WEBVTT - Rerun: How 3D Audio Works

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<v Speaker 1>iHeart three D Audio. This episode was brought to you

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<v Speaker 1>in iHeart three D Audio. To experience more podcasts like this,

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<v Speaker 1>search for iHeart three D Audio in the iHeartRadio app.

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<v Speaker 1>This special three D episode is sponsored by Audible, The Conjuring,

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<v Speaker 1>The Devil Made Me Do It, Rated R, and World

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<v Speaker 1>of Warcraft. For maximum effect, headphones are recommended. Welcome to

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<v Speaker 1>Tech Stuff, a production from iHeartRadio. Hey there, and Welcome

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<v Speaker 1>to tech Stuff. I'm your host, Jonathan Strickland. I'm an

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<v Speaker 1>executive producer with iHeart Podcasts and How the tech are you?

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<v Speaker 2>So?

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<v Speaker 1>I am currently on a short little out of town vacation.

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<v Speaker 1>I'll be back on Friday, but I wanted to have

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<v Speaker 1>an episode for y'all while I was gone. This one

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<v Speaker 1>originally aired on May tenth, twenty twenty one. It is

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<v Speaker 1>called how three D Audio Works. So at the time,

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<v Speaker 1>we at the company were kind of playing around with

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<v Speaker 1>three D audio sound and three D audio technology and

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<v Speaker 1>just kind of experimenting with it, and it was a

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<v Speaker 1>lot of fun to do that. I only got to

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<v Speaker 1>play with it a little bit. I didn't trust it

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<v Speaker 1>in my hands, but it did inspire me to do

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<v Speaker 1>an episode to really talk about three D audio and

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<v Speaker 1>binaral audio and that sort of thing. So I hope

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<v Speaker 1>you enjoy and I'll talk to you again when the

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<v Speaker 1>episode is concluded. Let me tell you a story about

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<v Speaker 1>my childhood. My family are all really big Disney theme

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<v Speaker 1>park fans, and growing up in Georgia meant we were

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<v Speaker 1>just a short eight to ten hour drive from Walt

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<v Speaker 1>Disney World in Florida. Both of my parents were teachers,

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<v Speaker 1>and they would save up money so that every two

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<v Speaker 1>or three years or so we'd make the trip down.

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<v Speaker 1>Disney World was always where my sister and I wanted

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<v Speaker 1>to go, even when my parents gently tried to suggest

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<v Speaker 1>other places like Washington, DC or New York City. Nope,

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<v Speaker 1>we wanted Disney World also quick aside, these days, we

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<v Speaker 1>still will take family trips to Disney World, my parents included,

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<v Speaker 1>and now with my nieces we get to experience seeing

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<v Speaker 1>Disney through fresh eyes, which is pretty great. But anyway,

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<v Speaker 1>back to my story. Back in nineteen eighty nine, the

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<v Speaker 1>Disney Hollywood Studios park opened for the first time. Back

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<v Speaker 1>then it was Disney MGM Studios, and the studios were

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<v Speaker 1>a working studio with films and TV shows shot on

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<v Speaker 1>the premises. A lot of attractions related to film and

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<v Speaker 1>TV production. There was the Great Movie Ride, which closed

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<v Speaker 1>in twenty seventeen. There was a Behind the Scenes Tour

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<v Speaker 1>which closed in twenty fourteen, and there were various experiences

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<v Speaker 1>that taught audiences about stuff like special effects, all of

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<v Speaker 1>which have closed. Almost leads you to the conclusion that

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<v Speaker 1>the Hollywood Studios aren't so much the Hollywood Studios anymore,

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<v Speaker 1>but I'm off track again. One of those experiences was

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<v Speaker 1>all about sound effects, and it was called the Monster

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<v Speaker 1>Sound Show. I remember that the attraction featured a clip

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<v Speaker 1>of a film starring Martin Short and Chevy Chase, and

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<v Speaker 1>it had a lot of sound effects that played in

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<v Speaker 1>that movie. Then the attraction host would bring up some

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<v Speaker 1>audience members to try and create sound effects live on

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<v Speaker 1>stage using various props while a silent version of the

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<v Speaker 1>film played, and then they would play the film back

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<v Speaker 1>again with the new audience supplied folly sound effects in

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<v Speaker 1>place to great comedic effect that presentation. However, you could

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<v Speaker 1>wander through the rest of the attraction and tucked off

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<v Speaker 1>to the side were a couple of rooms large enough

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<v Speaker 1>to hold a few people at a time, and they

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<v Speaker 1>were called Sound stations. Inside those rooms were benches attached

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<v Speaker 1>to the walls, and there were hooks holding headphones every

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<v Speaker 1>couple of feet you would go in, you would sit down,

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<v Speaker 1>you would put on the headphones, making sure that the

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<v Speaker 1>headphone with the yellow pad went over your right ear.

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<v Speaker 1>And then something extraordinary happened. As the lights went down,

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<v Speaker 1>you were presented with a scenario. You were playing the

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<v Speaker 1>part of a new executive at the Walt Disney Studios

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<v Speaker 1>named R. J.

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<v Speaker 3>McBean.

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<v Speaker 1>You're told you're sitting behind your executive desk waiting for

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<v Speaker 1>your assistant Hampton to come in and start off your day,

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<v Speaker 1>and the sound orbited you. You'd hear the narrator set

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<v Speaker 1>up the scenario and her voice drift from one ear

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<v Speaker 1>to the other as if she were actually walking around

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<v Speaker 1>you while you sat at this fictional desk. And then

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<v Speaker 1>the scenario would really begin and things got really wild.

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<v Speaker 1>A little tinker bell jingling would represent the true beginning,

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<v Speaker 1>and you would hear Hampton come in. He would walk

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<v Speaker 1>through on a door to your right, and then you'd

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<v Speaker 1>hear him pontificate as he walks through your office. He

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<v Speaker 1>would pour a fuzzy drink into a glass of ice

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<v Speaker 1>and he introduced you to your secretary surely, Oh and

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<v Speaker 1>also said you would get a haircut from a stylist

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<v Speaker 1>named Ken, because of course the big Cheese is on

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<v Speaker 1>his way to meet you. And the haircut sounds in

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<v Speaker 1>particular were really compelling. You could almost feel the since

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<v Speaker 1>of someone cutting your hair. And I say this as

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<v Speaker 1>a bald man who hasn't had hair in more than

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<v Speaker 1>twenty years. Meanwhile, as the hair goes flying, a director

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<v Speaker 1>called Flavio shows up and pitches a new film to you,

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<v Speaker 1>complete with using a hairdryer to simulate desert winds. There

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<v Speaker 1>are a lot of other cute sound effects that follow,

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<v Speaker 1>like a paper being placed over your head to represent

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<v Speaker 1>a turbin and you can actually find recordings of this

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<v Speaker 1>piece online, though I will warn you the effects aren't

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<v Speaker 1>quite up to the quality of the original attraction, which

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<v Speaker 1>also incorporated stuff like actual blowers to blow warm air

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<v Speaker 1>on you. Oh and that big cheese who comes in

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<v Speaker 1>at the end, well that's Mickey Mouse. Of course. He

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<v Speaker 1>comes into place a pair of mouse ears on top

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<v Speaker 1>of your head. The whole thing lasted about five minutes

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<v Speaker 1>and I loved it. And at the end you were

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<v Speaker 1>instructed to remove your headphones, hang them back on the wall,

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<v Speaker 1>and exit the room, whereupon you'd head outside to the

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<v Speaker 1>blazing Florida sun and the wild audio of the real outdoors.

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<v Speaker 1>That was how I first experienced three D audio. At

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<v Speaker 1>that time, it was based off a technology that had

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<v Speaker 1>a brand name of Holophonics. These days, we'd more likely

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<v Speaker 1>call it binarl audio or maybe just three D audio.

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<v Speaker 1>And there are a lot of different ways to create

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<v Speaker 1>the experience, some of which requires special equipment, others that

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<v Speaker 1>require special software. You can find examples of three D

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<v Speaker 1>audio in music recordings, amusement park attractions, and stuff like

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<v Speaker 1>ASMR videos. It can be a really compelling experience, and

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<v Speaker 1>I remember getting goosebumps the first time I encountered it,

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<v Speaker 1>and depending on who's doing the recording and the effect

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<v Speaker 1>that they're creating, I can still get goosebumps from it today.

