:46.840 --> 0:15:51.000
<v Speaker 1>through it. Sound travels faster through hot air than it

0:15:51.040 --> 0:15:54.080
<v Speaker 1>does through cold air. Now, when you think about it,

0:15:54.160 --> 0:15:59.520
<v Speaker 1>that makes sense. Sound is vibration. Hot air has molecules

0:15:59.520 --> 0:16:02.880
<v Speaker 1>and atom They have more energy in them, so they're

0:16:02.920 --> 0:16:06.560
<v Speaker 1>more inclined to vibrate. They're already moving around. They'll carry

0:16:06.640 --> 0:16:10.280
<v Speaker 1>movement more easily than cold air does because cold air

0:16:10.520 --> 0:16:14.520
<v Speaker 1>has less energy in it, so the vibrations come less readily.

0:16:14.840 --> 0:16:17.840
<v Speaker 1>This gets reflected in the speed of sound. Sound traveling

0:16:17.840 --> 0:16:20.920
<v Speaker 1>on a day that's around sixty degrees fahrenheit, we'll move

0:16:20.960 --> 0:16:24.720
<v Speaker 1>it about two and twenty kilometers per hour. But let's

0:16:24.720 --> 0:16:28.440
<v Speaker 1>say it's a really chilly night, like negative sixty seven

0:16:28.520 --> 0:16:31.600
<v Speaker 1>degrees fahrenheit. Then you're talking about sound travel I get

0:16:31.640 --> 0:16:35.320
<v Speaker 1>around one than fifty six kilometers per hour. Though, you know,

0:16:35.360 --> 0:16:37.640
<v Speaker 1>if you're out in weather that's that cold, the speed

0:16:37.640 --> 0:16:40.160
<v Speaker 1>of sound probably isn't is you know, not top of

0:16:40.280 --> 0:16:43.200
<v Speaker 1>mind to you. You're probably thinking, how do I get

0:16:43.240 --> 0:16:46.040
<v Speaker 1>inside before I freeze to death. Now let's get back

0:16:46.080 --> 0:16:49.680
<v Speaker 1>to sound waves in order to understand how noise cancelation

0:16:49.840 --> 0:16:53.320
<v Speaker 1>actually works. All right, So I mentioned earlier. Sound waves

0:16:53.560 --> 0:16:57.200
<v Speaker 1>have wavelengths, and we describe the frequency of sound by

0:16:57.240 --> 0:17:00.680
<v Speaker 1>the number of wavelengths that pass a fixed point in

0:17:00.800 --> 0:17:04.000
<v Speaker 1>space within a given amount of time. So if we're

0:17:04.040 --> 0:17:07.280
<v Speaker 1>using hurts as our measurement, the amount of time is

0:17:07.400 --> 0:17:10.240
<v Speaker 1>one second. So let's say that you are able to

0:17:10.359 --> 0:17:13.600
<v Speaker 1>see sound waves and you're able to count really fast,

0:17:13.720 --> 0:17:16.439
<v Speaker 1>like time to you doesn't pass the same way it

0:17:16.480 --> 0:17:20.240
<v Speaker 1>does to everybody else, and you use a stop watch

0:17:20.440 --> 0:17:23.440
<v Speaker 1>so that you can click down a single second. Meanwhile,

0:17:23.560 --> 0:17:27.000
<v Speaker 1>you're counting all the sound waves that go past you. Well,

0:17:27.320 --> 0:17:29.359
<v Speaker 1>if you did that, the number you would come up

0:17:29.400 --> 0:17:33.159
<v Speaker 1>to that would be the sound's frequency. In hurts, the

0:17:33.200 --> 0:17:36.280
<v Speaker 1>amount of time it takes just one wavelength to pass

0:17:36.359 --> 0:17:39.760
<v Speaker 1>a fixed point is called a period. So for a

0:17:39.880 --> 0:17:44.399
<v Speaker 1>twenty Hurtz sound, a period is just one twentieth of

0:17:44.480 --> 0:17:47.119
<v Speaker 1>a second. That's how long it would take a single

0:17:47.160 --> 0:17:50.560
<v Speaker 1>wavelength to complete one cycle. So if we were to

0:17:50.760 --> 0:17:54.760
<v Speaker 1>further divide that period into even smaller fractions, we could

0:17:54.760 --> 0:17:58.600
<v Speaker 1>call those phases. To get into phases in detail would

0:17:58.640 --> 0:18:01.960
<v Speaker 1>really require visual aid, because otherwise I would just start

0:18:02.000 --> 0:18:04.640
<v Speaker 1>spouting off formula to you and it would all get

0:18:04.760 --> 0:18:08.840
<v Speaker 1>very confusing for me. Really. I mean, you might be fine,

0:18:09.200 --> 0:18:11.919
<v Speaker 1>but I would inevitably say something wrong. So I'm not

0:18:11.960 --> 0:18:14.800
<v Speaker 1>even gonna bother doing it because I'll just mess it up.

