This is only a preview of the May 2000 issue of Silicon Chip. You can view 32 of the 96 pages in the full issue, including the advertisments. For full access, purchase the issue for $10.00 or subscribe for access to the latest issues. Items relevant to "Building The Ultra-LD 100W Stereo Amplifier; Pt.2":
Items relevant to "Build A LED Dice":
Items relevant to "Low-Cost AT Keyboard Translator":
Purchase a printed copy of this issue for $10.00. |
5 channels of
home theatre
sound in
headphones
Is it nonsense
or does it
really
work?
TM
Just recently there have been stories in the daily press
about Dolby Headphone, a new system for reproducing
home theatre sound in headphones.
Is such a system possible or is it another
marketing gimmick?
By LEO SIMPSON
I
recently had the chance to talk to
the developers of the Dolby
Headphone system and experience
a demonstration.
To be honest, I did not know what
to expect. On the one hand, how can
it be possible to provide or simulate
five separate channels of audio in
stereo-phonic headphones?
On the other hand, it is called “Dolby Headphone” and with a brand like
34 Silicon Chip
that, it must be a genuine innovation.
So I went along with an open mind
(sort of). The demonstration was in
a typical home theatre set-up: large
screen for the video side of things
and five speakers for the surround
sound: left and right front, centre front
and two rear speakers. There was no
sub-woofer though, as far as I was
aware, although that would normally
be tucked away out of sight.
I sat on the lounge in front of the
video monitor and was handed a pair
of normal stereo headphones to put on
but I was told that the sound would
come from the five speakers.
The demo consisted of a spoken
commentary, along the lines of “this
is my voice coming from the left front
speaker... This is my voice coming
from the right front speaker... This is
my voice coming from the left rear
Dolby Digital speaker layout for cinema surround sound systems (above) and
for the home theatre 5.1 system (below).
speaker... and so on”.
The demo starts with the sound
clearly coming from the speakers arrayed around the room but part-way
during the narrative I was told that I
could now take the headphones off.
As I did I realised that at some
point in the narrative, the sound had
stopped coming from the speakers
and was now coming solely from
the headphones. And yes, there was
no doubt about it; there really were
five discrete channels of audio, each
strongly located where they were
supposed to be.
After the short demo and listening
to some specially recorded material,
I was convinced.
It was no longer a question of whether Dolby Headphone works but “How
is it done?”
In effect, the Dolby Headphone
system creates up to five virtual loudspeakers in a virtual room. Not only
that, but the system can model the
sound of surround sound playback in
up to three different listening “rooms”:
• DH1 is a small, well-damped
room, ie, with carpet, curtains and soft
furnishings, suitable for both movies
and music-only recordings. It is the socalled Dolby Headphone “Reference
Room” and is provided on all Dolby
Headphone equipped products.
• DH2 is a more acoustically live
room particularly suited to music
listening.
• DH3 is a larger room, more like a
concert hall or movie theatre.
DH2 and DH3 are optional and may
not be offered on some Dolby Headphone products.
How it was done
Normally, when you listen to a
stereo program via headphones, the localisation of sound is quite unrealistic.
Left channel sounds appear intimately in your left ear, right channels
sounds in your right ear and sounds
diffused over the stereo stage appear
to come from right inside your head
or for many listeners, over the top of
May 2000 35
must be performed for all five channels
simultaneously; with all the necessary
acoustic delays for the direct sounds
and the multiple reflections.
While a number of companies have
attempted to simulate surround sound
via headphones, none have really
caught on in the marketplace.
Part of the problem has been that
the simulations have not be able to
cope with the huge number of signal
For each speaker placed in a room
a unique combination of direct and
reflected sounds reaches the
listener. Dolby Headphone simulates
the acoustic effects for a complete
surround experience over stereo
headphones.
your head.
There is no “front” or “rear” localisation and if you have listened to
stereo headphones over the years and
understand the normal processes of
audio recording, it is difficult to imagine how front and rear localisation
could be provided, let alone left front,
right front, centre front and so on.
Think about how our ears and brain
let us strongly localise sound. The
process of localisation depends on
the brain perceiving the difference in
time of a arrival for a sound to reach
our ears.
But not only do we hear and perceive the sounds arriving via the shortest path to our ears, we also perceive
all the reflections off walls and other
objects to gain a sense of space, height
and so on.
