Sweet Spot (acoustics)
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Sweet Spot (acoustics)
The sweet spot is a term used by audiophiles and recording engineers to describe the focal point between two speakers, where an individual is fully capable of hearing the stereo audio mix the way it was intended to be heard by the mixer. The sweet spot is the location which creates an equilateral triangle together with the stereo loudspeakers, the stereo triangle. In the case of surround sound, this is the focal point between four or more speakers, i.e., the location at which all wave fronts arrive simultaneously. In international recommendations the sweet spot is referred to as ''reference listening point''. Different static methods exist to broaden the area of the ''sweet spot''. A discussion of methods and their benefits can be found in Merchel ''et al.'' By means of such methods more than one listener can enjoy the sound experience as intended by the audio engineer, including the desired phantom source locations, spectral and spatial balance and degree of immersion. Alternat ...
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Audiophile
An audiophile is a person who is enthusiastic about high-fidelity sound reproduction. An audiophile seeks to reproduce the sound of a piece of recorded music or a live musical performance, typically inside closed headphones, In-ear monitors, open headphones in a quiet listening space, or a room with good acoustics. Audiophile values may be applied at all stages of music reproduction: the initial audio recording, the production process, and the playback, which is usually in a home setting. In general, the values of an audiophile are seen to be antithetical to the growing popularity of more convenient but lower quality music, especially lossy digital file types like MP3, lower definition streaming services, and inexpensive headphones. The term ''high-end audio'' refers to playback equipment used by audiophiles, which may be bought at specialist shops and websites. High-end components include turntables, digital-to-analog converters, equalization devices, preamplifiers and amplifie ...
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Audio Engineer
An audio engineer (also known as a sound engineer or recording engineer) helps to produce a recording or a live performance, balancing and adjusting sound sources using equalization, dynamics processing and audio effects, mixing, reproduction, and reinforcement of sound. Audio engineers work on the "technical aspect of recording—the placing of microphones, pre-amp knobs, the setting of levels. The physical recording of any project is done by an engineer... the nuts and bolts." Sound engineering is increasingly seen as a creative profession where musical instruments and technology are used to produce sound for film, radio, television, music and video games. Audio engineers also set up, sound check and do live sound mixing using a mixing console and a sound reinforcement system for music concerts, theatre, sports games and corporate events. Alternatively, ''audio engineer'' can refer to a scientist or professional engineer who holds an engineering degree and who designs, dev ...
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Equilateral Triangle
In geometry, an equilateral triangle is a triangle in which all three sides have the same length. In the familiar Euclidean geometry, an equilateral triangle is also equiangular; that is, all three internal angles are also congruent to each other and are each 60°. It is also a regular polygon, so it is also referred to as a regular triangle. Principal properties Denoting the common length of the sides of the equilateral triangle as a, we can determine using the Pythagorean theorem that: *The area is A=\frac a^2, *The perimeter is p=3a\,\! *The radius of the circumscribed circle is R = \frac *The radius of the inscribed circle is r=\frac a or r=\frac *The geometric center of the triangle is the center of the circumscribed and inscribed circles *The altitude (height) from any side is h=\frac a Denoting the radius of the circumscribed circle as ''R'', we can determine using trigonometry that: *The area of the triangle is \mathrm=\fracR^2 Many of these quantities have simple r ...
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Surround Sound
Surround sound is a technique for enriching the fidelity and depth of sound reproduction by using multiple audio channels from speakers that surround the listener ( surround channels). Its first application was in movie theaters. Prior to surround sound, theater sound systems commonly had three ''screen channels'' of sound that played from three loudspeakers (left, center, and right) located in front of the audience. Surround sound adds one or more channels from loudspeakers to the side or behind the listener that are able to create the sensation of sound coming from any horizontal direction (at ground level) around the listener. The technique enhances the perception of sound spatialization by exploiting sound localization: a listener's ability to identify the location or origin of a detected sound in direction and distance. This is achieved by using multiple discrete audio channels routed to an array of loudspeakers. Surround sound typically has a listener location ( sweet sp ...