0:18:15.119 --> 0:18:18.320
<v Speaker 1>But if you have two or more waves, and let's

0:18:18.359 --> 0:18:20.280
<v Speaker 1>say all of these waves, these are sound waves, they

0:18:20.280 --> 0:18:23.760
<v Speaker 1>are longitudinal. So let's say all these waves are aligned

0:18:23.840 --> 0:18:27.119
<v Speaker 1>in that they have the same areas of compression and rarefaction.

0:18:27.520 --> 0:18:30.600
<v Speaker 1>As they travel past a fixed point, those sound waves

0:18:30.600 --> 0:18:33.560
<v Speaker 1>would be said to be in phase with one another.

0:18:34.080 --> 0:18:37.720
<v Speaker 1>They're all kind of traveling at the same speed in

0:18:37.800 --> 0:18:41.280
<v Speaker 1>the same direction. But let's say you have sound wave

0:18:41.359 --> 0:18:44.600
<v Speaker 1>A and it travels with its various compression and rare

0:18:44.640 --> 0:18:48.560
<v Speaker 1>faction zones, and then you've got sound wave B. But

0:18:48.760 --> 0:18:54.159
<v Speaker 1>soundwave b's compression zones are matching with a's rarefaction zones,

0:18:54.440 --> 0:18:58.200
<v Speaker 1>and b's rarefaction zones are matching with a's compression zones.

0:18:58.280 --> 0:19:01.159
<v Speaker 1>So they're opposite. They're like the opposite sides of a

0:19:01.200 --> 0:19:04.840
<v Speaker 1>puzzle fitting in together. And let's say they match each

0:19:04.840 --> 0:19:08.200
<v Speaker 1>other in amplitude, so they're both the same volume. Well

0:19:08.200 --> 0:19:11.560
<v Speaker 1>what happens at that point, Well, what happens is they

0:19:11.640 --> 0:19:17.639
<v Speaker 1>cancel each other out. It's called destructive interference. Essentially, it

0:19:17.680 --> 0:19:20.359
<v Speaker 1>all comes down to math. If we were to assign

0:19:20.600 --> 0:19:25.000
<v Speaker 1>values to these waves, then maybe we say wave A

0:19:25.520 --> 0:19:29.560
<v Speaker 1>is at value two at a given point, while wave

0:19:29.640 --> 0:19:32.640
<v Speaker 1>B is at negative two. So then we add these

0:19:32.640 --> 0:19:36.280
<v Speaker 1>two together two plus negative two equals zero. Now that

0:19:36.400 --> 0:19:39.560
<v Speaker 1>is an oversimplification of what's going on here, but it's

0:19:40.000 --> 0:19:44.320
<v Speaker 1>basically the concept behind noise cancelation. Now, if we think

0:19:44.359 --> 0:19:47.840
<v Speaker 1>of transverse waves, which I think are easier to imagine,

0:19:48.000 --> 0:19:50.920
<v Speaker 1>this would be like having two waves where the peaks

0:19:51.160 --> 0:19:54.480
<v Speaker 1>of wave A are matched up with the values of

0:19:54.600 --> 0:19:58.760
<v Speaker 1>wave B and vice versa, and that the height the

0:19:58.800 --> 0:20:02.760
<v Speaker 1>amplitude of those peaks and valleys is exactly the same,

0:20:02.960 --> 0:20:06.680
<v Speaker 1>and what we get ultimately is cancelation. The two waves

0:20:06.840 --> 0:20:09.400
<v Speaker 1>sound waves in this case, eliminate each other and we

0:20:09.440 --> 0:20:12.960
<v Speaker 1>hear nothing as a result. Or if you prefer those

0:20:13.040 --> 0:20:16.440
<v Speaker 1>differences in air pressure that happens in our ear canals

0:20:16.480 --> 0:20:20.439
<v Speaker 1>that ultimately we end up perceiving as sound. Those differences

0:20:20.560 --> 0:20:25.440
<v Speaker 1>never happen because while one sound wave is pushing one way,

0:20:25.800 --> 0:20:28.520
<v Speaker 1>the other sound wave is pushing the other way with

0:20:28.680 --> 0:20:32.119
<v Speaker 1>equal force, and the air particles don't do anything, they

0:20:32.160 --> 0:20:36.000
<v Speaker 1>don't go anywhere, So therefore we hear nothing. But getting

0:20:36.040 --> 0:20:39.520
<v Speaker 1>to that point where we could actually create technology that

0:20:39.560 --> 0:20:43.879
<v Speaker 1>could detect incoming sound and then produce out of phase

0:20:44.080 --> 0:20:48.000
<v Speaker 1>equivalence for the purposes of eliminating that sound. That would

0:20:48.040 --> 0:20:51.479
<v Speaker 1>take a lot of time, the better part of a

0:20:51.560 --> 0:20:56.399
<v Speaker 1>century actually now. One person who suggested an approach to

0:20:56.440 --> 0:21:00.159
<v Speaker 1>do this was a doctor of philosophy and medicine in

