WEBVTT - Rerun: How 3D Audio Works

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<v Speaker 1>I Heart three D Audio. This episode was brought to

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<v Speaker 1>you in I Heeart three D Audio. To experience more

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<v Speaker 1>podcasts like this, search for I Heeart three D Audio

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<v Speaker 1>in the I Heart Radio app. This special three D

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<v Speaker 1>episode is sponsored by Audible, The Conjuring, The Devil Made

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<v Speaker 1>Me Do It, raded R, and World of Warcraft. For

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<v Speaker 1>maximum effect, headphones are recommended. Welcome to Tech Stuff a

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<v Speaker 1>production from I Heart Radio. Hey there, and welcome to

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<v Speaker 1>tech Stuff. I'm your host, Jonathan Strickland. I'm an executive

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<v Speaker 1>producer with I Heeart Radio and how the tech are you?

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<v Speaker 1>So it is President's Day here in the United States

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<v Speaker 1>as a holiday for us here at my Heart and

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<v Speaker 1>as such, instead of working, I am vacating or holidaying

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<v Speaker 1>or something. So we're bringing to you an episode that

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<v Speaker 1>originally published on May twenty one. It is titled how

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<v Speaker 1>three D Audio Works. And there is some three D

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<v Speaker 1>audio shenanigans in this, So if you get creeped out

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<v Speaker 1>by that kind of stuff, it's good to know going

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<v Speaker 1>into this. Best listen with headphones on if you're not

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<v Speaker 1>creeped up by that kind of stuff, and you can

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<v Speaker 1>enjoy a little bit of the effects as well as

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<v Speaker 1>learn about the technology I hope you enjoy. Let me

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<v Speaker 1>tell you a story about my childhood. My family are

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<v Speaker 1>all really big Disney theme park fans, and growing up

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<v Speaker 1>in Georgia meant we were just a short eight to

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<v Speaker 1>ten hour drive from Walt Disney World in Florida. Both

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<v Speaker 1>of my parents were teachers, and they would save up

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<v Speaker 1>money so that every two or three years or so

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<v Speaker 1>we'd make the trip down. Disney World was always where

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<v Speaker 1>my sister and I wanted to go, even when my

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<v Speaker 1>parents gently tried to suggest other places like Washington, d C.

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<v Speaker 1>Or New York City. Nope, we want a Disney World

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<v Speaker 1>also quick aside, these days, we still will take family

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<v Speaker 1>trips to Disney World, my parents included, and now with

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<v Speaker 1>my nieces we get to experience seeing Disney through fresh eyes,

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<v Speaker 1>which is pretty great. But anyway, back to my story.

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<v Speaker 1>Back in nine, the Disney Hollywood Studios Park opened for

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<v Speaker 1>the first time. Back then it was Disney MGM Studios,

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<v Speaker 1>and the studios were a working studio with films and

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<v Speaker 1>TV shows shot on the premises. A lot of attractions

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<v Speaker 1>related to film and TV production. There was the Great

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<v Speaker 1>Movie Ride, which closed in There was a behind the

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<v Speaker 1>scenes tour which close in 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>I 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 fully sound effects in

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<v Speaker 1>place to great comedic effect. After that presentation, however, you

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<v Speaker 1>could wander through the rest of the attraction and tucked

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<v Speaker 1>off to the side were a couple of rooms large

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<v Speaker 1>enough to hold a few people at a time, and

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<v Speaker 1>they were called sound stations. Inside those rooms were benches

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<v Speaker 1>attached to the walls and there were hooks holding headphones.

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<v Speaker 1>Every couple of feet you would go in, you would

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<v Speaker 1>sit down, you would put on the headphones, making sure

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<v Speaker 1>that the headphone with the yellow pad went over your

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<v Speaker 1>right ear. And then something extraordinary happened. As the lights

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<v Speaker 1>went down, you were presented with a scenario. You're playing

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<v Speaker 1>the part of a new executive at the Walt Disney

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<v Speaker 1>Studios named r. J. McBean. You're told you're sitting behind

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<v Speaker 1>your executive desk waiting for your assistant Hampton to come

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<v Speaker 1>in and start off your day, and the sound orbited you.

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<v Speaker 1>You'd hear the narrator set up the scenario, and her

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<v Speaker 1>voice drifted from one ear to the other, as if

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<v Speaker 1>she were actually walking around you while you sat at

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<v Speaker 1>this fictional desk. And then the scenario would really begin

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<v Speaker 1>and things got really wild. A little tinker bell jingling

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<v Speaker 1>would represent the true beginning, and you would hear Hampton

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<v Speaker 1>come in. He would walk through on a door to

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<v Speaker 1>your right, and then you'd hear him pontificate as he

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<v Speaker 1>walks through your office. You would pour a busy drink

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<v Speaker 1>into a glass of ice, and he introduced you to

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<v Speaker 1>your secretary. Surely, Oh, and also said you would get

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<v Speaker 1>a haircut from a stylist named Ken because of course,

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<v Speaker 1>the big cheese is on his way to meet you,

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<v Speaker 1>and the haircut sounds in particular were really compelling. You

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<v Speaker 1>could almost feel the sensation of someone cutting your hair.

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<v Speaker 1>And I say this as a bald man who hasn't

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<v Speaker 1>had hair in more than twenty years. Meanwhile, as the

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<v Speaker 1>hair goes flying, a director called Flavio shows up and

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<v Speaker 1>pitches a new film to you, complete with using a

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<v Speaker 1>hair dryer to simulate desert winds. There are a lot

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<v Speaker 1>of other cute sound effects that follow, like a paper

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<v Speaker 1>being placed over your head to represent a turban and

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<v Speaker 1>you can actually find recordings of this piece online, though

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<v Speaker 1>I will warn you the effects aren't quite up to

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<v Speaker 1>the quality of the original attraction, which also incorporated stuff

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<v Speaker 1>like actual blowers to blow warm air on you. Oh

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<v Speaker 1>and uh, that big cheese who comes in at the end,

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<v Speaker 1>Well that's Mickey Mouse, of course, he comes into place

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<v Speaker 1>a pair of mouse ears on top of your head.

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<v Speaker 1>The whole thing lasted about five minutes and I loved it.

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<v Speaker 1>And at the end you were instructed to remove your headphones,

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<v Speaker 1>hang them back on the wall, and exit the room,

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<v Speaker 1>whereupon you'd head outside to the blazing Florida sun and

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<v Speaker 1>the wild audio of the real outdoors. That was how

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<v Speaker 1>I first experienced three D audio. At that time, it

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<v Speaker 1>was based off a technology that had a brand name

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<v Speaker 1>of Holophonics. These days, we'd more likely call it binaural

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<v Speaker 1>audio or maybe just three D audio. And there are

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<v Speaker 1>a lot of different ways to create the experience, some

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<v Speaker 1>of which requires special equipment, others that require special software.

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<v Speaker 1>You can find examples of three D audio in music recordings,

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<v Speaker 1>amusement park attractions, and stuff like a s MR videos.

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<v Speaker 1>It can be a really compelling experience and I remember

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<v Speaker 1>getting goose bumps the first time I encountered it, and

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<v Speaker 1>depending on who's doing the recording and the effects that

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<v Speaker 1>they're creating, I can still get goose bumps from it today.

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<v Speaker 1>Long time listeners might remember that a few years back,

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<v Speaker 1>I interviewed an a s m R artist named Heather Feather,

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<v Speaker 1>who was one of a handful of creators who were

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<v Speaker 1>really making a SMR a phenomenon. Now we have thousands

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<v Speaker 1>of creators. If you do a search on YouTube for

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<v Speaker 1>a s m R you will see countless videos in

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<v Speaker 1>the category. But the technology and psychology behind this experience

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<v Speaker 1>goes back quite a ways. So I want to explore

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<v Speaker 1>the evolution and technology behind making three D audio. Now,

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<v Speaker 1>in the beginning, there was mono, that is monaural or

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<v Speaker 1>monophonic sound. This sound can come from a single loud speaker,

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<v Speaker 1>or it could be channeled to multiple loud speakers, but

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<v Speaker 1>the signal going to each loudspeaker is exactly the same

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<v Speaker 1>as every other loud speaker. It's effectively a single channel

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<v Speaker 1>of sound. It's how we do podcasts typically, where you

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<v Speaker 1>usually will hear the same level of volume in each year.