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<v Speaker 1>Longtime listeners might remember that. A few years back, I

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<v Speaker 1>interviewed an ASMR artist named Heather Feather, who was one

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<v Speaker 1>of a handful of creators who are really making ASMR

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<v Speaker 1>a phenomenon. Now we have thousands of creators. If you

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<v Speaker 1>do a search on YouTube for ASMR, you will see

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<v Speaker 1>countless videos in the category, but the technology and psychology

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<v Speaker 1>behind this experience goes back quite a ways. So I

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<v Speaker 1>want to explore the evolution and technology behind making three

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<v Speaker 1>D audio. Now, in the beginning, there was mono, that

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<v Speaker 1>is monaural or monophonic sound. This sound can come from

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<v Speaker 1>a single loud speaker, or it could be channeled to

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<v Speaker 1>multiple loudspeakers, but the signal going to each loudspeaker is

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<v Speaker 1>exactly the same as every other loudspeaker. It's effective a

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<v Speaker 1>single channel of sound. It's how we do podcasts typically,

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<v Speaker 1>where you usually will hear the same level of volume

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<v Speaker 1>in each ear. For shows with multiple hosts, it means

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<v Speaker 1>that you hear all the hosts in both ears equally.

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<v Speaker 1>Most listeners tend to prefer that, but very early on

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<v Speaker 1>people started to experiment with ways to provide more than

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<v Speaker 1>one channel of sound simultaneously to a listener to create

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<v Speaker 1>a different kind of experience. Way back in eighteen eighty one,

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<v Speaker 1>when the loud speaker itself was just a few years old,

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<v Speaker 1>Alexander Graham Bell had patent it in eighteen seventy six

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<v Speaker 1>as part of his telephone invention. Well that's when a

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<v Speaker 1>man named Clement Adder came up with a clever idea.

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<v Speaker 1>One of the downsides of live theater is that it

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<v Speaker 1>is a scarce resource. Only so many people can fit

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<v Speaker 1>into a theater for a performance, and once that performance

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<v Speaker 1>is over, it's all done. So there is an element

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<v Speaker 1>of exclusivity when it comes to live theater, something that

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<v Speaker 1>remains true because I mean, it's just the limitations of

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<v Speaker 1>the art. But Adder thought of a way that would

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<v Speaker 1>help people listen in to say, a performance of an opera,

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<v Speaker 1>without having to actually go to the opera house. His

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<v Speaker 1>demonstration involved installing telephone receivers in a few rooms at

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<v Speaker 1>the Palais de Lindistri. The microphones he installed near the

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<v Speaker 1>footlights at the Grand Opera in Paris, so they were

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<v Speaker 1>across town. People could come into these rooms at the

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<v Speaker 1>Palais in small groups and they would hold two receivers,

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<v Speaker 1>one to each ear. Each receiver connected to a different microphone,

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<v Speaker 1>which meant the sound they were hearing was actually coming

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<v Speaker 1>from two different locations. In an article in Scientific American,

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<v Speaker 1>a Monsieur Hospitalier is quoted as saying, quote, everyone who

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<v Speaker 1>has been fortunate enough to hear the telephones at the

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<v Speaker 1>Palais de Lindiestri has remarked that in listening with both

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<v Speaker 1>ears at the two telephones, the sound takes a special

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<v Speaker 1>character of relief and localization which a single receiver cannot produce.

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<v Speaker 1>End quote. This was a very early and primitive version

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<v Speaker 1>of stereophonic sound. For those of us who have hearing

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<v Speaker 1>in both of our ears, we experience the world in stereo.

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<v Speaker 1>Sound travels at a certain speed. It's three hundred and

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<v Speaker 1>forty three meters per second if you have an air

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<v Speaker 1>temperature of around twenty degrees celsius or sixty eight degrees fahrenheit.

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<v Speaker 1>And yes, the temperature affects how quickly sound will move

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<v Speaker 1>through the air. And our ears are located upon opposite

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<v Speaker 1>sides of our noggins. That means that sound hits our

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<v Speaker 1>two ear drums at slightly different times, depending upon where

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<v Speaker 1>it's coming from, and we will perceive sound coming from

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<v Speaker 1>one side of us as being louder in that ear

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<v Speaker 1>than in our opposite ear, and so on. So mono

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<v Speaker 1>sound shoves all of those sound waves through one channel.

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<v Speaker 1>Everything is coming out equally through each loud speaker. Stereo sound, however,

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<v Speaker 1>changes this up, varying the amplitude or volume of sound

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<v Speaker 1>in each channel and creating a different effect. While adders

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<v Speaker 1>demonstration indicated that there was something interesting with producing sound

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<v Speaker 1>using different channels directed at different loudspeakers, that was just

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<v Speaker 1>the tip of the iceberg. Alan Dower Blumline would advance

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<v Speaker 1>the art considerably in the nineteen thirties. Blumline was born

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<v Speaker 1>in nineteen oh three. He became an electronics engineer and

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<v Speaker 1>he worked for the famous Abbey Road Studios where he

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<v Speaker 1>pioneered advancements in stereophonic recording. According to an anecdote told

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<v Speaker 1>by Alan Blumline's son, Simon, Blumline was at the movies

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<v Speaker 1>with his wife watching a film and he remarked that

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<v Speaker 1>we're a blind person to go to the movie, they

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<v Speaker 1>might struggle to follow what was going on because the

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<v Speaker 1>sound was all coming from loud speakers in mono. There

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<v Speaker 1>was no way to detect through hearing where people were

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<v Speaker 1>within a scene. Everyone would sound like they were in

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<v Speaker 1>the same spot. You would only be able to hear

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<v Speaker 1>if someone was further or closer to a microphone, but

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<v Speaker 1>otherwise spatially you would have no idea what was going on.

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<v Speaker 1>And that got him into thinking about developing a system

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<v Speaker 1>that would allow sound engineers to record and reproduce sound

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<v Speaker 1>so that had a more localized effect. Action happening on

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<v Speaker 1>the left side of the screen would be represented by

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<v Speaker 1>sounds emanating from loudspeakers on the left side of the theater. Likewise,

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<v Speaker 1>action on the right side would be paired with an

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<v Speaker 1>appropriate amount of sound coming from the right. Each speaker

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<v Speaker 1>might produce some of the sound, but at different amplitudes,

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<v Speaker 1>so that while you might get a little bit of

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<v Speaker 1>the right hand sound from left hand speakers, the levels

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<v Speaker 1>would be lower, and the overall feeling would be that

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<v Speaker 1>you're in the middle of that sound, and it would

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<v Speaker 1>enhance the experience of seeing a movie and as well

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<v Speaker 1>as help out those who are visually impaired follow what

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<v Speaker 1>was going on. According to that anecdote, Blumline called it

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<v Speaker 1>binaral sound, which of course we'll come back to a

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<v Speaker 1>bit later in this episode. I just find it interesting

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<v Speaker 1>that the original term for stereo is one we now

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<v Speaker 1>associate with a more specific approach to audio recording and production.

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<v Speaker 1>He would receive more than seventy patents for his various

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<v Speaker 1>inventions related to stereo sound. He created technology to record, process,

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<v Speaker 1>and reproduce audio in stereo. In nineteen thirty four, he

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<v Speaker 1>oversaw a stereo recording of the London Philharmonic Orchestra at

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<v Speaker 1>the Abbey Road Studios. Blomline also pioneered the Blumline method,

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<v Speaker 1>which would use two microphones mounted at a ninety degree

0:14:54.400 --> 0:14:57.359
<v Speaker 1>angle with regard to one another, to pick up directional

0:14:57.440 --> 0:15:00.960
<v Speaker 1>sounds in a recording environment. So words, if you think

0:15:01.000 --> 0:15:03.600
<v Speaker 1>of a room as a square, one mic is picking

0:15:03.640 --> 0:15:07.080
<v Speaker 1>up sounds primarily along the X axis, and the other

0:15:07.200 --> 0:15:11.640
<v Speaker 1>is picking up sound along the y axis. Blumline also

0:15:11.720 --> 0:15:14.400
<v Speaker 1>figured out how to create a stereo groove in a

0:15:14.480 --> 0:15:18.080
<v Speaker 1>record album. Back in those days, these were made from shellac,

0:15:18.160 --> 0:15:21.200
<v Speaker 1>but they would later be made from vinyl. And when

0:15:21.240 --> 0:15:24.720
<v Speaker 1>I think about that, I'm astonished. I mean, the way

0:15:24.880 --> 0:15:28.720
<v Speaker 1>a record player works is that a stylus or needle

0:15:28.960 --> 0:15:32.520
<v Speaker 1>fits into the groove of a record. That groove causes

0:15:32.560 --> 0:15:37.040
<v Speaker 1>the stylus to vibrate, and those vibrations transmit to a transducer,

0:15:37.360 --> 0:15:40.640
<v Speaker 1>which turns the vibrations into an electrical signal thanks to

0:15:40.800 --> 0:15:44.560
<v Speaker 1>a little electro magnet magic, and that signal then goes

0:15:44.600 --> 0:15:48.200
<v Speaker 1>to an amplifier, which boosts the signal strength, which then

0:15:48.240 --> 0:15:51.080
<v Speaker 1>goes on to loud speakers and powers them so that

0:15:51.200 --> 0:15:54.680
<v Speaker 1>they can reproduce the original recorded sound that created the

0:15:54.680 --> 0:15:58.120
<v Speaker 1>groove in the first place. It's the edges of these

0:15:58.200 --> 0:16:02.120
<v Speaker 1>grooves that cause the vibration or the wiggle of the stilus.