0:21:00.200 --> 0:21:04.560
<v Speaker 1>Germany back in the nineteen thirties. His name was Paul Lug,

0:21:05.040 --> 0:21:08.720
<v Speaker 1>and he applied for a patent that he titled process

0:21:08.960 --> 0:21:14.320
<v Speaker 1>of Silencing Sound Oscillations. Now, the patent application begins by

0:21:14.359 --> 0:21:17.639
<v Speaker 1>explaining that up to that point, the only way to

0:21:17.680 --> 0:21:22.280
<v Speaker 1>cancel displeasing oscillations was to build in mechanical solutions at

0:21:22.320 --> 0:21:26.639
<v Speaker 1>the source of the noise itself. His invention would allow

0:21:26.680 --> 0:21:31.280
<v Speaker 1>for the installation of noise canceling technology that was independent

0:21:31.880 --> 0:21:35.600
<v Speaker 1>of the source of the noise. So, instead of trying

0:21:35.600 --> 0:21:38.320
<v Speaker 1>to figure out a way to mechanically alter a process

0:21:38.560 --> 0:21:41.680
<v Speaker 1>so that it produced less noise, you could use Lug's

0:21:41.760 --> 0:21:45.240
<v Speaker 1>invention to eliminate noise no matter where it came from,

0:21:45.560 --> 0:21:49.440
<v Speaker 1>because this device would be able to take in incoming

0:21:49.480 --> 0:21:54.199
<v Speaker 1>noise and produce the anti phase version of it. He

0:21:54.280 --> 0:21:58.239
<v Speaker 1>described the basic components of noise cancelation, and in his

0:21:58.320 --> 0:22:03.520
<v Speaker 1>description he mentioned microphones or receivers which would detect incoming

0:22:03.560 --> 0:22:08.680
<v Speaker 1>sound waves and a quote unquote reproducing apparatus. In other words,

0:22:08.760 --> 0:22:12.000
<v Speaker 1>essentially a loud speaker of some sort that would produce

0:22:12.119 --> 0:22:15.199
<v Speaker 1>sounds having an opposite phase to the incoming noise. The

0:22:15.280 --> 0:22:18.160
<v Speaker 1>opposing phase sound waves would then cancel each other out.

0:22:18.680 --> 0:22:22.240
<v Speaker 1>Lug also mentioned ways to eliminate only part of a

0:22:22.320 --> 0:22:26.520
<v Speaker 1>noise or only specific types of noises. So he thought

0:22:26.600 --> 0:22:29.200
<v Speaker 1>this would be handy if you needed to eliminate noises

0:22:29.240 --> 0:22:32.199
<v Speaker 1>and loud environments while still allowing people to speak with

0:22:32.240 --> 0:22:35.080
<v Speaker 1>one another. So how do you eliminate noise but you

0:22:35.240 --> 0:22:38.679
<v Speaker 1>allow signal to get through? That was what he was

0:22:38.720 --> 0:22:41.960
<v Speaker 1>talking about. He was also thinking about ways to eliminate

0:22:42.160 --> 0:22:45.800
<v Speaker 1>unwanted noises in places like say a theater or a

0:22:45.880 --> 0:22:49.040
<v Speaker 1>concert hall, where maybe you go to the concert hall

0:22:49.400 --> 0:22:52.800
<v Speaker 1>and the music is fantastic, but there's some element, some

0:22:53.119 --> 0:22:58.120
<v Speaker 1>acoustic element in that environment. This is producing something that

0:22:58.359 --> 0:23:02.639
<v Speaker 1>was not wanted, that is detracting from the experience of

0:23:02.720 --> 0:23:06.960
<v Speaker 1>hearing this concert. Luke said, well, we could create this

0:23:07.280 --> 0:23:12.600
<v Speaker 1>technology that would detect this unwanted frequency, like we would

0:23:12.680 --> 0:23:16.159
<v Speaker 1>tune it to that and then produce the anti phase

0:23:16.240 --> 0:23:19.360
<v Speaker 1>version and then you could just enjoy the concert as

0:23:19.400 --> 0:23:23.920
<v Speaker 1>it was intended, without any of these unpleasant secondary noises

0:23:24.040 --> 0:23:29.679
<v Speaker 1>mixed in. Now, Luke's idea was pretty solid. Unfortunately, the

0:23:29.800 --> 0:23:33.679
<v Speaker 1>technology was nowhere near where it needed to be in

0:23:33.800 --> 0:23:38.600
<v Speaker 1>order to actually realize his idea was He did get

0:23:38.600 --> 0:23:42.280
<v Speaker 1>his patent, he got that, granted, but he was getting

0:23:42.280 --> 0:23:46.720
<v Speaker 1>a lot of resistance in the academic world of Germany

0:23:46.800 --> 0:23:49.640
<v Speaker 1>because I think a lot of other people realized they

0:23:49.800 --> 0:23:53.080
<v Speaker 1>just couldn't accomplish what he was suggesting. Not that what