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Wavefront
In physics, the wavefront of a time-varying ''wave field'' is the set (locus) of all points having the same ''phase''. The term is generally meaningful only for fields that, at each point, vary sinusoidally in time with a single temporal frequency (otherwise the phase is not well defined). Wavefronts usually move with time. For waves propagating in a unidimensional medium, the wavefronts are usually single points; they are curves in a two dimensional medium, and surfaces in a three-dimensional one. For a sinusoidal plane wave, the wavefronts are planes perpendicular to the direction of propagation, that move in that direction together with the wave. For a sinusoidal spherical wave, the wavefronts are spherical surfaces that expand with it. If the speed of propagation is different at different points of a wavefront, the shape and/or orientation of the wavefronts may change by refraction. In particular, lenses can change the shape of optical wavefronts from planar to spher ...
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Phantom Center
{{Unreferenced, date=December 2007 Phantom center refers to the psycho-acoustic phenomenon of a sound source appearing to emanate from a point between two speakers in a stereo configuration. When the same sound arrives at both ears at the same time with the same intensity, it appears to originate from a point in the center of the two speakers. A difference in intensity (volume) will cause the sound to appear to come from the louder side. Similarly, if a sound arrives at one ear before the other (no later than approximately 30 ms, see Precedence effect), it will appear to originate from that side. The ear–brain system evolved to use these cues to determine the location of sounds, an important evolutionary advantage. Frequency variations can also affect perceived directivity of sound. Therefore the tightness of the stereo field (and hence phantom center image) is highly dependent on the frequency response of the speakers producing it being matched as closely as possible. These ...
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Open Source
Open source is source code that is made freely available for possible modification and redistribution. Products include permission to use the source code, design documents, or content of the product. The open-source model is a decentralized software development model that encourages open collaboration. A main principle of open-source software development is peer production, with products such as source code, blueprints, and documentation freely available to the public. The open-source movement in software began as a response to the limitations of proprietary code. The model is used for projects such as in open-source appropriate technology, and open-source drug discovery. Open source promotes universal access via an open-source or free license to a product's design or blueprint, and universal redistribution of that design or blueprint. Before the phrase ''open source'' became widely adopted, developers and producers have used a variety of other terms. ''Open source'' gained ...
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Wave Field Synthesis
Wave field synthesis (WFS) is a spatial audio rendering technique, characterized by creation of virtual acoustic space, acoustic environments. It produces ''artificial'' wavefronts synthesized by a large number of individually driven loudspeakers. Such wavefronts seem to originate from a virtual starting point, the ''virtual source'' or ''notional source''. Contrary to traditional spatialization techniques such as stereophonic sound, stereo or surround sound, the localization of virtual sources in WFS does not depend on or change with the listener's position. Physical fundamentals WFS is based on the Huygens–Fresnel principle, which states that any wavefront can be regarded as a superposition of elementary spherical waves. Therefore, any wavefront can be synthesized from such elementary waves. In practice, a computer controls a large array of individual loudspeakers and actuates each one at exactly the time when the desired virtual wavefront would pass through it. The basic ...
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Ambisonics
Ambisonics is a ''full-sphere'' surround sound format: in addition to the horizontal plane, it covers sound sources above and below the listener. Unlike some other multichannel surround formats, its transmission channels do not carry speaker signals. Instead, they contain a speaker-independent representation of a sound field called ''B-format'', which is then ''decoded'' to the listener's speaker setup. This extra step allows the producer to think in terms of source directions rather than loudspeaker positions, and offers the listener a considerable degree of flexibility as to the layout and number of speakers used for playback. Ambisonics was developed in the UK in the 1970s under the auspices of the British National Research Development Corporation. Despite its solid technical foundation and many advantages, Ambisonics had not until recently been a commercial success, and survived only in niche applications and among recording enthusiasts. With the easy availability of power ...
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