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<v Speaker 1>For shows with the multiple hosts, it means that you

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<v Speaker 1>hear all the hosts in both ears equally. Most listeners

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<v Speaker 1>tend to prefer that, but very early on people started

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<v Speaker 1>to experiment with ways to provide more than one channel

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<v Speaker 1>of sounds simultaneously to a listener to create a different

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<v Speaker 1>kind of experience. Way back in eight one, when the

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<v Speaker 1>loud speaker itself was just a few years old, Alexander

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<v Speaker 1>Graham Bell had patented it in eight seventy six as

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<v Speaker 1>part of this telephone invention. Well, that's when a man

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<v Speaker 1>named Clement Adder came up with a clever idea. One

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<v Speaker 1>of the downsides of live theater is that it is

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<v Speaker 1>a scarce resource. Only so many people can fit into

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<v Speaker 1>a theater for a performance, and once that performance is over,

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<v Speaker 1>it's all done. So there is an element of exclusivity

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<v Speaker 1>when it comes to live theater, something that remains true

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<v Speaker 1>because I mean, it's just the limitations of the art.

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<v Speaker 1>But Adder thought of a way that would help people

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<v Speaker 1>listen in to say, a performance of an opera, without

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<v Speaker 1>having to actually go to the opera house. His demonstration

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<v Speaker 1>involved installing telephone receivers in a few rooms at the

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<v Speaker 1>Palais de l Industry. 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 and Scientific American

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<v Speaker 1>Monsieur Hospitalier is quoted as saying, quote, everyone who has

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<v Speaker 1>been fortunate enough to hear the telephones at the Palais

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<v Speaker 1>de l Industry 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

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<v Speaker 1>produce end quote. This was a very early and primitive

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<v Speaker 1>version of stereophonic sound. For those of us who have

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<v Speaker 1>hearing in both of our ears, we experience the world

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<v Speaker 1>in stereo. Sound travels at a certain speed. It's three

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<v Speaker 1>per second if you have an air temperature of around

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<v Speaker 1>twenty degrees celsius or sixty eight degrees fahrenheit. And yes,

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<v Speaker 1>the temperature affects how quickly sound will move through the air.

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<v Speaker 1>And our ears are located upon opposite sides of our noggins.

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<v Speaker 1>That means that sound hits our two ear drums at

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<v Speaker 1>slightly different times, depending upon where it's coming from, and

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<v Speaker 1>we will perceive sound coming from one side of us

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<v Speaker 1>as being louder in that year than in our opposite ear,

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<v Speaker 1>and so on. So mono sound shoves all of those

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<v Speaker 1>sound waves through one channel. Everything is coming out equally

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<v Speaker 1>through each loudspeaker. Stereo sound, however, changes this up, varying

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<v Speaker 1>the amplitude or volume of sound in each channel and

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<v Speaker 1>creating a different effect. While adders demonstration indicated that there

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<v Speaker 1>was something interesting with producing sound using different channels directed

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<v Speaker 1>at different loud speakers, that was just the tip of

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<v Speaker 1>the Iceberg, Alan Dower Bloomline would advance the art considerably

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<v Speaker 1>in the nineteen thirties. Bloomline was born in three He

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<v Speaker 1>became an electronics engineer and he worked for the famous

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<v Speaker 1>Abbey Road Studios, where he pioneered advancements in stereophonic recording.

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<v Speaker 1>According to an anecdote told by Alan Blumline's son, Simon,

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<v Speaker 1>Bloomline was at the movies with his wife watching a

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<v Speaker 1>film and he remarked that were a blind person to

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<v Speaker 1>go to the movies, they might struggle to follow what

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<v Speaker 1>was going on because the sound was all coming from loudspeakers.

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<v Speaker 1>In mono. There was no way to detect through hearing

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<v Speaker 1>where people were within a scene. Everyone would sound like

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<v Speaker 1>they were in the same spot. You would only be

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<v Speaker 1>able to hear if someone was further or closer to

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<v Speaker 1>a microphone, but otherwise spatially you would have no idea

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<v Speaker 1>what was going on. And that got him into thinking

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<v Speaker 1>about developing a system that would allow sound engineers to

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<v Speaker 1>record and reproduce sound so that had a more localized effect.

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<v Speaker 1>Action happening on the left side of the screen would

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<v Speaker 1>be represented by sounds emanating from loudspeakers on the left

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<v Speaker 1>side of the theater. Likewise, action on the right side

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<v Speaker 1>would be paired with an appropriate amount of sound coming

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<v Speaker 1>from the right. Each speaker might produce some of the sound,

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<v Speaker 1>but at different amplitudes, so that while you might get

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<v Speaker 1>a little bit of the right hand sound from left

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<v Speaker 1>hand speakers, the levels would be lower, and the overall

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<v Speaker 1>feeling would be that you're in the middle of that sound,

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<v Speaker 1>and it would enhance it's the experience of seeing a

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<v Speaker 1>movie and as well as help out those who are

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<v Speaker 1>visually impaired follow what was going on. According to that anecdote,

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<v Speaker 1>Blumline called it binaural sound, which of course will come

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<v Speaker 1>back to a bit later in this episode. I just

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<v Speaker 1>find it interesting that the original term for stereo is

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<v Speaker 1>one we now associate with a more specific approach to

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<v Speaker 1>audio recording and production. He would receive more than seventy

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<v Speaker 1>patents for his various inventions related to stereo sound. He

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<v Speaker 1>created technology to record, process, and reproduce audio and stereo.

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<v Speaker 1>In n four, he oversaw a stereo recording of the

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<v Speaker 1>London Philharmonic Orchestra at the Abbey Road Studios. Blumline also

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<v Speaker 1>pioneered the Blomline method, which would use two microphones mounted

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<v Speaker 1>at a nine d degree angle with regard to one

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<v Speaker 1>another to pick up directional sounds in a recording environment. So,

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<v Speaker 1>in other words, if you think of a room as

0:14:58.480 --> 0:15:01.880
<v Speaker 1>a square, one might is picking up sounds primarily along

0:15:02.080 --> 0:15:04.920
<v Speaker 1>the X axis, and the other is picking up sound

0:15:05.000 --> 0:15:09.480
<v Speaker 1>along the y axis. Bloomline also figured out how to

0:15:09.560 --> 0:15:12.720
<v Speaker 1>create a stereo groove and a record album. Back in

0:15:12.800 --> 0:15:15.360
<v Speaker 1>those days, these were made from shell act but they

0:15:15.360 --> 0:15:18.360
<v Speaker 1>would later be made from vinyl. And when I think

0:15:18.400 --> 0:15:22.240
<v Speaker 1>about that, I'm astonished. I mean, the way a record

0:15:22.240 --> 0:15:26.360
<v Speaker 1>player works is that a stylists or needle fits into

0:15:26.440 --> 0:15:30.040
<v Speaker 1>the groove of a record. That groove causes the stylus

0:15:30.040 --> 0:15:34.480
<v Speaker 1>to vibrate, and those vibrations transmit to a transducer, which

0:15:34.520 --> 0:15:37.760
<v Speaker 1>turns the vibrations into an electrical signal thanks to a

0:15:37.800 --> 0:15:41.560
<v Speaker 1>little electro magnet magic, and that signal then goes to

0:15:41.600 --> 0:15:45.320
<v Speaker 1>an amplifier, which boosts the signal strength, which then goes

0:15:45.360 --> 0:15:48.400
<v Speaker 1>on to loudspeakers and powers them so that they can

0:15:48.440 --> 0:15:51.920
<v Speaker 1>reproduce the original recorded sound that created the groove in

0:15:51.920 --> 0:15:55.640
<v Speaker 1>the first place. It's the edges of these grooves that

0:15:55.760 --> 0:15:59.840
<v Speaker 1>caused the vibration or the wiggle of the stylus. So

0:16:00.040 --> 0:16:03.800
<v Speaker 1>how does one record stereo sound to a physical disc

0:16:03.880 --> 0:16:07.680
<v Speaker 1>with a groove. Well, imagine a groove that slalom's back

0:16:07.720 --> 0:16:11.240
<v Speaker 1>and forth in a nice even path. So the waves

0:16:11.320 --> 0:16:14.440
<v Speaker 1>along either side of the groove are a physical representation

0:16:14.480 --> 0:16:19.480
<v Speaker 1>of the original sound waves that were recorded. Now, usually

0:16:19.680 --> 0:16:22.480
<v Speaker 1>in a mono record, you would just see that these

0:16:22.680 --> 0:16:26.600
<v Speaker 1>waves are evenly distributed on the left and right side.