0:23:53.160 --> 0:23:57.479
<v Speaker 1>he was saying was impossible from a science perspective, but

0:23:57.560 --> 0:24:01.720
<v Speaker 1>on a technical level they couldn't figure it out. And moreover,

0:24:02.080 --> 0:24:05.440
<v Speaker 1>things in Germany were obviously getting rather tense in the

0:24:05.560 --> 0:24:10.520
<v Speaker 1>nineteen thirties as the world continued to plunge toward total

0:24:10.880 --> 0:24:13.560
<v Speaker 1>war in the region. Now I tried to find out

0:24:13.600 --> 0:24:17.080
<v Speaker 1>more information about lug and I did discover a paper

0:24:17.160 --> 0:24:20.080
<v Speaker 1>that was written in German that was all about him

0:24:20.240 --> 0:24:26.320
<v Speaker 1>and his life both before and after his proposed invention. Now,

0:24:26.359 --> 0:24:30.360
<v Speaker 1>my German is awful. I am not at all fluent,

0:24:30.480 --> 0:24:35.359
<v Speaker 1>so I depended heavily, really entirely on Google Translate, and

0:24:35.560 --> 0:24:39.760
<v Speaker 1>was only partially successful in translating the article because the

0:24:39.800 --> 0:24:44.120
<v Speaker 1>translation just wasn't fantastic. However, from what I can figure out,

0:24:44.240 --> 0:24:47.520
<v Speaker 1>Luke discovered that some engineers in England were attempting to

0:24:47.520 --> 0:24:50.800
<v Speaker 1>build an invention that was really similar to the one

0:24:50.880 --> 0:24:54.720
<v Speaker 1>he described in his pat and he suspected that someone

0:24:54.960 --> 0:24:59.800
<v Speaker 1>somewhere along the way had leaked his invention and allow

0:25:00.320 --> 0:25:03.119
<v Speaker 1>people in England to read about it and try and

0:25:03.200 --> 0:25:05.840
<v Speaker 1>create the thing that he had proposed, So he wrote

0:25:05.880 --> 0:25:09.040
<v Speaker 1>a letter to the German Patent Office demanding an explanation.

0:25:09.680 --> 0:25:12.320
<v Speaker 1>This turned out to be a bad move because the

0:25:12.440 --> 0:25:15.800
<v Speaker 1>Nazis were steadily gaining control of all of Germany's political

0:25:15.840 --> 0:25:18.760
<v Speaker 1>systems and they were not super keen to be called

0:25:18.840 --> 0:25:23.560
<v Speaker 1>into question, and they in turn decided to turn scrutiny

0:25:23.640 --> 0:25:27.199
<v Speaker 1>onto Luke, and he was reprimanded for his insolence, and

0:25:27.280 --> 0:25:30.280
<v Speaker 1>apparently he spent the next decade in fear of what

0:25:30.440 --> 0:25:33.160
<v Speaker 1>might happen to him and his family. You know, those

0:25:33.240 --> 0:25:36.439
<v Speaker 1>Nazis held a grudge. And he also couldn't get a

0:25:36.520 --> 0:25:39.800
<v Speaker 1>job as a physicist. It appeared that he had been blacklisted,

0:25:40.240 --> 0:25:43.119
<v Speaker 1>so instead he trained to be a doctor. Now, he

0:25:43.200 --> 0:25:46.080
<v Speaker 1>survived well after the war, but from what he can tell,

0:25:46.119 --> 0:25:50.280
<v Speaker 1>he never really got to work on noise cancelation again. Instead,

0:25:50.640 --> 0:25:52.200
<v Speaker 1>we're going to have to leap on over to the

0:25:52.280 --> 0:25:57.199
<v Speaker 1>nineteen fifties. An American scientist and engineer named Lawrence J.

0:25:57.520 --> 0:26:01.280
<v Speaker 1>Fogel would become a key figure in no cancelation, to

0:26:01.359 --> 0:26:04.159
<v Speaker 1>the point where many will refer to Fogel as the

0:26:04.240 --> 0:26:09.520
<v Speaker 1>inventor of active noise cancelation. I'm not sure that's entirely fair,

0:26:09.960 --> 0:26:14.040
<v Speaker 1>because you know, Lug certainly patented it back in the

0:26:14.119 --> 0:26:16.520
<v Speaker 1>nineteen thirties, but he never got it to work, Like

0:26:16.560 --> 0:26:19.520
<v Speaker 1>the technology wasn't there, So I guess you could argue

0:26:19.520 --> 0:26:22.560
<v Speaker 1>that Fogel is the inventor in the sense that Fogel

0:26:22.640 --> 0:26:26.840
<v Speaker 1>was able to create an actual working prototype of noise

0:26:27.119 --> 0:26:31.560
<v Speaker 1>reduction headphones. He had done a great deal of scientific

0:26:31.560 --> 0:26:34.879
<v Speaker 1>and practical engineering work in wave dynamics. This guy was

0:26:35.359 --> 0:26:40.160
<v Speaker 1>like super smart and studied lots of different disciplines, and

0:26:40.280 --> 0:26:44.320
<v Speaker 1>he knew a lot about wave interactions and wave interference.