0:16:02.920 --> 0:16:06.640
<v Speaker 1>So how does one record stereo sound to a physical

0:16:06.680 --> 0:16:10.520
<v Speaker 1>disc with a groove. Well, imagine a groove that slaloms

0:16:10.600 --> 0:16:13.920
<v Speaker 1>back and forth in a nice even path, So the

0:16:13.960 --> 0:16:16.800
<v Speaker 1>waves along either side of the groove are a physical

0:16:16.840 --> 0:16:21.000
<v Speaker 1>representation of the original sound waves that were recorded. Now,

0:16:22.160 --> 0:16:25.080
<v Speaker 1>usually in a mono record, you would just see that

0:16:25.200 --> 0:16:29.720
<v Speaker 1>these waves are evenly distributed on the left and right side.

0:16:29.760 --> 0:16:31.920
<v Speaker 1>It's like they're in sync with one another. It's just

0:16:31.960 --> 0:16:37.480
<v Speaker 1>a nice smooth curve. But what if you wanted to

0:16:37.680 --> 0:16:40.480
<v Speaker 1>record stereo, Well, you could have it where the left

0:16:40.520 --> 0:16:42.440
<v Speaker 1>side of the groove and the right side of the

0:16:42.440 --> 0:16:45.600
<v Speaker 1>groove are actually different. The wall on one side would

0:16:45.640 --> 0:16:49.440
<v Speaker 1>represent the audio recorded in one channel, and the wall

0:16:49.640 --> 0:16:51.920
<v Speaker 1>on the other side of the groove was for the

0:16:51.960 --> 0:16:55.320
<v Speaker 1>second channel. So, with the proper equipment, you could play

0:16:55.360 --> 0:16:57.640
<v Speaker 1>this record back and the stylus would vibrate in a

0:16:57.720 --> 0:17:01.760
<v Speaker 1>very specific way. It would be detected by two sensors

0:17:01.800 --> 0:17:06.920
<v Speaker 1>connected to the stylus, So essentially two transducers, and these

0:17:06.960 --> 0:17:10.560
<v Speaker 1>two channels of sound could again go to specific loudspeakers

0:17:10.600 --> 0:17:13.840
<v Speaker 1>a left and a right, and then you get stereo playback.

0:17:13.880 --> 0:17:18.480
<v Speaker 1>It's pretty incredible. Listening back to properly recorded and processed

0:17:18.520 --> 0:17:21.520
<v Speaker 1>audio would give the listener the sensation that they were

0:17:21.560 --> 0:17:25.720
<v Speaker 1>actually in an acoustic space. It would feel as though

0:17:25.880 --> 0:17:28.640
<v Speaker 1>you were standing at the spot where the microphone had

0:17:28.680 --> 0:17:32.159
<v Speaker 1>been mounted, and that the sound you encounter is just

0:17:32.200 --> 0:17:35.480
<v Speaker 1>as if you were present at the recording session. That

0:17:35.640 --> 0:17:38.639
<v Speaker 1>was the intent, anyway, but the actual process of getting

0:17:38.640 --> 0:17:41.600
<v Speaker 1>there is a lot more complicated than setting up just

0:17:41.720 --> 0:17:45.000
<v Speaker 1>a pair of microphones. When we come back, we'll learn

0:17:45.040 --> 0:17:48.920
<v Speaker 1>a bit more about stereo recording and editing, and we'll

0:17:48.920 --> 0:17:53.240
<v Speaker 1>also learn why the Beatles, who also made famous recordings

0:17:53.280 --> 0:17:57.920
<v Speaker 1>at Abbey Road Studios, concentrated on creating mono records for

0:17:57.960 --> 0:18:01.160
<v Speaker 1>a long time, even though stereo had been around for decades.

0:18:01.600 --> 0:18:12.760
<v Speaker 1>But first, let's take a quick break. Now. I've done

0:18:12.840 --> 0:18:16.639
<v Speaker 1>episodes about sound to film in the past, and also

0:18:16.760 --> 0:18:20.000
<v Speaker 1>sound on television, so I'm going to skip over all

0:18:20.040 --> 0:18:24.400
<v Speaker 1>of that, Otherwise this episode would be for five hours long. Instead,

0:18:24.880 --> 0:18:27.760
<v Speaker 1>I want to talk a bit more about stereo recordings

0:18:27.800 --> 0:18:31.120
<v Speaker 1>and why bands like the Beatles were slow to adopt them.

0:18:31.720 --> 0:18:34.879
<v Speaker 1>To listen to a stereo recording properly, you need a

0:18:34.920 --> 0:18:37.760
<v Speaker 1>stereo system. That is, you need a sound system that

0:18:37.840 --> 0:18:40.720
<v Speaker 1>has at least two loud speakers and a way to

0:18:40.760 --> 0:18:44.080
<v Speaker 1>send the different channels of sound to both the left

0:18:44.119 --> 0:18:46.800
<v Speaker 1>and the right speakers or independently to the left and

0:18:46.920 --> 0:18:50.600
<v Speaker 1>right speakers. Otherwise, the playback would be in mono even

0:18:50.600 --> 0:18:53.280
<v Speaker 1>if the recording were in stereo, and what you would

0:18:53.280 --> 0:18:55.840
<v Speaker 1>get is a weird case where some elements of the

0:18:55.880 --> 0:18:58.679
<v Speaker 1>recording would be really quiet, as those would be the

0:18:58.680 --> 0:19:01.280
<v Speaker 1>sounds recorded to a channel that wasn't getting picked up

0:19:01.280 --> 0:19:04.200
<v Speaker 1>by the mono playback system. Now, if you've ever listened

0:19:04.240 --> 0:19:07.520
<v Speaker 1>to a recording where some of the voices or instruments

0:19:07.560 --> 0:19:11.520
<v Speaker 1>sound unusually quiet, and that it doesn't sound like this

0:19:11.680 --> 0:19:15.600
<v Speaker 1>was done on purpose, it's likely because either someone mixed

0:19:15.640 --> 0:19:19.080
<v Speaker 1>the audio improperly, or it's a stereo recording that at

0:19:19.080 --> 0:19:22.720
<v Speaker 1>some point got converted over into mono and you're losing

0:19:22.760 --> 0:19:26.320
<v Speaker 1>some of the audio as a result. Stereo systems were

0:19:26.840 --> 0:19:30.320
<v Speaker 1>really expensive when they first came out. I'm talking about

0:19:30.320 --> 0:19:33.080
<v Speaker 1>like stereo systems that you would purchase for your home,

0:19:33.359 --> 0:19:37.240
<v Speaker 1>and a lot of people, particularly young people, had really

0:19:37.280 --> 0:19:41.119
<v Speaker 1>purchased record players that had a single speaker incorporated into

0:19:41.119 --> 0:19:45.359
<v Speaker 1>the player itself, so these were mono playback devices as

0:19:45.400 --> 0:19:49.280
<v Speaker 1>there was only one speaker for sound to go. The Beatles,

0:19:49.359 --> 0:19:53.240
<v Speaker 1>being a band whose music was disproportionately favored by the young,

0:19:53.880 --> 0:19:57.280
<v Speaker 1>had their audience in mind as they mixed their albums.

0:19:58.080 --> 0:20:01.520
<v Speaker 1>It said that for many the albums from the early

0:20:01.640 --> 0:20:04.840
<v Speaker 1>to mid period of the Beatles as a band, the

0:20:04.880 --> 0:20:07.960
<v Speaker 1>group would spend hours in the mixing studio to get

0:20:07.960 --> 0:20:11.120
<v Speaker 1>the mono mix just right, but when it came time

0:20:11.200 --> 0:20:14.200
<v Speaker 1>to do the stereo mixes, they left that to the

0:20:14.280 --> 0:20:17.560
<v Speaker 1>audio engineers at Abbey Road and were never around. So

0:20:17.640 --> 0:20:21.280
<v Speaker 1>why is that, Well, because to them, the mono recordings

0:20:21.280 --> 0:20:24.520
<v Speaker 1>were more important. That was what their fan base could enjoy.