0:16:26.640 --> 0:16:28.800
<v Speaker 1>It's like they're in sync with one another. It's just

0:16:28.840 --> 0:16:34.480
<v Speaker 1>a nice smooth curve. But what if you wanted to

0:16:34.560 --> 0:16:37.360
<v Speaker 1>record stereo, Well, you could have it where the left

0:16:37.400 --> 0:16:39.320
<v Speaker 1>side of the groove and the right side of the

0:16:39.320 --> 0:16:42.520
<v Speaker 1>groove are actually different. The wall on one side would

0:16:42.520 --> 0:16:46.440
<v Speaker 1>represent the audio recorded in one channel and the wall

0:16:46.520 --> 0:16:48.800
<v Speaker 1>on the other side of the groove was for the

0:16:48.840 --> 0:16:52.240
<v Speaker 1>second channel. So, with the proper equipment, you could play

0:16:52.240 --> 0:16:54.520
<v Speaker 1>this record back and the stylist would vibrate in a

0:16:54.640 --> 0:16:58.680
<v Speaker 1>very specific way. It would be detected by two sensors

0:16:58.680 --> 0:17:03.320
<v Speaker 1>connected to the style of us so essentially to transducers,

0:17:03.360 --> 0:17:06.080
<v Speaker 1>and these two channels of sound could again go to

0:17:06.240 --> 0:17:09.160
<v Speaker 1>specific loud speakers and left and a right, and then

0:17:09.200 --> 0:17:13.199
<v Speaker 1>you get stereo playback. It's pretty incredible. Listening back to

0:17:13.480 --> 0:17:17.320
<v Speaker 1>properly recorded and processed audio would give the listener the

0:17:17.359 --> 0:17:21.520
<v Speaker 1>sensation that they were actually in an acoustic space. It

0:17:21.600 --> 0:17:24.080
<v Speaker 1>would feel as though you were standing at the spot

0:17:24.160 --> 0:17:28.080
<v Speaker 1>where the microphone had been mounted, and that the sound

0:17:28.119 --> 0:17:30.520
<v Speaker 1>you encounter is just as if you were present at

0:17:30.560 --> 0:17:34.159
<v Speaker 1>the recording session. That was the intent anyway, but the

0:17:34.200 --> 0:17:37.480
<v Speaker 1>actual process of getting there is a lot more complicated

0:17:37.520 --> 0:17:40.560
<v Speaker 1>than setting up just a pair of microphones. When we

0:17:40.680 --> 0:17:44.119
<v Speaker 1>come back, we'll learn a bit more about stereo recording

0:17:44.240 --> 0:17:48.080
<v Speaker 1>and editing, and we'll also learn why the Beatles, who

0:17:48.200 --> 0:17:53.080
<v Speaker 1>also made famous recordings at Abbey Road Studios, concentrated on

0:17:53.160 --> 0:17:56.800
<v Speaker 1>creating mono records for a long time, even though stereo

0:17:56.800 --> 0:18:09.120
<v Speaker 1>had been around for decades. But first, let's a quick break. Now.

0:18:09.240 --> 0:18:12.520
<v Speaker 1>I've done episodes about sound to film in the past,

0:18:12.920 --> 0:18:16.080
<v Speaker 1>and also sound on television, so I'm going to skip

0:18:16.160 --> 0:18:19.240
<v Speaker 1>over all of that, Otherwise this episode would be for

0:18:19.520 --> 0:18:22.880
<v Speaker 1>five hours long. Instead, I want to talk a bit

0:18:22.920 --> 0:18:26.200
<v Speaker 1>more about stereo recordings and why bands like the Beatles

0:18:26.560 --> 0:18:29.920
<v Speaker 1>were slow to adopt them. To listen to a stereo

0:18:30.000 --> 0:18:33.480
<v Speaker 1>recording properly, you need a stereo system. That is, you

0:18:33.520 --> 0:18:36.119
<v Speaker 1>need a sound system that has at least two loud

0:18:36.160 --> 0:18:39.199
<v Speaker 1>speakers and a way to send the different channels of

0:18:39.240 --> 0:18:42.200
<v Speaker 1>sound to both the left and the right speakers or

0:18:42.320 --> 0:18:46.080
<v Speaker 1>independently to the left and right speakers. Otherwise, the playback

0:18:46.119 --> 0:18:49.000
<v Speaker 1>would be in mono even if the recording were in stereo,

0:18:49.400 --> 0:18:51.720
<v Speaker 1>and what you would get is a weird case where

0:18:51.880 --> 0:18:54.880
<v Speaker 1>some elements of the recording would be really quiet, as

0:18:54.920 --> 0:18:57.040
<v Speaker 1>those would be the sounds recorded to a channel that

0:18:57.240 --> 0:19:00.280
<v Speaker 1>wasn't getting picked up by the mono playback system. Now,

0:19:00.359 --> 0:19:02.600
<v Speaker 1>if you've ever listened to a recording where some of

0:19:02.600 --> 0:19:07.359
<v Speaker 1>the voices or instruments sound unusually quiet, and that it

0:19:07.440 --> 0:19:10.520
<v Speaker 1>doesn't sound like this was done on purpose, it's likely

0:19:10.560 --> 0:19:14.560
<v Speaker 1>because either someone mixed the audio improperly, or it's a

0:19:14.600 --> 0:19:17.800
<v Speaker 1>stereo recording that at some point got converted over into

0:19:17.880 --> 0:19:21.320
<v Speaker 1>mono and you're losing some of the audio as a result.

0:19:22.119 --> 0:19:26.480
<v Speaker 1>Stereo systems were really expensive when they first came out.

0:19:26.520 --> 0:19:29.320
<v Speaker 1>I'm talking about like stereo systems that you would purchase

0:19:29.400 --> 0:19:32.879
<v Speaker 1>for your home, and a lot of people, particularly young people,

0:19:33.440 --> 0:19:36.800
<v Speaker 1>had really purchased record players that had a single speaker

0:19:36.880 --> 0:19:41.920
<v Speaker 1>incorporated into the player itself. So these were mono playback devices,

0:19:42.119 --> 0:19:44.840
<v Speaker 1>as there was only one speaker for sound to go.

0:19:45.520 --> 0:19:49.400
<v Speaker 1>The Beatles, being a band whose music was disproportionately favored

0:19:49.440 --> 0:19:53.000
<v Speaker 1>by the young, had their audience in mind as they

0:19:53.040 --> 0:19:57.080
<v Speaker 1>mixed their albums. It said that for many of the

0:19:57.119 --> 0:19:59.840
<v Speaker 1>albums from the early to mid period of the b

0:20:00.000 --> 0:20:03.760
<v Speaker 1>as a band, the group would spend hours in the

0:20:03.800 --> 0:20:07.040
<v Speaker 1>mixing studio to get the mono mix just right, but

0:20:07.119 --> 0:20:10.480
<v Speaker 1>when it came time to do the stereo mixes, they

0:20:10.560 --> 0:20:12.919
<v Speaker 1>left that to the audio engineers at Abbey Road and

0:20:12.960 --> 0:20:16.640
<v Speaker 1>we're never around. So why is that? Well, because to them,

0:20:17.040 --> 0:20:20.040
<v Speaker 1>the mono recordings were more important. That was what their

0:20:20.080 --> 0:20:23.119
<v Speaker 1>fan base could enjoy. For that reason, a lot of

0:20:23.119 --> 0:20:27.359
<v Speaker 1>Beatles fans or purists favor the mono recordings of early

0:20:27.520 --> 0:20:32.000
<v Speaker 1>Beatles work. They issue the stereo recordings as failing to

0:20:32.080 --> 0:20:35.240
<v Speaker 1>represent what it was the Beatles were trying to achieve.