0:26:44.760 --> 0:26:47.359
<v Speaker 1>He had worked in not just sound waves, but like

0:26:47.440 --> 0:26:53.280
<v Speaker 1>electromagnetic waves VHF and UHF waves, and he understood about

0:26:53.359 --> 0:26:56.560
<v Speaker 1>waves and how they perform when they are in antiphase

0:26:56.640 --> 0:26:59.959
<v Speaker 1>with one another, how that can result in destructive interference.

0:27:00.240 --> 0:27:02.560
<v Speaker 1>He also knew there was a need for better ear

0:27:02.600 --> 0:27:06.480
<v Speaker 1>protection for folks who were working in very noisy environments,

0:27:06.640 --> 0:27:11.359
<v Speaker 1>specifically in the cockpits of aircraft like helicopters and airplanes,

0:27:11.560 --> 0:27:14.000
<v Speaker 1>and he theorized that he could build a set of

0:27:14.040 --> 0:27:17.040
<v Speaker 1>headphones that could diminish or even eliminate the noise of

0:27:17.080 --> 0:27:20.720
<v Speaker 1>propeller driven aircraft so that the pilot could focus their

0:27:20.760 --> 0:27:25.240
<v Speaker 1>attention on operating the aircraft and also hear communications over

0:27:25.280 --> 0:27:29.120
<v Speaker 1>their headset without the interference of this incredibly loud noise.

0:27:29.320 --> 0:27:31.600
<v Speaker 1>And around the same time, the US Air Force was

0:27:31.640 --> 0:27:35.040
<v Speaker 1>researching ways to protect hearing while still allowing for communication,

0:27:35.280 --> 0:27:39.120
<v Speaker 1>and one of the projects involved active noise reduction. I'll

0:27:39.119 --> 0:27:42.280
<v Speaker 1>talk more about that in just a moment, but first

0:27:42.359 --> 0:27:55.080
<v Speaker 1>let's take another quick break. Okay. Before the break, I

0:27:55.160 --> 0:27:58.600
<v Speaker 1>mentioned that the US Air Force was looking for ways

0:27:58.640 --> 0:28:04.159
<v Speaker 1>to reduce noise in cockpits, and ultimately the Air Force

0:28:04.440 --> 0:28:09.800
<v Speaker 1>would pursue both passive and active measures to help protect hearing.

0:28:09.960 --> 0:28:13.720
<v Speaker 1>So again, passive measures are things like ear plugs or

0:28:14.240 --> 0:28:18.760
<v Speaker 1>insulated ear muffs that end up sealing the ear away

0:28:18.880 --> 0:28:22.919
<v Speaker 1>from noise so it's not canceling. So much as just blocking.

0:28:23.400 --> 0:28:26.280
<v Speaker 1>They also looked at active noise reduction and began to

0:28:26.359 --> 0:28:30.240
<v Speaker 1>develop their own version, largely based off the same work

0:28:30.280 --> 0:28:33.560
<v Speaker 1>that Fogel was doing. Now, ultimately the Air Force produced

0:28:33.680 --> 0:28:36.480
<v Speaker 1>some ear muffs that could reduce noise in the fifty

0:28:36.520 --> 0:28:41.160
<v Speaker 1>to five hundred hertz band of frequencies, so lower pitched frequencies,

0:28:41.560 --> 0:28:45.240
<v Speaker 1>and had an attenuation of twenty decibels. Now, again I

0:28:45.280 --> 0:28:49.240
<v Speaker 1>mentioned earlier what attenuation is that sound waves decrease in

0:28:49.240 --> 0:28:52.320
<v Speaker 1>intensity as they travel, and the further they go, the

0:28:52.320 --> 0:28:55.880
<v Speaker 1>more their intensity decreases, until they are no longer audible

0:28:56.000 --> 0:28:59.480
<v Speaker 1>to the typical human being. That reduction in sound amplitude

0:28:59.520 --> 0:29:03.240
<v Speaker 1>again is called attenuation. But then what's a decibel. So

0:29:03.680 --> 0:29:06.400
<v Speaker 1>decibel is a unit of measurement, but it's one in

0:29:06.440 --> 0:29:10.920
<v Speaker 1>which you're describing the relative strength of two signals, and

0:29:11.200 --> 0:29:16.320
<v Speaker 1>it's also a logarithmic metric as well. So this gets technical.

0:29:16.360 --> 0:29:18.920
<v Speaker 1>It's the logarithmic thing trips a lot of people up.