0:20:24.880 --> 0:20:27.960
<v Speaker 1>For that reason, a lot of Beatles fans or purists

0:20:28.200 --> 0:20:32.919
<v Speaker 1>favor the mono recordings of early Beatles work. They eschew

0:20:33.200 --> 0:20:36.479
<v Speaker 1>the stereo recordings as failing to represent what it was

0:20:36.600 --> 0:20:39.520
<v Speaker 1>the Beatles were trying to achieve. And if you listen

0:20:39.600 --> 0:20:42.560
<v Speaker 1>to the mono versus stereo recordings of some of those

0:20:42.600 --> 0:20:47.479
<v Speaker 1>early songs like Paperback writer or eleanor Rigby, you really

0:20:47.520 --> 0:20:51.320
<v Speaker 1>can tell there is a major difference, and this leads

0:20:51.400 --> 0:20:54.480
<v Speaker 1>into one way to create a stereo or three D

0:20:54.640 --> 0:20:57.920
<v Speaker 1>audio sound. You can take a recording and you can

0:20:58.080 --> 0:21:00.840
<v Speaker 1>change how much of the signal gets sent to a

0:21:00.840 --> 0:21:04.959
<v Speaker 1>particular channel. That determines which loud speaker or set of

0:21:05.000 --> 0:21:08.480
<v Speaker 1>loud speakers will play back the audio, or more likely,

0:21:08.680 --> 0:21:12.400
<v Speaker 1>how much volume that particular sound will have in each

0:21:12.520 --> 0:21:16.480
<v Speaker 1>loud speaker. This is both a science and an art.

0:21:16.880 --> 0:21:18.880
<v Speaker 1>A lot of the work in this field was centered

0:21:18.960 --> 0:21:23.119
<v Speaker 1>around music, and music can contain a wide range of

0:21:23.160 --> 0:21:28.080
<v Speaker 1>frequencies and tones. Imagine an orchestra. You have instruments that

0:21:28.280 --> 0:21:33.200
<v Speaker 1>primarily create lower frequencies, like lower pitches. You've got tubas

0:21:33.280 --> 0:21:37.240
<v Speaker 1>and basses and cellos. Each of those instruments, while creating

0:21:37.280 --> 0:21:40.199
<v Speaker 1>notes that might be in the same general range, have

0:21:40.320 --> 0:21:44.480
<v Speaker 1>distinct sounds. A tuba and an upright bass do not

0:21:44.760 --> 0:21:48.959
<v Speaker 1>sound the same. In other words, then you've got instruments

0:21:49.000 --> 0:21:52.400
<v Speaker 1>that center on some of the higher frequencies, like flutes

0:21:52.480 --> 0:21:57.560
<v Speaker 1>and piccolos and violins. These also sound different from one another,

0:21:57.960 --> 0:22:00.080
<v Speaker 1>and so it became important to figure out how to

0:22:00.160 --> 0:22:04.080
<v Speaker 1>not just capture a recording and divide it into channels

0:22:04.119 --> 0:22:08.680
<v Speaker 1>to create spatial landscapes, but also how to balance out

0:22:08.840 --> 0:22:12.160
<v Speaker 1>the tones so that you don't lose anything in the process.

0:22:12.720 --> 0:22:16.040
<v Speaker 1>With the wrong mix, one instrument or group of instruments

0:22:16.119 --> 0:22:19.400
<v Speaker 1>might totally overpower another, and it's almost as if those

0:22:19.440 --> 0:22:22.760
<v Speaker 1>other instruments were never even present at the original recording,

0:22:23.160 --> 0:22:26.000
<v Speaker 1>and so processing recordings and getting the mix just right

0:22:26.359 --> 0:22:30.760
<v Speaker 1>became critical. One part of this is called panning, and

0:22:30.800 --> 0:22:34.520
<v Speaker 1>it relies on a pan control. In the old days,

0:22:34.680 --> 0:22:37.560
<v Speaker 1>you would use a mixing board with physical controls on

0:22:37.600 --> 0:22:40.960
<v Speaker 1>it to control the pan. The pan determines how much

0:22:41.119 --> 0:22:46.040
<v Speaker 1>signal from each input is sent to each channel. These days,

0:22:46.320 --> 0:22:50.600
<v Speaker 1>many audio producers work with digital audio workstations or DAWs,

0:22:51.200 --> 0:22:55.200
<v Speaker 1>and with a DAW you also control panning. You can

0:22:55.280 --> 0:22:59.520
<v Speaker 1>pan either mono or stereo tracks. Most DAWs will let

0:22:59.560 --> 0:23:02.800
<v Speaker 1>you convert one type of track into another, splitting a

0:23:02.840 --> 0:23:07.359
<v Speaker 1>mono into stereo or a combining stereo into mono. For

0:23:07.480 --> 0:23:11.560
<v Speaker 1>certain types of audio, like mini podcasts, the default is

0:23:11.560 --> 0:23:14.480
<v Speaker 1>to go to mono. It can be a little disconcerting

0:23:14.760 --> 0:23:18.200
<v Speaker 1>if you record and publish a podcast in stereo. Many

0:23:18.280 --> 0:23:21.960
<v Speaker 1>years ago, when I first started recording large nerdron collider

0:23:22.160 --> 0:23:26.200
<v Speaker 1>with my friend Ariel. I accidentally recorded and published several

0:23:26.200 --> 0:23:30.520
<v Speaker 1>episodes in stereo, which meant all of my audio was

0:23:30.520 --> 0:23:33.399
<v Speaker 1>in one channel, like the left channel, and all of

0:23:33.440 --> 0:23:36.159
<v Speaker 1>Ariel's audio was in the other channel, the right channel.

0:23:36.400 --> 0:23:38.720
<v Speaker 1>So it's like I was talking into your left ear

0:23:38.960 --> 0:23:41.520
<v Speaker 1>and Ariel was talking into your right ear, which was

0:23:42.040 --> 0:23:45.480
<v Speaker 1>very unsettling. I eventually figured out what I was doing,

0:23:45.560 --> 0:23:48.760
<v Speaker 1>and I began mixing our recordings into a mono track

0:23:49.080 --> 0:23:53.800
<v Speaker 1>to avoid that problem. And with some early stereo recordings

0:23:54.160 --> 0:23:59.240
<v Speaker 1>you can hear examples of problems like this. It's frequently disconcerting.

0:23:59.280 --> 0:24:02.800
<v Speaker 1>There are records of songs in which all the instrumentation

0:24:03.359 --> 0:24:06.080
<v Speaker 1>is on one side and all the vocals are on

0:24:06.240 --> 0:24:09.520
<v Speaker 1>the other side. Now, that might have been done purposefully,

0:24:09.760 --> 0:24:13.120
<v Speaker 1>but it was often a sort of heavy handed approach

0:24:13.160 --> 0:24:16.640
<v Speaker 1>to stereo. There are times an artist might desire that

0:24:16.680 --> 0:24:19.480
<v Speaker 1>specific effect, but other times the desire was to be

0:24:19.520 --> 0:24:22.119
<v Speaker 1>a bit more creative with stereo, and you might have

0:24:22.119 --> 0:24:24.920
<v Speaker 1>a track in which the vocalist is on the extreme

0:24:25.040 --> 0:24:27.920
<v Speaker 1>right of part of the recording than on the extreme left.

0:24:28.000 --> 0:24:31.040
<v Speaker 1>Later on, the Beatles A Day in the Life actually

0:24:31.040 --> 0:24:33.800
<v Speaker 1>falls into that category. Or you might want to create

0:24:33.880 --> 0:24:36.159
<v Speaker 1>a rich soundscape in which there is a sense of

0:24:36.200 --> 0:24:40.200
<v Speaker 1>location for all the sound maybe not something that is

0:24:40.400 --> 0:24:44.600
<v Speaker 1>explicitly communicated to the listener, but is an important representation

0:24:44.640 --> 0:24:48.879
<v Speaker 1>of the performance. So how about we play around with

0:24:48.920 --> 0:24:53.399
<v Speaker 1>some post processing panning to create a three dimensional experience.