0:20:35.680 --> 0:20:38.719
<v Speaker 1>And if you listen to the mono versus stereo recordings

0:20:38.760 --> 0:20:42.240
<v Speaker 1>of some of those early songs like Paperback Writer or

0:20:42.240 --> 0:20:46.840
<v Speaker 1>eleanor Rigby, you really can tell there is a major difference.

0:20:47.400 --> 0:20:50.680
<v Speaker 1>And this leads into one way to create a stereo

0:20:50.880 --> 0:20:54.040
<v Speaker 1>or three D audio sound. You can take a recording,

0:20:54.359 --> 0:20:57.200
<v Speaker 1>and you can change how much of the signal gets

0:20:57.240 --> 0:21:01.240
<v Speaker 1>sent to a particular channel. That determines which loudspeaker or

0:21:01.359 --> 0:21:05.359
<v Speaker 1>set of loudspeakers will play back the audio, or more likely,

0:21:05.560 --> 0:21:10.080
<v Speaker 1>how much volume that particular sound will have in each loudspeaker.

0:21:10.680 --> 0:21:14.040
<v Speaker 1>This is both a science and an art. A lot

0:21:14.040 --> 0:21:16.679
<v Speaker 1>of the work in this field was centered around music,

0:21:17.040 --> 0:21:21.560
<v Speaker 1>and music can contain a wide range of frequencies and tones.

0:21:22.160 --> 0:21:27.320
<v Speaker 1>Imagine an orchestra. You have instruments that primarily create lower frequencies,

0:21:27.359 --> 0:21:32.240
<v Speaker 1>like lower pitches. You've got tubas and basses and cellos.

0:21:32.280 --> 0:21:35.119
<v Speaker 1>Each of those instruments, while creating notes that might be

0:21:35.160 --> 0:21:39.480
<v Speaker 1>in the same general range, have distinct sounds. A tuba

0:21:39.600 --> 0:21:42.760
<v Speaker 1>and an upright bass do not sound the same. In

0:21:42.800 --> 0:21:46.960
<v Speaker 1>other words, then you've got instruments that center on some

0:21:47.119 --> 0:21:51.520
<v Speaker 1>of the higher frequencies, like flutes and piccolos and violins.

0:21:51.560 --> 0:21:55.280
<v Speaker 1>These also sound different from one another, and so it

0:21:55.320 --> 0:21:58.000
<v Speaker 1>became important to figure out how to not just capture

0:21:58.040 --> 0:22:02.920
<v Speaker 1>a recording and divided into channels to create spatial landscapes,

0:22:03.359 --> 0:22:07.120
<v Speaker 1>but also how to balance out the tones so that

0:22:07.160 --> 0:22:10.560
<v Speaker 1>you don't lose anything in the process with the wrong mix.

0:22:10.960 --> 0:22:14.720
<v Speaker 1>One instrument or group of instruments might totally overpower another,

0:22:14.840 --> 0:22:17.600
<v Speaker 1>and it's almost as if those other instruments were never

0:22:17.680 --> 0:22:21.480
<v Speaker 1>even present at the original recording, and so processing recordings

0:22:21.480 --> 0:22:25.600
<v Speaker 1>and getting the mix just right became critical. One part

0:22:25.640 --> 0:22:28.840
<v Speaker 1>of this is called panning, and it relies on a

0:22:28.920 --> 0:22:32.199
<v Speaker 1>pan control. In the old days, you would use a

0:22:32.240 --> 0:22:35.560
<v Speaker 1>mixing board with physical controls on it to control the pan.

0:22:36.080 --> 0:22:40.119
<v Speaker 1>The pan determines how much signal from each input is

0:22:40.280 --> 0:22:44.680
<v Speaker 1>sent to each channel. These days, many audio producers work

0:22:44.720 --> 0:22:49.120
<v Speaker 1>with digital audio workstations or DAWs, and with a DAW

0:22:49.680 --> 0:22:53.639
<v Speaker 1>you also control panning. You can pan either mono or

0:22:53.840 --> 0:22:57.639
<v Speaker 1>stereo tracks. Most DAWs will let you convert one type

0:22:57.640 --> 0:23:01.520
<v Speaker 1>of track into another, splitting a mono into stereo or

0:23:01.640 --> 0:23:05.880
<v Speaker 1>combining stereo into mono. For certain types of audio, like

0:23:06.119 --> 0:23:09.720
<v Speaker 1>MANI podcasts, the default is to go to mono. It

0:23:09.720 --> 0:23:12.960
<v Speaker 1>can be a little disconcerting if you record and publish

0:23:12.960 --> 0:23:16.520
<v Speaker 1>a podcast in stereo. Many years ago, when I first

0:23:16.560 --> 0:23:20.760
<v Speaker 1>started recording large Nerdroun Collider with my friend Ariel, I

0:23:20.840 --> 0:23:25.480
<v Speaker 1>accidentally recorded and published several episodes in stereo, which meant

0:23:25.800 --> 0:23:28.720
<v Speaker 1>all of my audio was in one channel, like the

0:23:28.840 --> 0:23:31.639
<v Speaker 1>left channel and all of Ariel's audio was in the

0:23:31.640 --> 0:23:34.280
<v Speaker 1>other channel, the right channel. So it's like I was

0:23:34.359 --> 0:23:37.000
<v Speaker 1>talking into your left ear and Ariel was talking into

0:23:37.040 --> 0:23:41.480
<v Speaker 1>your right ear, which was very unsettling. I eventually figured

0:23:41.520 --> 0:23:43.639
<v Speaker 1>out what I was doing, and I began mixing our

0:23:43.680 --> 0:23:47.800
<v Speaker 1>recordings into a mono track to avoid that problem. And

0:23:47.880 --> 0:23:52.640
<v Speaker 1>with some early stereo recordings you can hear examples of

0:23:53.000 --> 0:23:57.240
<v Speaker 1>problems like this. It's frequently disconcerting. There are recordings of

0:23:57.320 --> 0:24:01.439
<v Speaker 1>songs in which all the instrumentation is on one side

0:24:01.600 --> 0:24:04.480
<v Speaker 1>and all the vocals are on the other side. Now

0:24:04.520 --> 0:24:07.920
<v Speaker 1>that might have been done purposefully, but it was often

0:24:07.960 --> 0:24:11.520
<v Speaker 1>a sort of heavy handed approach to stereo. There are

0:24:11.520 --> 0:24:15.080
<v Speaker 1>times an artist might desire that specific effect, but other

0:24:15.160 --> 0:24:17.639
<v Speaker 1>times the desire was to be a bit more creative

0:24:17.640 --> 0:24:19.760
<v Speaker 1>with stereo, and you might have a track in which

0:24:20.119 --> 0:24:22.560
<v Speaker 1>the vocalist is on the extreme right of part of

0:24:22.600 --> 0:24:26.159
<v Speaker 1>the recording, then on the extreme left later on. The

0:24:26.160 --> 0:24:29.200
<v Speaker 1>beatles A Day in the Life actually falls into that category.