0:29:18.960 --> 0:29:21.560
<v Speaker 1>If you have two sounds and the second sound is

0:29:21.640 --> 0:29:25.160
<v Speaker 1>twice as loud as your reference sound, you would say

0:29:25.160 --> 0:29:27.280
<v Speaker 1>that the second sound is a little more than three

0:29:27.400 --> 0:29:31.080
<v Speaker 1>decibels louder than the first. It gets tricky stuff. Now,

0:29:31.160 --> 0:29:37.240
<v Speaker 1>generally speaking, zero decibels refers to the least perceptible sound,

0:29:37.480 --> 0:29:39.400
<v Speaker 1>like you can hear it, but if it were any

0:29:39.440 --> 0:29:43.120
<v Speaker 1>more quiet, you wouldn't. A ten decibel sound would be

0:29:43.160 --> 0:29:47.880
<v Speaker 1>approximately ten times louder than that reference sound, but a

0:29:48.120 --> 0:29:53.440
<v Speaker 1>twenty decibel sound would be one hundred times louder than

0:29:53.480 --> 0:29:57.680
<v Speaker 1>the reference sound. So human conversation is generally considered to

0:29:57.720 --> 0:30:00.680
<v Speaker 1>be around sixty decibels, unless you're talking to me, in

0:30:00.720 --> 0:30:03.760
<v Speaker 1>which case it'll be much louder because I am obnoxious.

0:30:04.200 --> 0:30:07.560
<v Speaker 1>A rock concert is regularly in the one hundred twenty

0:30:07.600 --> 0:30:10.440
<v Speaker 1>decibel range or even louder. That's also when you're getting

0:30:10.480 --> 0:30:13.920
<v Speaker 1>into the range of where loudness can cause hearing damage,

0:30:14.040 --> 0:30:17.160
<v Speaker 1>so where ear plugs when you go to your concerts, folks.

0:30:17.320 --> 0:30:20.760
<v Speaker 1>And also a minus twenty decibel attenuation could be the

0:30:20.760 --> 0:30:25.840
<v Speaker 1>difference between hearing loss and keeping safe from hearing loss.

0:30:26.280 --> 0:30:29.200
<v Speaker 1>So while all this work was going on, noise cancelation

0:30:29.320 --> 0:30:34.760
<v Speaker 1>technology remained largely in research facilities in various air vehicle

0:30:35.000 --> 0:30:39.880
<v Speaker 1>cockpits and military applications. In the late nineteen seventies that

0:30:39.920 --> 0:30:44.200
<v Speaker 1>would start to change, Doctor Amar Bows of the Bows

0:30:44.280 --> 0:30:49.080
<v Speaker 1>corporation decided to work on developing a consumer grade noise

0:30:49.240 --> 0:30:52.520
<v Speaker 1>reduction or cancelation headphone. He had apparently taken one too

0:30:52.520 --> 0:30:58.320
<v Speaker 1>many noisy airplane trips, so the industry had really taken

0:30:58.360 --> 0:31:04.280
<v Speaker 1>some steps to increase passenger comfort. But in the old days,

0:31:04.320 --> 0:31:09.240
<v Speaker 1>my drugies, the headphones and passenger planes worked via pneumatic tubes,

0:31:09.520 --> 0:31:12.440
<v Speaker 1>kind of like a stethoscope. So you would wear a

0:31:12.600 --> 0:31:16.560
<v Speaker 1>pair of hollow, flexible tubes that ended in little ear pieces,

0:31:16.760 --> 0:31:20.000
<v Speaker 1>and these would carry sound from a small speaker hidden

0:31:20.200 --> 0:31:23.200
<v Speaker 1>inside the armrest and would carry the sound from the

0:31:23.240 --> 0:31:26.840
<v Speaker 1>speaker up to your ears through these tubes. So if

0:31:26.840 --> 0:31:29.080
<v Speaker 1>you actually put your head very close to the armrest,

0:31:29.120 --> 0:31:31.160
<v Speaker 1>you could listen out of the lead a beaty speaker

0:31:31.200 --> 0:31:34.560
<v Speaker 1>in there. But all this changed with the introduction of

0:31:34.600 --> 0:31:40.400
<v Speaker 1>the Sony Walkman, which introduced inexpensive, mass produced electronic headsets.

0:31:40.840 --> 0:31:43.960
<v Speaker 1>Before those were just not a thing. You just didn't

0:31:44.040 --> 0:31:47.880
<v Speaker 1>have the cheap headsets really, But with the Sony Walkman,

0:31:47.960 --> 0:31:50.280
<v Speaker 1>that would change. You can actually listen to a recent

0:31:50.320 --> 0:31:52.800
<v Speaker 1>tech Stuff episode about the Sony Walkman to learn more

0:31:52.840 --> 0:31:56.320
<v Speaker 1>about that tech Bose would produce headphones that would have

0:31:56.480 --> 0:32:00.920
<v Speaker 1>a microphone set in each ear muff actually on the

0:32:00.960 --> 0:32:04.040
<v Speaker 1>outside of each ear muff, so the microphones led to

0:32:04.520 --> 0:32:08.920
<v Speaker 1>circuitry that could detect the incoming frequencies and amplitudes and