0:24:54.280 --> 0:24:58.480
<v Speaker 1>My producer, Tari, who is a superstar here at iHeart,

0:24:58.840 --> 0:25:02.560
<v Speaker 1>is always to the success of this show. But in

0:25:02.600 --> 0:25:05.520
<v Speaker 1>a moment, she's going to take over the experience of

0:25:05.560 --> 0:25:08.760
<v Speaker 1>what this show sounds like to you, the audience. And

0:25:08.840 --> 0:25:11.560
<v Speaker 1>I'm going to do something I've always wanted to do

0:25:11.720 --> 0:25:14.720
<v Speaker 1>in three D audio. I'm going to give you a

0:25:14.720 --> 0:25:19.200
<v Speaker 1>little Shakespeare. This piece is the prologue to Henry the Fifth,

0:25:19.640 --> 0:25:24.040
<v Speaker 1>one of Shakespeare's company Designated the chorus implores the audience

0:25:24.160 --> 0:25:27.359
<v Speaker 1>to use their imaginations to augment the production of the

0:25:27.359 --> 0:25:31.080
<v Speaker 1>play itself. And so as you listen to this piece,

0:25:31.520 --> 0:25:35.600
<v Speaker 1>imagine you are seated on a stage with the chorus

0:25:35.800 --> 0:25:42.120
<v Speaker 1>walking around you, explaining your role in creating the theatrical experience. Now,

0:25:42.160 --> 0:25:45.720
<v Speaker 1>I admit I'm cheating a little bit here, because the

0:25:45.720 --> 0:25:48.960
<v Speaker 1>whole point of this passage is to say that theater

0:25:49.200 --> 0:25:52.760
<v Speaker 1>is incapable of creating an exact copy of the story

0:25:52.800 --> 0:25:56.439
<v Speaker 1>of Henry the Fifth and England's battles with France. But

0:25:56.640 --> 0:26:00.399
<v Speaker 1>you also have to remember I'm a former English literature major,

0:26:00.680 --> 0:26:04.760
<v Speaker 1>and I never get to do Shakespeare. So here we go,

0:26:05.240 --> 0:26:10.080
<v Speaker 1>headphones on, Oh, for a muse of fire that would

0:26:10.119 --> 0:26:16.040
<v Speaker 1>ascend the brightest heaven of invention, a kingdom, for a stage,

0:26:16.480 --> 0:26:21.560
<v Speaker 1>princes to act, and monarchs to behold the swelling scene.

0:26:21.720 --> 0:26:25.240
<v Speaker 1>Then should the warlike Harry, like himself, assume the port

0:26:25.280 --> 0:26:29.200
<v Speaker 1>of Mars, and at his heels leashed in like hounds,

0:26:29.359 --> 0:26:36.960
<v Speaker 1>should famine sword and fire, crouch for employment. But pardon, gentles,

0:26:36.960 --> 0:26:41.640
<v Speaker 1>all the flat, unraised spirits that have dared on this

0:26:42.520 --> 0:26:48.360
<v Speaker 1>unworthy scaffold to bring forth so great an object. Can

0:26:48.400 --> 0:26:52.960
<v Speaker 1>this cockpit hold the vasty fields of France? Or may

0:26:53.000 --> 0:26:56.800
<v Speaker 1>we cram within this wooden o the very casks that

0:26:56.880 --> 0:27:03.080
<v Speaker 1>did affright the air at agincour pardon, since a crooked

0:27:03.119 --> 0:27:07.720
<v Speaker 1>figure may attest in little place a million, let us

0:27:07.880 --> 0:27:13.720
<v Speaker 1>ciphers to this great accompt on your imaginary forces work.

0:27:14.920 --> 0:27:20.080
<v Speaker 1>Suppose within the girdle of these walls are now confined

0:27:20.720 --> 0:27:26.640
<v Speaker 1>two mighty monarchies, whose high upreared and abutting fronts, the

0:27:26.680 --> 0:27:32.600
<v Speaker 1>perilous narrow ocean parts asunder, peace out our imperfections with

0:27:32.720 --> 0:27:37.280
<v Speaker 1>your thoughts into a thousand parts, divide one man and

0:27:37.440 --> 0:27:42.359
<v Speaker 1>make imaginary puissance. Think when we talk of horses, that

0:27:42.480 --> 0:27:47.320
<v Speaker 1>you see them printing their proud hoofs in the receiving earth.

0:27:47.760 --> 0:27:52.760
<v Speaker 1>Fortis your thoughts that now must deck our kings, carry

0:27:52.760 --> 0:27:57.159
<v Speaker 1>them here and there, jumping over times, turning the accomplishment

0:27:57.480 --> 0:28:02.440
<v Speaker 1>of many years into an hour for the which supply

0:28:02.840 --> 0:28:09.200
<v Speaker 1>admit me chorus to this history. Who prologue like your

0:28:09.280 --> 0:28:15.560
<v Speaker 1>humble patients, prey gently to hear, kindly to judge our play.

0:28:16.880 --> 0:28:20.800
<v Speaker 1>So for that recording, I went into our studio at iHeart,

0:28:20.960 --> 0:28:25.080
<v Speaker 1>and I spoke into a normal studio microphone. All the

0:28:25.119 --> 0:28:28.359
<v Speaker 1>manipulation had been done in post production, which is an

0:28:28.400 --> 0:28:31.639
<v Speaker 1>effective way to achieve that three D audio sound, but

0:28:31.680 --> 0:28:33.880
<v Speaker 1>it does require a lot of work on the part

0:28:33.960 --> 0:28:37.120
<v Speaker 1>of the producer. But the three D audio I did

0:28:37.200 --> 0:28:39.880
<v Speaker 1>at the top of this episode was done in a

0:28:39.920 --> 0:28:43.720
<v Speaker 1>different way. I used a special microphone. When we come back,

0:28:44.000 --> 0:28:47.280
<v Speaker 1>i'll talk a bit about that technology, and we'll learn

0:28:47.480 --> 0:28:50.760
<v Speaker 1>about some companies that have produced specialized equipment for the

0:28:50.760 --> 0:28:55.120
<v Speaker 1>purposes of three D audio. But first, let's take another

0:28:55.200 --> 0:29:07.920
<v Speaker 1>quick break. While some engineers and artists experimented with binaural

0:29:08.040 --> 0:29:11.760
<v Speaker 1>recordings for a while, it wasn't until nineteen seventy eight

0:29:11.800 --> 0:29:15.719
<v Speaker 1>that the first pop record using binaural recordings came out.

0:29:15.840 --> 0:29:19.520
<v Speaker 1>It was Lou Reed's Street Hassle. Listening to that album

0:29:19.520 --> 0:29:23.200
<v Speaker 1>with headphones on is pretty cool. To achieve the effect,

0:29:23.520 --> 0:29:27.160
<v Speaker 1>studio engineers took a mannequin head and installed a microphone

0:29:27.240 --> 0:29:30.720
<v Speaker 1>at each ear and use that to record sessions. A

0:29:30.760 --> 0:29:35.240
<v Speaker 1>company called Delta Acoustics put the system together with Manfred

0:29:35.360 --> 0:29:39.400
<v Speaker 1>Schunck supervising. Reed made a couple of other albums in

0:29:39.520 --> 0:29:44.600
<v Speaker 1>binarural audio. One was the Live Take No Prisoners album

0:29:44.880 --> 0:29:48.360
<v Speaker 1>and the other was The Bells. Other bands would experiment

0:29:48.400 --> 0:29:51.320
<v Speaker 1>and recorded binarl as well. The Rolling Stones did it

0:29:51.360 --> 0:29:54.640
<v Speaker 1>for their album Flashpoint, which was a concert recording of

0:29:54.680 --> 0:29:57.760
<v Speaker 1>some of their big hits and rarities. Pearl Jam record

0:29:57.800 --> 0:30:03.680
<v Speaker 1>a studio album called Binaral, recorded fittingly in Binarl. The

0:30:04.000 --> 0:30:07.120
<v Speaker 1>tech used to record these albums changed slightly, but it

0:30:07.200 --> 0:30:10.760
<v Speaker 1>was still based on the same underlying principles. I think

0:30:10.760 --> 0:30:13.960
<v Speaker 1>it's pretty widely understood that our ears receive sound in

0:30:13.960 --> 0:30:17.000
<v Speaker 1>the form of vibrations through a medium such as the air,

0:30:17.560 --> 0:30:20.360
<v Speaker 1>and then through interactions with the ear drum and the

0:30:20.440 --> 0:30:24.520
<v Speaker 1>cochlea and special nerves sending information to the brain. We

0:30:24.640 --> 0:30:28.320
<v Speaker 1>interpret those vibrations as sound in a very simple way

0:30:28.360 --> 0:30:32.040
<v Speaker 1>of looking at it. Sound comes into our ears. But

0:30:32.120 --> 0:30:36.800
<v Speaker 1>did you know our ears also generate sound, Because they

0:30:36.840 --> 0:30:43.640
<v Speaker 1>totally do. It's called autoacoustic emission ORAE. Now. To get

0:30:43.640 --> 0:30:47.719
<v Speaker 1>into OAEs, how they work and their role in stuff

0:30:47.800 --> 0:30:51.240
<v Speaker 1>like medicine is beyond the scope of this podcast, and

0:30:51.560 --> 0:30:56.640
<v Speaker 1>more importantly, way outside my general expertise. But it is

0:30:56.760 --> 0:31:00.480
<v Speaker 1>true that a very sensitive microphone inserted into the ear

0:31:00.520 --> 0:31:04.560
<v Speaker 1>canal of a person with hearing will pick up spontaneous

0:31:04.680 --> 0:31:12.720
<v Speaker 1>autoacoustic emissions or soaes. Now, most folks can't detect these sounds.