0:24:29.640 --> 0:24:32.040
<v Speaker 1>Or you might want to create a rich soundscape in

0:24:32.080 --> 0:24:34.679
<v Speaker 1>which there is a sense of location for all the sound,

0:24:35.280 --> 0:24:39.840
<v Speaker 1>maybe not something that's explicitly communicated to the listener, but

0:24:40.080 --> 0:24:44.280
<v Speaker 1>is an important representation of the performance. So how about

0:24:44.440 --> 0:24:48.320
<v Speaker 1>we play around with some post processing panning to create

0:24:48.600 --> 0:24:53.560
<v Speaker 1>a three dimensional experience. My producer, Tari, who is a

0:24:53.680 --> 0:24:58.080
<v Speaker 1>superstar here at iHeart, is always critical to the success

0:24:58.119 --> 0:25:01.199
<v Speaker 1>of this show. But in a moment, she's going to

0:25:01.240 --> 0:25:03.639
<v Speaker 1>take over the experience of what this show sounds like

0:25:03.760 --> 0:25:06.800
<v Speaker 1>to you, the audience. And I'm going to do something

0:25:06.880 --> 0:25:10.280
<v Speaker 1>I've always wanted to do in three D audio. I'm

0:25:10.320 --> 0:25:14.159
<v Speaker 1>going to give you a little Shakespeare. This piece is

0:25:14.200 --> 0:25:17.920
<v Speaker 1>the prologue to Henry the Five, one of Shakespeare's company

0:25:17.960 --> 0:25:22.520
<v Speaker 1>designated the chorus implores the audience to use their imaginations

0:25:22.560 --> 0:25:25.880
<v Speaker 1>to augment the production of the play itself. And so

0:25:26.320 --> 0:25:29.960
<v Speaker 1>as you listen to this piece, imagine you are seated

0:25:30.119 --> 0:25:34.520
<v Speaker 1>on a stage with the chorus walking around you, explaining

0:25:34.600 --> 0:25:39.520
<v Speaker 1>your role in creating the theatrical experience. Now, I admit

0:25:40.000 --> 0:25:43.200
<v Speaker 1>I'm cheating a little bit here, because the whole point

0:25:43.280 --> 0:25:47.040
<v Speaker 1>of this passage is to say that theater is incapable

0:25:47.160 --> 0:25:50.159
<v Speaker 1>of creating an exact copy of the story of Henry

0:25:50.160 --> 0:25:53.840
<v Speaker 1>the Fifth and England's battles with France. But you also

0:25:53.920 --> 0:25:57.679
<v Speaker 1>have to remember I'm a former English literature major and

0:25:57.720 --> 0:26:01.399
<v Speaker 1>I never get to do Shakespeare. So out here we

0:26:01.480 --> 0:26:06.679
<v Speaker 1>go headphones on, Oh, for a muse of fire that

0:26:06.760 --> 0:26:12.159
<v Speaker 1>would ascend the brightest heaven of invention, a kingdom, for

0:26:12.280 --> 0:26:16.679
<v Speaker 1>a stage, princes to act, and monarchs to behold the

0:26:16.800 --> 0:26:21.640
<v Speaker 1>swelling scene. Then should the warlike harry, like himself, assume

0:26:21.760 --> 0:26:25.080
<v Speaker 1>the ports of Mars, and at his heels leashed in

0:26:25.320 --> 0:26:30.280
<v Speaker 1>like hounds, should famine sword and fire, crouch for employment.

0:26:31.320 --> 0:26:37.439
<v Speaker 1>But pardon, gentles, all the flat, unraised spirits that have

0:26:37.680 --> 0:26:42.760
<v Speaker 1>dared on this unworthy scaffold to bring forth so great

0:26:43.200 --> 0:26:48.520
<v Speaker 1>an object, Candice cockpit, hold the vasty fields of France.

0:26:49.160 --> 0:26:52.880
<v Speaker 1>Or may we cram within this wooden oh, the very

0:26:53.080 --> 0:26:57.920
<v Speaker 1>casks that did affright the air at Agincourt. Oh, pardon,

0:26:58.760 --> 0:27:03.280
<v Speaker 1>since a crooked figure may attest in little place a million,

0:27:04.160 --> 0:27:08.920
<v Speaker 1>let us ciphers to this great accompt on your imaginary

0:27:09.000 --> 0:27:16.000
<v Speaker 1>forces work. Suppose within the girdle of these walls are

0:27:16.040 --> 0:27:22.640
<v Speaker 1>now confined two mighty monarchies, whose high, upreared and abudding

0:27:22.720 --> 0:27:28.200
<v Speaker 1>fronts the perilous narrow ocean parts. Asunder, piece out our

0:27:28.359 --> 0:27:33.200
<v Speaker 1>imperfections with your thoughts into a thousand parts. Divide one

0:27:33.280 --> 0:27:38.720
<v Speaker 1>man and make imaginary puissance. Think when we talk of horses,

0:27:39.160 --> 0:27:43.159
<v Speaker 1>that you see them printing their proud hoofs in the

0:27:43.240 --> 0:27:47.960
<v Speaker 1>receiving earth. For tis your thoughts that now must deck

0:27:48.119 --> 0:27:52.600
<v Speaker 1>our kings, carry them here and there, jumping over times,

0:27:52.640 --> 0:27:57.440
<v Speaker 1>turning the accomplishment of many years into an hour glass

0:27:58.359 --> 0:28:03.240
<v Speaker 1>for the which supply at it me chorus to this history,

0:28:03.880 --> 0:28:09.040
<v Speaker 1>who prologue like your humble patients, prey gently to hear,

0:28:09.840 --> 0:28:15.639
<v Speaker 1>kindly to judge. I'll play. So for that recording, I

0:28:15.720 --> 0:28:18.560
<v Speaker 1>went into our studio at I heart, and I spoken

0:28:18.560 --> 0:28:23.360
<v Speaker 1>to a normal studio microphone. All the manipulation had been

0:28:23.400 --> 0:28:26.040
<v Speaker 1>done in post production, which is an effective way to

0:28:26.080 --> 0:28:29.280
<v Speaker 1>achieve that three D audio sound, but it does require

0:28:29.359 --> 0:28:31.879
<v Speaker 1>a lot of work on the part of the producer.

0:28:32.480 --> 0:28:34.879
<v Speaker 1>But the three D audio I did at the top

0:28:35.040 --> 0:28:37.720
<v Speaker 1>of this episode was done in a different way. I

0:28:37.840 --> 0:28:41.280
<v Speaker 1>used a special microphone. When we come back, i'll talk

0:28:41.320 --> 0:28:45.000
<v Speaker 1>a bit about that technology, and we'll learn about some

0:28:45.040 --> 0:28:48.280
<v Speaker 1>companies that have produced specialized equipment for the purposes of

0:28:48.400 --> 0:28:52.760
<v Speaker 1>three D audio. But first let's take another quick break.

0:29:00.680 --> 0:29:05.520
<v Speaker 1>While some engineers and artists experimented with binaral recordings for

0:29:05.560 --> 0:29:08.960
<v Speaker 1>a while, it wasn't until nineteen seventy eight that the

0:29:09.000 --> 0:29:13.000
<v Speaker 1>first pop record using binaural recordings came out. It was

0:29:13.080 --> 0:29:17.040
<v Speaker 1>Lou Reid's Street Hassle. Listening to that album with headphones

0:29:17.080 --> 0:29:21.320
<v Speaker 1>on is pretty cool. To achieve the effect, studio engineers

0:29:21.320 --> 0:29:24.600
<v Speaker 1>took a mannequin head and installed a microphone at each

0:29:24.680 --> 0:29:28.280
<v Speaker 1>ear and used that to record sessions. A company called

0:29:28.560 --> 0:29:33.840
<v Speaker 1>Delta Acoustics put the system together with Manfred Schunk supervising.

0:29:34.600 --> 0:29:37.320
<v Speaker 1>Read made a couple of other albums in binaral audio.

0:29:38.160 --> 0:29:42.000
<v Speaker 1>One was the live Take No Prisoners album and the

0:29:42.040 --> 0:29:45.840
<v Speaker 1>other was The Bells. Other bands would experiment and recorded

0:29:45.880 --> 0:29:48.600
<v Speaker 1>binaral as well. The Rolling Stones did it for their

0:29:48.640 --> 0:29:51.800
<v Speaker 1>album Flashpoint, which was a concert recording of some of

0:29:51.800 --> 0:29:55.120
<v Speaker 1>their big hits and rarities. Pearl Jam recorded a studio

0:29:55.160 --> 0:30:01.440
<v Speaker 1>album called Binaral, recorded fittingly in binaral. The tech used

0:30:01.440 --> 0:30:04.440
<v Speaker 1>to record these albums changed slightly, but it was still

0:30:04.480 --> 0:30:08.160
<v Speaker 1>based on the same underlying principles. I think it's pretty

0:30:08.200 --> 0:30:11.160
<v Speaker 1>widely understood that our ears received sound in the form

0:30:11.200 --> 0:30:14.560
<v Speaker 1>of vibrations through a medium such as the air, and

0:30:14.600 --> 0:30:18.040
<v Speaker 1>then through interactions with the ear drum and the cochlea

0:30:18.080 --> 0:30:22.000
<v Speaker 1>and special nerves. Sending information to the brain. We interpret

0:30:22.040 --> 0:30:25.320
<v Speaker 1>those vibrations as sound in a very simple way of

0:30:25.360 --> 0:30:29.160
<v Speaker 1>looking at it. Sound comes into our ears. But did

0:30:29.200 --> 0:30:34.520
<v Speaker 1>you know our ears also generate sound, Because they totally do.