0:32:09.000 --> 0:32:11.760
<v Speaker 1>direct speakers in the ear muffs to produce an anti

0:32:11.800 --> 0:32:15.720
<v Speaker 1>phase signal. This all happened fast enough so that the

0:32:15.760 --> 0:32:20.080
<v Speaker 1>external sound waves and the internally generated anti phase signals

0:32:20.200 --> 0:32:23.680
<v Speaker 1>would both hit the wearer's ears at the same time,

0:32:24.040 --> 0:32:27.160
<v Speaker 1>thus canceling each other out. So you think about that

0:32:27.280 --> 0:32:30.120
<v Speaker 1>sound is coming at you. Before the sound can get

0:32:30.160 --> 0:32:32.960
<v Speaker 1>to your ear, it hits the outside of your headphones.

0:32:33.240 --> 0:32:36.440
<v Speaker 1>There a microphone picks up that sound, and through this

0:32:36.640 --> 0:32:40.760
<v Speaker 1>processing is able to figure out how to produce the

0:32:41.120 --> 0:32:45.440
<v Speaker 1>equal but opposite sound wave, and then both that and

0:32:45.520 --> 0:32:49.920
<v Speaker 1>the original sound from outside of the headphones combine and

0:32:50.000 --> 0:32:52.960
<v Speaker 1>you get silence or you get no noise. I guess

0:32:53.000 --> 0:32:55.479
<v Speaker 1>it depends on how you think about it. Now, this

0:32:55.560 --> 0:32:59.360
<v Speaker 1>all kind of sounds simple at least in concept, but

0:33:00.040 --> 0:33:03.760
<v Speaker 1>leaving it making it a reality was far from simple.

0:33:04.120 --> 0:33:07.000
<v Speaker 1>Bose and his team would spend a decade and a

0:33:07.120 --> 0:33:11.320
<v Speaker 1>half and more than fifty million dollars trying to figure

0:33:11.320 --> 0:33:14.880
<v Speaker 1>out how to make this technology effective enough and reliable

0:33:15.000 --> 0:33:18.120
<v Speaker 1>enough for the general consumer, how to have it where

0:33:18.640 --> 0:33:21.280
<v Speaker 1>you know you can actually draw power from something to

0:33:21.320 --> 0:33:24.680
<v Speaker 1>do this, because obviously that active part of active noise

0:33:24.720 --> 0:33:29.040
<v Speaker 1>canceling requires power to work. It's not like a microphone

0:33:29.080 --> 0:33:31.880
<v Speaker 1>and speaker is just going to work without any electricity.

0:33:32.280 --> 0:33:34.840
<v Speaker 1>So part of this was figuring out a way of

0:33:35.440 --> 0:33:40.280
<v Speaker 1>powering these headphones, preferably without requiring a wired connection. Like

0:33:40.360 --> 0:33:42.680
<v Speaker 1>a wired connection might be needed for you to be

0:33:42.720 --> 0:33:46.000
<v Speaker 1>able to play audio through the headset, whether that audio

0:33:46.080 --> 0:33:50.320
<v Speaker 1>is coming from a communications device or the entertainment system

0:33:50.360 --> 0:33:52.760
<v Speaker 1>of an airplane, but you don't want to have to

0:33:52.840 --> 0:33:56.440
<v Speaker 1>draw power as well. So the goal was to create

0:33:56.640 --> 0:34:01.680
<v Speaker 1>battery powered headphones, and it would take a long time

0:34:01.760 --> 0:34:04.960
<v Speaker 1>for that to become a consumer product. The earliest mention

0:34:05.080 --> 0:34:09.000
<v Speaker 1>I can find of a commercially available noise reduction set

0:34:09.040 --> 0:34:13.000
<v Speaker 1>of headphones was in nineteen eighty nine, when Bose released

0:34:13.000 --> 0:34:16.840
<v Speaker 1>the Series one Aviation headset, But even then this was

0:34:16.880 --> 0:34:21.200
<v Speaker 1>a product intended for the aviation industry, as the name suggests,

0:34:21.360 --> 0:34:24.160
<v Speaker 1>and it was good for reducing noise, but not eliminating it.

0:34:24.160 --> 0:34:26.959
<v Speaker 1>It would take another decade for the technology to start

0:34:26.960 --> 0:34:31.959
<v Speaker 1>appearing in mainstream consumer gear. In nineteen ninety nine, after

0:34:32.040 --> 0:34:35.520
<v Speaker 1>Bose had been producing active noise reduction and active noise

0:34:35.600 --> 0:34:39.040
<v Speaker 1>canceling headphones for the aviation industry as well as the military,

0:34:39.360 --> 0:34:42.960
<v Speaker 1>the company introduced a consumer model specifically for the Hoidy

0:34:43.000 --> 0:34:46.680
<v Speaker 1>toidies who were traveling first class on American airlines. The

0:34:46.719 --> 0:34:49.680
<v Speaker 1>movers and shakers appeared to really like the effect, and

0:34:49.760 --> 0:34:54.000
<v Speaker 1>Bose decided to introduce a consumer available version of the

0:34:54.040 --> 0:34:58.120
<v Speaker 1>technology in two thousand. It was called the Quiet Comfort Series.