0:31:12.840 --> 0:31:15.760
<v Speaker 1>They tend to be at very low frequencies that dip

0:31:15.840 --> 0:31:20.360
<v Speaker 1>below human perception, and they are usually at very low amplitudes,

0:31:20.520 --> 0:31:24.440
<v Speaker 1>so they're pretty quiet. But in some cases people might

0:31:24.480 --> 0:31:30.560
<v Speaker 1>actually hear the sounds generated within their own inner ears

0:31:31.200 --> 0:31:35.240
<v Speaker 1>and experience it as tenetists. I'm one of those people,

0:31:36.320 --> 0:31:41.240
<v Speaker 1>yay me. Now, The reason I bring up that fact

0:31:41.560 --> 0:31:45.160
<v Speaker 1>that the inner ear can be not just a receptacle

0:31:45.320 --> 0:31:48.920
<v Speaker 1>for sound, but also a generator of sound. Is because

0:31:48.960 --> 0:31:52.920
<v Speaker 1>an inventor named Hugo Zucarelli used that as the basis

0:31:52.960 --> 0:31:57.280
<v Speaker 1>for a system he called holophonics. His idea was that

0:31:57.360 --> 0:32:01.240
<v Speaker 1>our hearing isn't a passive thing. That the inner ear

0:32:01.320 --> 0:32:06.719
<v Speaker 1>generates signals that interfere with the incoming audio signals, and

0:32:06.760 --> 0:32:10.479
<v Speaker 1>the resulting interaction between the sounds made by our ears

0:32:10.760 --> 0:32:13.960
<v Speaker 1>and the sounds coming into our ears plays a part

0:32:14.200 --> 0:32:20.240
<v Speaker 1>in sound localization. Now, long story short, Zucarelli's hypothesis doesn't

0:32:20.280 --> 0:32:23.920
<v Speaker 1>have a lot of support in the broader scientific community. However,

0:32:24.440 --> 0:32:28.680
<v Speaker 1>Zucarelli's equipment could record and reproduce sound in a really

0:32:28.800 --> 0:32:33.360
<v Speaker 1>interesting way. It's just the whole interference angle of what

0:32:33.560 --> 0:32:38.920
<v Speaker 1>was going on seemed inconsequential. Zucarelli used microphones to stand

0:32:38.960 --> 0:32:42.040
<v Speaker 1>in for human ears, spaced apart so that a sound

0:32:42.120 --> 0:32:45.320
<v Speaker 1>from any given direction would reach one microphone before the other,

0:32:45.760 --> 0:32:48.320
<v Speaker 1>and the amplitude of the signal would depend upon things

0:32:48.320 --> 0:32:51.320
<v Speaker 1>such as the distance between the microphone and the origin

0:32:51.400 --> 0:32:53.920
<v Speaker 1>of the sound, as well as the angle at which

0:32:54.000 --> 0:32:57.600
<v Speaker 1>the sound waves would reach the microphone. Zucarelli made a

0:32:57.680 --> 0:33:02.240
<v Speaker 1>bunch of different recordings to demonstrate this technology, something called

0:33:02.600 --> 0:33:06.400
<v Speaker 1>the Shaking Matchbox recordings, because that was one of the

0:33:06.440 --> 0:33:10.880
<v Speaker 1>sounds he actually recorded using this system. Whether his underlying

0:33:10.920 --> 0:33:15.120
<v Speaker 1>hypothesis was correct or not, the recordings were effective, and

0:33:15.280 --> 0:33:20.360
<v Speaker 1>Zucarelli's approach created a way to make really localized audio effects.

0:33:20.760 --> 0:33:24.360
<v Speaker 1>That's essentially what was going on with the Disney sound stations.

0:33:24.880 --> 0:33:28.080
<v Speaker 1>Some of the microphones used by recording studios even resembled

0:33:28.120 --> 0:33:32.040
<v Speaker 1>a human head, with microphones literally placed where the ears

0:33:32.120 --> 0:33:35.000
<v Speaker 1>should be, and that also plays a part in recording

0:33:35.000 --> 0:33:38.320
<v Speaker 1>a sound accurately so that the playback will seem as

0:33:38.400 --> 0:33:40.800
<v Speaker 1>though you are really there as you listen to it.

0:33:41.360 --> 0:33:44.200
<v Speaker 1>Beyond just the fact that our ears are on opposite

0:33:44.240 --> 0:33:46.680
<v Speaker 1>sides of our heads and the sound will reach each

0:33:46.720 --> 0:33:50.040
<v Speaker 1>ear at different times and amplitudes, other factors also shape

0:33:50.200 --> 0:33:53.040
<v Speaker 1>the nature of the sound. We perceive the shape of

0:33:53.080 --> 0:33:57.640
<v Speaker 1>our heads, the density of our noggins, our sinuses. All

0:33:57.680 --> 0:34:02.720
<v Speaker 1>of that affects our perception of sound. Collectively, we call

0:34:02.840 --> 0:34:08.759
<v Speaker 1>all of this head related transfer functions or HRTF. The

0:34:08.840 --> 0:34:14.000
<v Speaker 1>technology of holophonics systems and later binural microphones attempts to

0:34:14.160 --> 0:34:18.960
<v Speaker 1>replicate the experience of hearing hyperlocalized sounds through the application

0:34:19.040 --> 0:34:27.240
<v Speaker 1>of HRTF. But this process is incredibly complicated and it's mathy,

0:34:28.160 --> 0:34:30.120
<v Speaker 1>so I'm not going to go into deep detail, which

0:34:30.160 --> 0:34:33.560
<v Speaker 1>is good because I would likely mess up the explanation. Also,

0:34:33.680 --> 0:34:37.319
<v Speaker 1>it's important to acknowledge that every person is different, which

0:34:37.360 --> 0:34:41.480
<v Speaker 1>means there is no universal solution toward creating the perfect

0:34:41.600 --> 0:34:45.680
<v Speaker 1>binaural recording that will convince every listener that they are

0:34:45.719 --> 0:34:49.960
<v Speaker 1>hearing sounds coming from ultraspecific directions. You kind of have

0:34:50.040 --> 0:34:53.520
<v Speaker 1>to go more general to get a good response, but

0:34:53.600 --> 0:34:55.960
<v Speaker 1>the more precise you try to get, the more the

0:34:56.040 --> 0:34:59.360
<v Speaker 1>results will only work super well for a specific person

0:34:59.520 --> 0:35:02.759
<v Speaker 1>you know who whatever it was modeled for, and not

0:35:02.920 --> 0:35:07.440
<v Speaker 1>working quite as well for anyone else. For many years,

0:35:07.600 --> 0:35:11.560
<v Speaker 1>the microphones used to create binaural recordings in studio were

0:35:11.640 --> 0:35:16.719
<v Speaker 1>prohibitively expensive and far too complicated for the average consumer.

0:35:17.120 --> 0:35:20.399
<v Speaker 1>You would occasionally find binural recordings, such as the one

0:35:20.400 --> 0:35:24.800
<v Speaker 1>at Disney World, but these were pretty rare and very specialized,

0:35:24.880 --> 0:35:29.040
<v Speaker 1>and only big companies like Disney could afford to do them. However,

0:35:29.440 --> 0:35:33.759
<v Speaker 1>over time, companies began to develop microphones that fell more

0:35:33.840 --> 0:35:37.799
<v Speaker 1>into the range of the prosumer, with some consumer level

0:35:37.840 --> 0:35:42.040
<v Speaker 1>solutions thrown in there as well. Today there is a

0:35:42.160 --> 0:35:46.040
<v Speaker 1>range of microphones one can use to create three D audio.

0:35:46.640 --> 0:35:49.839
<v Speaker 1>The microphone I used earlier in this episode is a

0:35:49.880 --> 0:35:54.080
<v Speaker 1>three deo binural mic or a three D if you prefer.