0:30:35.240 --> 0:30:40.080
<v Speaker 1>It's called auto acoustic emission or o a e. Now,

0:30:40.120 --> 0:30:43.400
<v Speaker 1>to get into o a es, how they work and

0:30:43.440 --> 0:30:47.120
<v Speaker 1>their role in stuff like medicine is beyond the scope

0:30:47.120 --> 0:30:52.320
<v Speaker 1>of this podcast, and more importantly, way outside my general expertise.

0:30:52.800 --> 0:30:56.520
<v Speaker 1>But it is true that a very sensitive microphone inserted

0:30:56.640 --> 0:30:59.720
<v Speaker 1>into the ear canal of a person with hearing will

0:30:59.720 --> 0:31:06.760
<v Speaker 1>pick up spontaneous auto acoustic emissions or s o a ease. Now,

0:31:07.480 --> 0:31:10.400
<v Speaker 1>most folks can't detect these sounds. They tend to be

0:31:10.440 --> 0:31:14.400
<v Speaker 1>at very low frequencies that dip below human perception, and

0:31:14.440 --> 0:31:18.840
<v Speaker 1>they are usually at very low amplitudes, so they're pretty quiet.

0:31:19.200 --> 0:31:23.320
<v Speaker 1>But in some cases people might actually hear the sounds

0:31:23.440 --> 0:31:30.000
<v Speaker 1>generated within their own inner ears and experience it as tenatus.

0:31:30.880 --> 0:31:36.520
<v Speaker 1>I'm one of those people, ya me. Now. The reason

0:31:36.720 --> 0:31:39.920
<v Speaker 1>I bring up that fact that the inner ear can

0:31:40.200 --> 0:31:43.320
<v Speaker 1>be not just a receptacle for sound but also a

0:31:43.400 --> 0:31:48.200
<v Speaker 1>generator of sound is because an inventor named Hugo Zucarelli

0:31:48.640 --> 0:31:52.040
<v Speaker 1>used that as the basis for a system he called holophonics.

0:31:52.920 --> 0:31:57.040
<v Speaker 1>His idea was that our hearing isn't a passive thing.

0:31:57.280 --> 0:32:00.680
<v Speaker 1>That the inner ear generates signals that in her fear

0:32:01.080 --> 0:32:05.520
<v Speaker 1>with the incoming audio signals, and the resulting interaction between

0:32:05.520 --> 0:32:08.680
<v Speaker 1>the sounds made by our ears and the sounds coming

0:32:08.760 --> 0:32:13.680
<v Speaker 1>into our ears plays a part in sound localization. Now,

0:32:13.800 --> 0:32:17.600
<v Speaker 1>long story short, Zuka Relli's hypothesis doesn't have a lot

0:32:17.600 --> 0:32:22.000
<v Speaker 1>of support in the broader scientific community. However, Zuka Relli's

0:32:22.040 --> 0:32:26.640
<v Speaker 1>equipment could record and reproduce sound in a really interesting way.

0:32:27.040 --> 0:32:30.720
<v Speaker 1>It's just the whole interference angle of what was going

0:32:30.800 --> 0:32:35.959
<v Speaker 1>on seemed inconsequential. Zuka Relli used microphones to stand in

0:32:36.080 --> 0:32:39.160
<v Speaker 1>for human ears, spaced apart so that a sound from

0:32:39.200 --> 0:32:42.240
<v Speaker 1>any given direction would reach one microphone before the other,

0:32:42.640 --> 0:32:45.160
<v Speaker 1>and the amplitude of the signal would depend upon things

0:32:45.240 --> 0:32:48.200
<v Speaker 1>such as the distance between the microphone and the origin

0:32:48.240 --> 0:32:50.800
<v Speaker 1>of the sound, as well as the angle at which

0:32:50.880 --> 0:32:54.320
<v Speaker 1>the sound waves would reach the microphone. Zoka Relli made

0:32:54.360 --> 0:32:58.760
<v Speaker 1>a bunch of different recordings to demonstrate this technology, something

0:32:58.840 --> 0:33:03.160
<v Speaker 1>called the shape Matchbox recordings because that was one of

0:33:03.200 --> 0:33:07.120
<v Speaker 1>the sounds he actually recorded using this system. Whether his

0:33:07.280 --> 0:33:11.600
<v Speaker 1>underlying hypothesis was correct or not, the recordings were effective,

0:33:11.920 --> 0:33:16.240
<v Speaker 1>and Zucarelli's approach created a way to make really localized

0:33:16.280 --> 0:33:19.640
<v Speaker 1>audio effects. That's essentially what was going on with the

0:33:19.800 --> 0:33:23.640
<v Speaker 1>Disney sound stations. Some of the microphones used by recording

0:33:23.680 --> 0:33:28.280
<v Speaker 1>studios even resembled a human head, with microphones literally placed

0:33:28.280 --> 0:33:30.960
<v Speaker 1>where the ears should be, and that also plays a

0:33:31.000 --> 0:33:34.320
<v Speaker 1>part in recording a sound accurately, so that the playback

0:33:34.440 --> 0:33:37.000
<v Speaker 1>will seem as though you are really there as you

0:33:37.080 --> 0:33:40.280
<v Speaker 1>listen to it. Beyond just the fact that our ears

0:33:40.280 --> 0:33:42.840
<v Speaker 1>are on opposite sides of our heads and the sound

0:33:42.840 --> 0:33:45.560
<v Speaker 1>will reach each ear at different times and amplitudes, other

0:33:45.640 --> 0:33:48.920
<v Speaker 1>factors also shape the nature of the sound We perceive,

0:33:49.440 --> 0:33:52.920
<v Speaker 1>the shape of our heads, the density of our noggins,

0:33:53.000 --> 0:33:58.560
<v Speaker 1>are sinuses. All of that affects our perception of sound. Collectively,

0:33:59.080 --> 0:34:03.280
<v Speaker 1>we call all of this head related transfer functions or

0:34:03.520 --> 0:34:08.520
<v Speaker 1>hr t F. The technology of holophonics systems and later

0:34:08.640 --> 0:34:14.120
<v Speaker 1>binaral microphones attempts to replicate the experience of hearing hyperlocalized

0:34:14.160 --> 0:34:19.000
<v Speaker 1>sounds through the application of HRTF. But this process is

0:34:19.040 --> 0:34:25.680
<v Speaker 1>incredibly complicated and um it's Matthew So I'm not going

0:34:25.719 --> 0:34:27.719
<v Speaker 1>to go into deep detail, which is good because I

0:34:27.719 --> 0:34:31.319
<v Speaker 1>would likely mess up the explanation. Also, it's important to

0:34:31.320 --> 0:34:35.080
<v Speaker 1>acknowledge that every person is different, which means there is

0:34:35.200 --> 0:34:39.759
<v Speaker 1>no universal solution towards creating the perfect binaral recording that

0:34:39.800 --> 0:34:43.600
<v Speaker 1>will convince every listener that they are hearing sounds coming

0:34:43.640 --> 0:34:47.120
<v Speaker 1>from ultra specific directions. You kind of have to go

0:34:47.400 --> 0:34:50.799
<v Speaker 1>more general to get a good response, but the more

0:34:50.840 --> 0:34:53.520
<v Speaker 1>precise you try to get, the more the results will

0:34:53.560 --> 0:34:56.600
<v Speaker 1>only work super well for a specific person, you know,

0:34:56.640 --> 0:35:00.759
<v Speaker 1>whomever was modeled for, and not we're can quite as

0:35:00.800 --> 0:35:05.680
<v Speaker 1>well for anyone else. For many years, the microphones used

0:35:05.680 --> 0:35:10.680
<v Speaker 1>to create binaral recordings in studio were prohibitively expensive and