0:34:58.719 --> 0:35:02.760
<v Speaker 1>Other companies started doing the same. Sennheiser actually created active

0:35:02.800 --> 0:35:05.960
<v Speaker 1>noise canceling headphones for pilots at Luftonza in the mid

0:35:06.080 --> 0:35:09.520
<v Speaker 1>nineteen eighties, so they were producing their headsets the same

0:35:09.600 --> 0:35:12.719
<v Speaker 1>time BOS was, in fact, at least for the If

0:35:12.800 --> 0:35:16.960
<v Speaker 1>you're looking at the first series that BOS released, Sennheiser

0:35:17.000 --> 0:35:20.000
<v Speaker 1>came out with THEIRS a couple of years earlier, but

0:35:20.080 --> 0:35:23.319
<v Speaker 1>Bose had had prototypes for several years at that point too,

0:35:23.400 --> 0:35:27.080
<v Speaker 1>so it's kind of complicated. These days, lots of companies

0:35:27.239 --> 0:35:31.680
<v Speaker 1>have noise canceling or noise reduction headphones. Apple released the

0:35:31.760 --> 0:35:35.799
<v Speaker 1>Airpod's Max headset back in December twenty twenty, with a

0:35:35.960 --> 0:35:41.200
<v Speaker 1>Bluetooth headset this year, so nos released its wireless noise

0:35:41.200 --> 0:35:45.080
<v Speaker 1>canceling headphones, the so nos ace so the technology, even

0:35:45.080 --> 0:35:47.439
<v Speaker 1>though it has its roots in the nineteen thirties, it's

0:35:47.480 --> 0:35:51.239
<v Speaker 1>only been available for customers like you and me for

0:35:51.320 --> 0:35:54.920
<v Speaker 1>the last couple of decades, and for those of us

0:35:54.960 --> 0:35:58.760
<v Speaker 1>who are perhaps not in the tax bracket that travels

0:35:58.760 --> 0:36:02.360
<v Speaker 1>first class in a regular base. It's a relatively recent development.

0:36:02.800 --> 0:36:05.480
<v Speaker 1>They're pretty neat, and if you really like to focus

0:36:05.560 --> 0:36:09.920
<v Speaker 1>on music or other audio, they are essential. I certainly

0:36:09.960 --> 0:36:13.160
<v Speaker 1>think of them as being a necessary technology to bring

0:36:13.239 --> 0:36:16.319
<v Speaker 1>with you when you're on airplane trips. It is a

0:36:16.360 --> 0:36:20.239
<v Speaker 1>sanity saver, just reducing like the hum of the aircraft

0:36:20.280 --> 0:36:23.240
<v Speaker 1>and all that kind of stuff. It doesn't eliminate all noise,

0:36:23.680 --> 0:36:28.160
<v Speaker 1>like you could typically hear certain things outside of bands

0:36:28.160 --> 0:36:30.480
<v Speaker 1>of frequencies. A lot of these are designs that you

0:36:30.480 --> 0:36:32.840
<v Speaker 1>can still hear if someone talks to you. And of

0:36:32.880 --> 0:36:34.880
<v Speaker 1>course there are also a lot of headsets that have

0:36:35.160 --> 0:36:39.880
<v Speaker 1>like a pass through feature where instead of blocking noise,

0:36:39.960 --> 0:36:43.560
<v Speaker 1>it allows external noise to reach your ears more clearly,

0:36:43.920 --> 0:36:46.920
<v Speaker 1>so that you can stay aware of your environment. That way,

0:36:46.960 --> 0:36:49.440
<v Speaker 1>if you're in someplace like let's say you're walking along

0:36:49.480 --> 0:36:52.080
<v Speaker 1>a warehouse floor or something. You're not going to be

0:36:52.120 --> 0:36:55.279
<v Speaker 1>taken by surprise by like a forklift or something like

0:36:55.320 --> 0:36:59.880
<v Speaker 1>that just suddenly appearing behind you. So there are variations

0:37:00.080 --> 0:37:03.160
<v Speaker 1>this technology as well, but that's how it works. I

0:37:03.200 --> 0:37:06.160
<v Speaker 1>hope you found that interesting, and I hope you are

0:37:06.239 --> 0:37:10.360
<v Speaker 1>all doing well, and I'll talk to you again really soon.

0:37:16.719 --> 0:37:21.359
<v Speaker 1>Tech Stuff is an iHeartRadio production. For more podcasts from iHeartRadio,

0:37:21.719 --> 0:37:25.440
<v Speaker 1>visit the iHeartRadio app, Apple Podcasts, or wherever you listen

0:37:25.440 --> 0:37:26.520
<v Speaker 1>to your favorite shows.