0:35:54.680 --> 0:35:56.680
<v Speaker 1>You may have seen one of these if you watch

0:35:56.760 --> 0:36:00.160
<v Speaker 1>a lot of ASMR videos. They are very popular. The

0:36:00.200 --> 0:36:04.560
<v Speaker 1>microphone looks like a horizontal bar with two silicone ears

0:36:04.600 --> 0:36:08.400
<v Speaker 1>attached to either end of that bar. The ears are

0:36:08.400 --> 0:36:12.680
<v Speaker 1>spaced apart to mimic a typical human heads width. The

0:36:12.800 --> 0:36:16.680
<v Speaker 1>three D doesn't have the mass of a head, it's

0:36:17.040 --> 0:36:19.440
<v Speaker 1>just that bar in the ears. It doesn't have the

0:36:19.480 --> 0:36:22.799
<v Speaker 1>sinus cavities or anything like that. So it is not

0:36:22.920 --> 0:36:27.640
<v Speaker 1>a perfect simulacrum of a person's auditory system, but it

0:36:27.719 --> 0:36:31.759
<v Speaker 1>gets the job done. That style of microphone typically retails

0:36:31.840 --> 0:36:34.920
<v Speaker 1>are around four hundred dollars, so it's a little bit

0:36:34.920 --> 0:36:37.920
<v Speaker 1>on the pricey side, but it kind of falls between

0:36:38.040 --> 0:36:42.760
<v Speaker 1>consumer and prosumer. However, you can achieve similar results using

0:36:42.960 --> 0:36:48.080
<v Speaker 1>totally different microphone setups. They typically require XLR microphones that

0:36:48.120 --> 0:36:51.520
<v Speaker 1>connect to a recording device that can accept multiple inputs

0:36:52.000 --> 0:36:56.200
<v Speaker 1>recording each microphone to its own audio channel. It's possible

0:36:56.360 --> 0:36:59.560
<v Speaker 1>to use two normal microphones and space them apart from

0:36:59.600 --> 0:37:03.120
<v Speaker 1>each other and create a binaural experience, though it might

0:37:03.160 --> 0:37:06.560
<v Speaker 1>take some experimentation to get the spacing and gain levels

0:37:06.719 --> 0:37:11.520
<v Speaker 1>just right so that it all feels natural. Or of course,

0:37:12.080 --> 0:37:15.200
<v Speaker 1>you could just do it in post, but like I said,

0:37:15.280 --> 0:37:17.400
<v Speaker 1>that relies heavily on a ton of work on the

0:37:17.440 --> 0:37:21.120
<v Speaker 1>back end of things, and ASMR artists are not the

0:37:21.160 --> 0:37:25.360
<v Speaker 1>only ones using binaral audio. It's also useful for stuff

0:37:25.440 --> 0:37:29.880
<v Speaker 1>like virtual reality experiences and video games. Sound is a

0:37:30.000 --> 0:37:33.160
<v Speaker 1>powerful element that contributes to a sense of immersion, and

0:37:33.239 --> 0:37:37.600
<v Speaker 1>in some games it's critically important. For example, you might

0:37:37.680 --> 0:37:41.960
<v Speaker 1>play a first person shooter game like Player Unknowns Battlegrounds,

0:37:42.080 --> 0:37:44.800
<v Speaker 1>and you really need to use your ears to figure

0:37:44.800 --> 0:37:47.719
<v Speaker 1>out where other players are in relation to where you are.

0:37:48.360 --> 0:37:51.840
<v Speaker 1>Not doing so severely reduces your chances of making it

0:37:51.920 --> 0:37:55.000
<v Speaker 1>through the game. If you'd like to learn more, I

0:37:55.040 --> 0:37:59.280
<v Speaker 1>would recommend seeking out Old Tech Stuff episodes about surround sound,

0:37:59.400 --> 0:38:02.919
<v Speaker 1>which relates to this topic quite a bit, and also

0:38:03.080 --> 0:38:07.000
<v Speaker 1>our episodes about audio compression, as the process is designed

0:38:07.000 --> 0:38:10.720
<v Speaker 1>to compress audio. Tried to take the psychology of perception

0:38:10.880 --> 0:38:15.960
<v Speaker 1>into account. It's all fascinating stuff. As for three D audio,

0:38:16.160 --> 0:38:18.080
<v Speaker 1>I figure i'd leave you all with a little bit

0:38:18.120 --> 0:38:22.520
<v Speaker 1>of horror because three D audio works really well to

0:38:22.600 --> 0:38:26.160
<v Speaker 1>immerse a listener into a world, and it is particularly

0:38:26.280 --> 0:38:30.239
<v Speaker 1>well suited for tales of terror. Some of my coworkers

0:38:30.520 --> 0:38:33.480
<v Speaker 1>used it to great effect in a series called Thirteen

0:38:33.600 --> 0:38:38.040
<v Speaker 1>Days of Halloween, which we published last October, and so

0:38:38.560 --> 0:38:42.160
<v Speaker 1>here is a little excerpt from the show they produced.

0:38:43.440 --> 0:38:46.360
<v Speaker 4>Ah, look at all the fun we're having in here.

0:38:48.160 --> 0:38:52.480
<v Speaker 4>I just knew you two would get along swimmingly. Oh no,

0:38:53.200 --> 0:38:55.280
<v Speaker 4>come with me, Surin.

0:38:55.680 --> 0:39:00.880
<v Speaker 2>We'll catch up with you later. Dearhart is a truly

0:39:00.960 --> 0:39:04.239
<v Speaker 2>sweet young man. I've been attempting to persuade him to

0:39:04.280 --> 0:39:07.719
<v Speaker 2>see the good doctor about his cough, but he'll have

0:39:07.840 --> 0:39:10.840
<v Speaker 2>none of it. Maybe you could be of service in

0:39:10.880 --> 0:39:16.759
<v Speaker 2>that department. He really seemed to like you. Now, there

0:39:16.760 --> 0:39:19.799
<v Speaker 2>are hundreds of rooms here of the Hawthorne, but this

0:39:20.560 --> 0:39:25.000
<v Speaker 2>is perhaps the very finest, and it just so happens

0:39:25.120 --> 0:39:30.000
<v Speaker 2>to be your waters. Was it luck or.

0:39:29.960 --> 0:39:34.319
<v Speaker 3>Fate that placed you here? We'll never know.

0:39:36.680 --> 0:39:39.400
<v Speaker 5>I trust that you'll find everything to your liking. And

0:39:39.480 --> 0:39:42.480
<v Speaker 5>if you don't notify me and I will make sure

0:39:42.480 --> 0:39:45.960
<v Speaker 5>it is rectified. It's all part of my role here

0:39:46.440 --> 0:39:51.919
<v Speaker 5>as the caretaker. You know, your lack of verbal reciprocation

0:39:52.239 --> 0:39:56.279
<v Speaker 5>is really breaking down my sense of boundaries. I can

0:39:56.320 --> 0:39:59.799
<v Speaker 5>trust you, right of course I care.

0:40:02.440 --> 0:40:05.520
<v Speaker 3>In these coming days, you may notice that Hawthorne manner

0:40:05.560 --> 0:40:12.960
<v Speaker 3>has no shortage of oddities. I've witnessed things myself that

0:40:13.160 --> 0:40:18.160
<v Speaker 3>strain the belief. But there is one strange legend that

0:40:18.239 --> 0:40:24.520
<v Speaker 3>has truly become something of an obsession. Supposedly, somewhere within

0:40:24.640 --> 0:40:29.400
<v Speaker 3>these halls there is a hidden doorway. If the tale

0:40:29.480 --> 0:40:32.719
<v Speaker 3>of what lurks on the other side is to be believed,

0:40:33.520 --> 0:40:37.400
<v Speaker 3>then gaining access would mean a sort of ascension beyond

0:40:37.600 --> 0:40:44.480
<v Speaker 3>human imagination, true immortality. I have come to understand that

0:40:44.560 --> 0:40:47.960
<v Speaker 3>one of our guests knows how to locate and open

0:40:48.320 --> 0:40:53.279
<v Speaker 3>this door. Perhaps what they cannot say to me, they

0:40:53.320 --> 0:40:58.399
<v Speaker 3>will happily divulge to you. I have a feeling your

0:40:58.520 --> 0:41:04.320
<v Speaker 3>quiet fortitude will lure them into a sense of intimacy.

0:41:04.800 --> 0:41:06.000
<v Speaker 2>It certainly works on me.

0:41:08.080 --> 0:41:12.600
<v Speaker 3>Please make yourself at home. After all, this is it.

0:41:14.840 --> 0:41:19.839
<v Speaker 3>There are so many others I cannot wait for you

0:41:19.880 --> 0:41:20.319
<v Speaker 3>to meet.

0:41:22.600 --> 0:41:26.520
<v Speaker 1>Well. That wraps up this special episode of tech Stuff.

0:41:26.960 --> 0:41:31.840
<v Speaker 1>Several of the iHeart shows are including some binaral audio segments,

0:41:32.320 --> 0:41:35.120
<v Speaker 1>and we've got a lot planned into three D audio

0:41:35.200 --> 0:41:38.239
<v Speaker 1>space in the days up ahead. I really recommend you

0:41:38.400 --> 0:41:40.840
<v Speaker 1>check it out and explore some of the three D

0:41:41.080 --> 0:41:45.000
<v Speaker 1>audio recordings that are available online. You know that Disney

0:41:45.000 --> 0:41:48.160
<v Speaker 1>one I mentioned, There are actually versions of that up

0:41:48.200 --> 0:41:51.440
<v Speaker 1>on YouTube. People have the recordings up. I will say

0:41:51.719 --> 0:41:54.640
<v Speaker 1>that when I was listening back, it sounded like the

0:41:54.760 --> 0:41:58.640
<v Speaker 1>channels had been swapped. Everything that was supposed to be

0:41:58.760 --> 0:42:00.600
<v Speaker 1>in my right ear seemed to be coming through the

0:42:00.640 --> 0:42:02.520
<v Speaker 1>left ear. And I made sure that I was wearing

0:42:02.560 --> 0:42:04.759
<v Speaker 1>the headphones correctly. That's an important point, by the way.