0:35:10.840 --> 0:35:14.880
<v Speaker 1>far too complicated for the average consumer. You would occasionally

0:35:14.880 --> 0:35:18.160
<v Speaker 1>find binaral recordings, such as the one at Disney World,

0:35:18.680 --> 0:35:22.640
<v Speaker 1>but these were pretty rare and very specialized, and only

0:35:22.680 --> 0:35:25.880
<v Speaker 1>big companies like Disney could afford to do them. However,

0:35:26.360 --> 0:35:30.600
<v Speaker 1>over time, companies began to develop microphones that fell more

0:35:30.680 --> 0:35:34.360
<v Speaker 1>into the range of the pro sumer, with some consumer

0:35:34.440 --> 0:35:38.800
<v Speaker 1>level solutions thrown in there as well. Today, there is

0:35:38.840 --> 0:35:42.080
<v Speaker 1>a range of microphones one can use to create three

0:35:42.160 --> 0:35:46.080
<v Speaker 1>D audio. The microphone I used earlier in this episode

0:35:46.480 --> 0:35:49.640
<v Speaker 1>is a three D I O binaral mike or three

0:35:49.719 --> 0:35:52.560
<v Speaker 1>d OH if you prefer. You may have seen one

0:35:52.640 --> 0:35:54.400
<v Speaker 1>of these if you watch a lot of a s

0:35:54.480 --> 0:35:58.040
<v Speaker 1>MR videos. They are very popular. The microphone looks like

0:35:58.120 --> 0:36:02.600
<v Speaker 1>a horizontal bar with two silicone ears attached to either

0:36:02.960 --> 0:36:06.040
<v Speaker 1>end of that bar. The ears are spaced apart to

0:36:06.200 --> 0:36:10.200
<v Speaker 1>mimic a typical human heads width. The three d OH

0:36:10.480 --> 0:36:14.239
<v Speaker 1>doesn't have the mass of a head, it's just that

0:36:14.320 --> 0:36:17.360
<v Speaker 1>bar in the ears. It doesn't have the sinus cavities

0:36:17.600 --> 0:36:20.520
<v Speaker 1>or anything like that, so it is not a perfect

0:36:20.640 --> 0:36:24.960
<v Speaker 1>simulacrum of a person's auditory system, but it gets the

0:36:25.080 --> 0:36:29.280
<v Speaker 1>job done. That style of microphone typically retails for around

0:36:29.280 --> 0:36:32.960
<v Speaker 1>four dollars, so it's a little bit on the pricey side,

0:36:33.120 --> 0:36:37.480
<v Speaker 1>but it kind of falls between consumer and pro sumer. However,

0:36:37.640 --> 0:36:41.840
<v Speaker 1>you can achieve similar results using totally different microphone setups.

0:36:42.120 --> 0:36:45.680
<v Speaker 1>They typically require xl R microphones that connect to a

0:36:45.719 --> 0:36:50.200
<v Speaker 1>recording device that can accept multiple inputs, recording each microphone

0:36:50.239 --> 0:36:54.000
<v Speaker 1>to its own audio channel. It's possible to use two

0:36:54.040 --> 0:36:57.359
<v Speaker 1>normal microphones and space them apart from each other and

0:36:57.400 --> 0:37:01.200
<v Speaker 1>create a binaural experience, though it might take some experimentation

0:37:01.239 --> 0:37:04.600
<v Speaker 1>to get the spacing and gain levels just right so

0:37:04.640 --> 0:37:09.560
<v Speaker 1>that it all feels natural. Or of course, you could

0:37:09.640 --> 0:37:12.279
<v Speaker 1>just do it in post, but like I said, that

0:37:12.360 --> 0:37:14.520
<v Speaker 1>relies heavily on a ton of work on the back

0:37:14.680 --> 0:37:17.719
<v Speaker 1>end of things, and a s MR artists are not

0:37:17.840 --> 0:37:21.880
<v Speaker 1>the only ones using binaural audio. It's also useful for

0:37:21.920 --> 0:37:26.640
<v Speaker 1>stuff like virtual reality experiences and video games. Sound is

0:37:26.680 --> 0:37:29.680
<v Speaker 1>a powerful element that contributes to a sense of immersion,

0:37:29.960 --> 0:37:34.200
<v Speaker 1>and in some games it's critically important. For example, you

0:37:34.280 --> 0:37:38.000
<v Speaker 1>might play a first person shooter game like Player Unknowns

0:37:38.000 --> 0:37:41.240
<v Speaker 1>battle Grounds, and you really need to use your ears

0:37:41.280 --> 0:37:43.840
<v Speaker 1>to figure out where other players are in relation to

0:37:43.880 --> 0:37:48.160
<v Speaker 1>where you are. Not doing so severely reduces your chances

0:37:48.160 --> 0:37:50.960
<v Speaker 1>of making it through the game. If you'd like to

0:37:51.040 --> 0:37:54.280
<v Speaker 1>learn more, I would recommend seeking out Old Tech Stuff

0:37:54.320 --> 0:37:58.600
<v Speaker 1>episodes about surround sound, which relates to this topic quite

0:37:58.600 --> 0:38:02.560
<v Speaker 1>a bit, and also our episodes about audio compression, as

0:38:02.600 --> 0:38:05.879
<v Speaker 1>the process is designed to compress audio trying to take

0:38:05.920 --> 0:38:10.760
<v Speaker 1>the psychology of perception into account. It's all fascinating stuff.

0:38:11.400 --> 0:38:13.960
<v Speaker 1>As for three D audio, I figure i'd leave you

0:38:14.040 --> 0:38:17.040
<v Speaker 1>all with a little bit of horror because three D

0:38:17.160 --> 0:38:21.280
<v Speaker 1>audio works really well to immerse a listener into a world,

0:38:21.520 --> 0:38:25.480
<v Speaker 1>and it is particularly well suited for tales of terror.

0:38:26.000 --> 0:38:28.880
<v Speaker 1>Some of my coworkers used it to great effect in

0:38:28.920 --> 0:38:32.960
<v Speaker 1>a series called Thirteen Days of Halloween, which we published

0:38:33.080 --> 0:38:37.759
<v Speaker 1>last October. And so here is a little excerpt from

0:38:37.800 --> 0:38:42.200
<v Speaker 1>the show they produced. Oh look at all the fun

0:38:42.280 --> 0:38:46.480
<v Speaker 1>we're having in here. I just knew you do. We

0:38:46.560 --> 0:38:53.239
<v Speaker 1>get along swimmingly? Oh, come with me, we'll catch up

0:38:53.239 --> 0:38:58.640
<v Speaker 1>with you later. Diarhard. It is a truly sweet young man.

0:38:59.400 --> 0:39:01.480
<v Speaker 1>I've been a doing to persuade him to see the

0:39:01.480 --> 0:39:05.160
<v Speaker 1>good doctor about his cough, but he'll have none of it.

0:39:06.400 --> 0:39:09.000
<v Speaker 1>Maybe you could be of service in that department. He

0:39:09.200 --> 0:39:14.440
<v Speaker 1>really seemed to like you. Now, there are hundreds of

0:39:14.560 --> 0:39:18.440
<v Speaker 1>rooms here in the Hawthorne, but this is perhaps the

0:39:18.719 --> 0:39:23.600
<v Speaker 1>very finest, and it just so happens to be your waters.

0:39:25.480 --> 0:39:30.800
<v Speaker 1>Was it luck or fate that placed you here? We'll

0:39:30.800 --> 0:39:35.800
<v Speaker 1>never know. I trust that you'll find everything to your liking.

0:39:36.160 --> 0:39:39.120
<v Speaker 1>And if you don't, notify me and I will make

0:39:39.160 --> 0:39:42.480
<v Speaker 1>sure it is rectified. It's all part of my role

0:39:42.560 --> 0:39:47.640
<v Speaker 1>here as the care taker. You know, your lack of

0:39:47.719 --> 0:39:51.640
<v Speaker 1>verbal reciprocation is really breaking down my sense of boundaries.