Furthermore, our ears also provide
a different frequency response to
sounds coming from the front than
they do from the rear. So much so, that
even if we are blindfolded, we usually
have no trouble knowing from where
a sound originates.
For example, if you were blind-folded or in a completely dark room, you
would instantly be able to locate the
source of most sounds, such an object
falling to the floor, knocking on the
wall and so on, even if the room was
quite unfamiliar.
This wonderful system of sound
localisation, whereby our brain and
ears work together, has been evolved
over millions of years. It has enabled
us to escape being eaten by predators
because we could tell which direction
they were coming from – and incidentally, allowed us to successfully hunt
36 Silicon Chip
and survive. But the whole process of
sound localisation by our ears had to
be thoroughly understood before five
channels of audio could be simulated
electronically.
Acoustic delays
If you are going to simulate a sound
arriving from the left front speaker at
the left and right ears on a person’s
head, you must provide acoustic
delays which not only produce the
direct path difference but also the
delays for multiple reflections for any
sound from the left front speaker off
the walls, ceiling and floor.
If you think in terms of computing
power, the encoding and recording
system becomes exceedingly complex,
just to precisely locate the left front
speaker via a set of headphones.
But consider that the same process
reflections involved for a period of
perhaps half a second – the sort of
reverberation time that can be experienced in a large listening room.
Naturally, all of the simulation and
filtering processes referred to above
are done using DSP (digital signal
processing).
And that is where the Australian
company Lake Technology Ltd, the
developer of the Dolby Headphone
system, comes into the picture. Lake
Technology are experts in “convolution”, a mathematical operation
used in the mixing of signals with
applications in the processing of audio
signals, radar signals and even in radio
astronomy.
Using their experience in convolution and DSP, Lake Technology
developed algorithms to simulate the
surround sound experience in head-
phones using an FIR (finite impulse
response) filter with low latency
(meaning it’s very fast) and with
278,244 taps of convolution (meaning
it can simulate vast numbers of room
reflections).
As part of their research, they went
to the trouble of setting up a typical
listening room with a home theatre
setup of five loudspeakers and then
recorded all sorts of signals as heard
by a typical listener when seated in
the “sweet-spot”.
Real, live dummies!
But they did not use a dummy head
for the recordings; they used a real
person and they fitted microphones
in the ear canals of that person (must
have been uncomfortable).
Using their Huron acoustic virtual
reality simulation platform, they then
went on to produce a simulation of
the recordings and subsequently, the
algorithms.
Such was the success of Lake
Technology that the system is now
licensed to Dolby Laboratories for full
commercialisation.
Already a number of semiconductor manufacturers, such as Motorola,
Analog Devices and Sanyo, have produced chipsets for Dolby Headphone
and the first commercial product, the
Hitachi Prius computer, incorporating
a DVD player and Dolby Headphone,
has been released in Japan.
Not only is it envisaged that Dolby
Headphone will be incorporated into
products such as DVD players and
surround sound amplifiers but also
into portable CD and MP3 players.
As the release of the Hitachi Prius
system proves, possibly the biggest
market will be in computers and computer games, allowing users to enjoy
full surround sound without the need
for an array of tiny speakers.
Standard headphones
One of the beauties of the Dolby
Headphone system is that any pair
of stereo headphones can be used
although naturally, the better the
quality of the headphones, the better
will be results.
So while it can produce very good
results for movie sound tracks with
just average headphones, it will be
even better with good quality phones
and should be tops for music discs
recorded with surround sound en-
coding.
Lake Inflight Theatre
Nor are the benefits of surround
sound confined to home users; there
is a very big potential market in the
airlines.
Recognising this, Lake Technology
and Dolby Laboratories Inc have acted to provide the system for in-flight
movies. In this system, the sound
portion of the program is not encoded
as Dolby Digital with six channels but
as two channels with the full surround
sound simulation.
This means that no decoders are
required on the plane and all existing
equipment can be used whether it is
based on VCRs or DVD players.
This system is already available on
Qantas and Singapore Airlines and
is available to all airlines. In fact, the
LIFT program provides testing and
accreditation for the entire inflight
entertainment installation, including
all the headsets.
Further information on Dolby
Headphone and related products is
available from the following websites:
www.dolby.com/headphone/
www.lake.com.au
SC
May 2000 37
|