0:42:05.200 --> 0:42:08.760
<v Speaker 1>If you're not wearing your headphones with the proper phone

0:42:08.800 --> 0:42:12.640
<v Speaker 1>over the proper ear, it's very disconcerting. I double checked

0:42:12.760 --> 0:42:15.520
<v Speaker 1>I was doing it correctly. Everything still seemed flipped and

0:42:16.000 --> 0:42:19.319
<v Speaker 1>the effect was not nearly as impressive as it was

0:42:19.400 --> 0:42:22.200
<v Speaker 1>when I went back to Disney. But I should also

0:42:22.239 --> 0:42:26.360
<v Speaker 1>add the Disney version incorporated some stuff that headphones just

0:42:26.400 --> 0:42:30.919
<v Speaker 1>can't do, stuff like a blower behind each person's back,

0:42:31.000 --> 0:42:34.480
<v Speaker 1>so that when you're getting a haircut in that sequence,

0:42:35.000 --> 0:42:38.680
<v Speaker 1>the hair dryer would actually blow air on you, so

0:42:38.760 --> 0:42:41.960
<v Speaker 1>that would add to your sense of immersion as it stands.

0:42:42.080 --> 0:42:45.400
<v Speaker 1>For me, if I'm listening to a very well recorded

0:42:45.600 --> 0:42:51.360
<v Speaker 1>three D audio setup, then if someone speaking quietly into

0:42:51.400 --> 0:42:53.799
<v Speaker 1>my ear, it's as if I can feel it, because

0:42:53.800 --> 0:42:57.480
<v Speaker 1>we have to remember sound when it gets down to it, Really,

0:42:57.800 --> 0:43:02.280
<v Speaker 1>that's just vibration. Those vibrations include fluctuations and air pressure.

0:43:02.719 --> 0:43:06.560
<v Speaker 1>So if you are listening to someone talk into your

0:43:06.640 --> 0:43:10.480
<v Speaker 1>ear through a speaker, you will feel it because those

0:43:10.520 --> 0:43:14.520
<v Speaker 1>are fluctuations in air pressure. It's not something you're imagining.

0:43:14.600 --> 0:43:17.480
<v Speaker 1>You are feeling it. It might be heightened because of

0:43:17.520 --> 0:43:20.480
<v Speaker 1>the way the audio is recorded, but it's actually happening

0:43:20.520 --> 0:43:26.319
<v Speaker 1>to you. I think three D audio is an incredible technology.

0:43:26.320 --> 0:43:29.120
<v Speaker 1>There's a lot more we could say about it, and

0:43:29.320 --> 0:43:32.880
<v Speaker 1>not just from the technological side, but the psychological side

0:43:32.880 --> 0:43:36.000
<v Speaker 1>and the biological side. So maybe I will do future

0:43:36.040 --> 0:43:40.400
<v Speaker 1>episodes that will focus on this more. I hope I

0:43:40.440 --> 0:43:42.520
<v Speaker 1>get a chance to play with the three D audio

0:43:42.600 --> 0:43:45.719
<v Speaker 1>microphone more. That was a lot of fun. I really

0:43:45.800 --> 0:43:48.719
<v Speaker 1>enjoyed doing that. I hope that I get to participate

0:43:48.800 --> 0:43:51.680
<v Speaker 1>in some of the three D audio recordings that we

0:43:51.760 --> 0:43:55.719
<v Speaker 1>have planned coming up, including some that are delving into

0:43:55.800 --> 0:43:59.000
<v Speaker 1>different areas of fiction. I would love to do that. Honestly,

0:43:59.280 --> 0:44:01.520
<v Speaker 1>I would love to do a full three D audio

0:44:01.719 --> 0:44:06.000
<v Speaker 1>version of a Shakespearean play. It is something I have

0:44:06.719 --> 0:44:09.040
<v Speaker 1>really wanted to do for a long time. I'm not

0:44:09.080 --> 0:44:11.279
<v Speaker 1>even talking about necessarily being in it, although it would

0:44:11.360 --> 0:44:14.120
<v Speaker 1>kill me not to be, but to be able to

0:44:14.160 --> 0:44:18.800
<v Speaker 1>experience a three D audio version of one of Shakespeare's plays,

0:44:19.360 --> 0:44:25.200
<v Speaker 1>to me, would be unbelievably amazing. So if you think

0:44:25.239 --> 0:44:28.640
<v Speaker 1>that's interesting, you should write to iHeart and let them know,

0:44:29.400 --> 0:44:32.480
<v Speaker 1>because I think it would be great. I wouldn't mind

0:44:32.520 --> 0:44:35.000
<v Speaker 1>working on something like that and let me know what

0:44:35.040 --> 0:44:37.680
<v Speaker 1>play you think we should do. Honestly, I'm thinking like

0:44:38.280 --> 0:44:42.600
<v Speaker 1>much ado about nothing. I think a comedy might be fun. Well,

0:44:42.640 --> 0:44:45.160
<v Speaker 1>I hope you enjoyed that episode from twenty twenty one

0:44:45.400 --> 0:44:49.520
<v Speaker 1>how three D audio works. I think three D audio

0:44:49.640 --> 0:44:53.560
<v Speaker 1>can really be fascinating and really immersive. Like I still

0:44:54.160 --> 0:44:57.799
<v Speaker 1>really love ASMR videos that do the ear to ear

0:44:57.840 --> 0:45:00.439
<v Speaker 1>stuff and use a lot of spatial audio. Well, it's

0:45:00.480 --> 0:45:03.520
<v Speaker 1>not as common now like that was like a big

0:45:03.600 --> 0:45:08.160
<v Speaker 1>thing many years ago when ASMR was first really starting

0:45:08.200 --> 0:45:11.839
<v Speaker 1>to take off. But these days I seem to see

0:45:11.880 --> 0:45:14.359
<v Speaker 1>a lot more things that are based off specific what

0:45:14.400 --> 0:45:18.760
<v Speaker 1>they call triggers, specific sounds, or specific effects, but less

0:45:18.920 --> 0:45:22.000
<v Speaker 1>the ear to ear stuff, which is the evolution of

0:45:22.040 --> 0:45:24.680
<v Speaker 1>the field. But it makes me miss the really cool

0:45:24.840 --> 0:45:27.160
<v Speaker 1>three D audio things that make you feel like you're

0:45:27.200 --> 0:45:30.680
<v Speaker 1>in an actual space with people really moving around you.

0:45:30.840 --> 0:45:33.040
<v Speaker 1>To me like, that's just an effect that I can't

0:45:33.040 --> 0:45:35.800
<v Speaker 1>get enough of. So that's kind of why I wanted

0:45:35.800 --> 0:45:38.799
<v Speaker 1>to go back and revisit this episode. I'll be back

0:45:38.840 --> 0:45:41.640
<v Speaker 1>on Friday with a new episode about tech news. We'll

0:45:41.680 --> 0:45:43.799
<v Speaker 1>find out what the heck happened on the week of

0:45:43.840 --> 0:45:47.120
<v Speaker 1>Memorial Day. I'm recording this the week before, so I

0:45:47.160 --> 0:45:51.560
<v Speaker 1>don't have any clue. As we've established many times, I

0:45:51.640 --> 0:45:54.919
<v Speaker 1>am not good at predicting the future, so I'll find

0:45:54.920 --> 0:45:57.480
<v Speaker 1>out when you all do. So I hope you are

0:45:57.520 --> 0:45:59.920
<v Speaker 1>having a great week, and I'll talk to you again

0:46:00.520 --> 0:46:10.600
<v Speaker 1>really soon. Tex Stuff is an iHeartRadio production. For more

0:46:10.640 --> 0:46:15.360
<v Speaker 1>podcasts from iHeartRadio, visit the iHeartRadio app Apple Podcasts for

0:46:15.400 --> 0:46:22.160
<v Speaker 1>wherever you listen to your favorite shows. This episode was

0:46:22.200 --> 0:46:25.400
<v Speaker 1>brought to you in iHeart three D Audio. To experience

0:46:25.440 --> 0:46:29.040
<v Speaker 1>more podcasts like this, search for iHeart three D audio

0:46:29.200 --> 0:46:33.400
<v Speaker 1>in the iHeartRadio app. Thank you to our sponsors, Audible,

0:46:33.840 --> 0:46:36.640
<v Speaker 1>The Conjuring, The Devil Made Me do It, Rated R,

0:46:37.080 --> 0:46:38.239
<v Speaker 1>and World of Warcraft.