0:39:52.920 --> 0:39:59.360
<v Speaker 1>I can trust you, right of course I can. In

0:39:59.480 --> 0:40:02.680
<v Speaker 1>He's coming days, you may notice that Hawthorne manner has

0:40:02.840 --> 0:40:10.440
<v Speaker 1>no shortage of oddities. I've witnessed things myself that strain

0:40:10.600 --> 0:40:15.279
<v Speaker 1>the belief. But there is one strange legend that has

0:40:15.320 --> 0:40:21.400
<v Speaker 1>truly become something of an obsession. Supposedly that somewhere within

0:40:21.560 --> 0:40:26.280
<v Speaker 1>these halls there is a hidden doorway. If the tale

0:40:26.360 --> 0:40:29.680
<v Speaker 1>of what looks on the other side is to be believed,

0:40:30.360 --> 0:40:34.240
<v Speaker 1>then gaining access would mean a sort of ascension beyond

0:40:34.480 --> 0:40:41.400
<v Speaker 1>human imagination, true immortality. I have come to understand that

0:40:41.440 --> 0:40:44.760
<v Speaker 1>one of our guests knows how to locate and open

0:40:45.239 --> 0:40:50.200
<v Speaker 1>this door. Perhaps what they cannot say to me, they

0:40:50.200 --> 0:40:55.279
<v Speaker 1>will happily divulge to you. I have a feeling your

0:40:55.400 --> 0:41:00.680
<v Speaker 1>quiet fortitude will lure them into a sense of intimacy.

0:41:01.680 --> 0:41:06.359
<v Speaker 1>It is certainly works on me. Please make yourself at home.

0:41:07.239 --> 0:41:13.880
<v Speaker 1>After all, this is it, There are so many others

0:41:14.160 --> 0:41:20.360
<v Speaker 1>I cannot wait for you to meet. Well. That wraps

0:41:20.480 --> 0:41:24.600
<v Speaker 1>up this special episode of tech Stuff. Several of the

0:41:24.800 --> 0:41:29.359
<v Speaker 1>I Heart shows are including some binaural audio segments, and

0:41:29.440 --> 0:41:32.000
<v Speaker 1>we've got a lot planned in the three D audio

0:41:32.080 --> 0:41:35.120
<v Speaker 1>space in the days up ahead. I really recommend you

0:41:35.239 --> 0:41:37.759
<v Speaker 1>check it out and explore some of the three D

0:41:37.920 --> 0:41:41.880
<v Speaker 1>audio recordings that are available online. You know that Disney

0:41:41.880 --> 0:41:45.080
<v Speaker 1>one I mentioned, There are actually versions of that up

0:41:45.080 --> 0:41:48.520
<v Speaker 1>on YouTube. People have the recordings up. I will say

0:41:48.600 --> 0:41:51.560
<v Speaker 1>that when I was listening back, it sounded like the

0:41:51.640 --> 0:41:55.560
<v Speaker 1>channels had been swapped. Everything that was supposed to be

0:41:55.640 --> 0:41:57.480
<v Speaker 1>in my right ear seemed to be coming through the

0:41:57.560 --> 0:41:59.440
<v Speaker 1>left ear. And I made sure that I was wearing

0:41:59.440 --> 0:42:01.960
<v Speaker 1>the headphones directly. That's an important point, by the way.

0:42:02.120 --> 0:42:05.640
<v Speaker 1>If you're not wearing your headphones with the proper phone

0:42:05.680 --> 0:42:09.600
<v Speaker 1>over the proper ear, it's very disconcerting. I double checked

0:42:09.640 --> 0:42:12.440
<v Speaker 1>I was doing it correctly. Everything still seemed flipped, and

0:42:12.880 --> 0:42:16.239
<v Speaker 1>the effect was not nearly as impressive as it was

0:42:16.280 --> 0:42:19.080
<v Speaker 1>when I went back to Disney. But I should also

0:42:19.120 --> 0:42:23.200
<v Speaker 1>add the Disney version incorporated some stuff that headphones just

0:42:23.320 --> 0:42:27.759
<v Speaker 1>can't do, stuff like a blower behind each person's back,

0:42:27.880 --> 0:42:31.400
<v Speaker 1>so that when you're getting a haircut in that sequence,

0:42:31.880 --> 0:42:35.560
<v Speaker 1>the hair dryer would actually blow air on you. So

0:42:35.640 --> 0:42:38.279
<v Speaker 1>that would add to your sense of immersion. As it

0:42:38.360 --> 0:42:41.680
<v Speaker 1>stands for me, if I'm listening to a very well

0:42:41.719 --> 0:42:47.160
<v Speaker 1>recorded three D audio set up. Then if someone speaking

0:42:47.280 --> 0:42:50.400
<v Speaker 1>quietly into my ear, it's as if I can feel it,

0:42:50.440 --> 0:42:53.640
<v Speaker 1>because we have to remember sound when it gets down

0:42:53.680 --> 0:42:57.120
<v Speaker 1>to it really are that's just vibration. Those vibrations include

0:42:57.360 --> 0:43:01.520
<v Speaker 1>fluctuations and air pressure. So if you are listening to

0:43:01.840 --> 0:43:05.839
<v Speaker 1>someone talk into your ear through a speaker, you will

0:43:05.960 --> 0:43:09.640
<v Speaker 1>feel it because those are fluctuations in air pressure. It's

0:43:10.120 --> 0:43:13.040
<v Speaker 1>not something you're imagining. You are feeling it. It might

0:43:13.080 --> 0:43:15.920
<v Speaker 1>be heightened because of the way the audio was recorded,

0:43:16.200 --> 0:43:20.520
<v Speaker 1>but it's actually happening to you. I think three D

0:43:20.640 --> 0:43:24.160
<v Speaker 1>audio is an incredible technology. There's a lot more we

0:43:24.200 --> 0:43:28.280
<v Speaker 1>could say about it, and not just from the technological side,

0:43:28.320 --> 0:43:31.960
<v Speaker 1>but the psychological side and the biological side. So maybe

0:43:32.000 --> 0:43:36.279
<v Speaker 1>I will do future episodes that will focus on this more.

0:43:36.840 --> 0:43:38.600
<v Speaker 1>I hope I get a chance to play with the

0:43:38.600 --> 0:43:41.680
<v Speaker 1>three D audio microphone more. That was a lot of fun.

0:43:42.200 --> 0:43:44.799
<v Speaker 1>I really enjoyed doing that. I hope that I get

0:43:44.840 --> 0:43:47.879
<v Speaker 1>to participate in some of the three D audio recordings

0:43:47.880 --> 0:43:51.960
<v Speaker 1>that we have planned coming up, including some that are

0:43:52.040 --> 0:43:54.600
<v Speaker 1>delving into different areas of fiction. I would love to

0:43:54.640 --> 0:43:57.360
<v Speaker 1>do that, Honestly, I would love to do a full

0:43:57.480 --> 0:44:00.840
<v Speaker 1>three D audio version of a Shakespeare are in play.

0:44:00.920 --> 0:44:04.600
<v Speaker 1>It is something I have really wanted to do for

0:44:04.640 --> 0:44:07.399
<v Speaker 1>a long time. I'm not even talking about necessarily being

0:44:07.400 --> 0:44:09.080
<v Speaker 1>in it, although it would kill me not to be,

0:44:09.600 --> 0:44:13.560
<v Speaker 1>but to be able to experience a three D audio

0:44:13.719 --> 0:44:17.000
<v Speaker 1>version of one of Shakespeare's plays, to me, would be

0:44:18.640 --> 0:44:23.440
<v Speaker 1>unbelievably amazing. So if you think that's interesting, you should

0:44:23.440 --> 0:44:27.000
<v Speaker 1>write to my Heart and let them know, because I

0:44:27.000 --> 0:44:29.839
<v Speaker 1>think it would be great. I wouldn't mind working on

0:44:29.880 --> 0:44:32.799
<v Speaker 1>something like that, and let me know what play you

0:44:32.840 --> 0:44:35.600
<v Speaker 1>think we should do. Honestly, I'm thinking like much ado

0:44:35.640 --> 0:44:39.080
<v Speaker 1>about nothing. I think a comedy might be fun. But

0:44:39.200 --> 0:44:42.440
<v Speaker 1>that wraps up this episode. If you have suggestions for

0:44:42.640 --> 0:44:46.279
<v Speaker 1>future topics, or maybe you have thoughts about three D

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