Latest Crop of MP3 Players
Anonymous Coward writes "A couple of interesting new MP3 portables were announced this week. The first one is Bantam's BA1000 that has near-identical size and weight dimensions to the iPod, but offers a number of features the older Apple doesn't like the ability to record from an internal FM radio. Choosing to offer the player in only 2GB and 5GB capacities, it looks like it is shooting to be the first sub $200 portable utilizing Toshiba's petite 1.8" drives. The other player announced was Samsung's Yepp YP-55, which claims to be the first Surround Sound MP3 flash portable. Using SRS Labs' surround sound simulator, the unit comes in 128MB and 258MB units. MP3newswire.net also offers an older, but nicely explained article on how this technology works using only two headphones to replace six speakers."
Yet another HDD unit. I went through three Creative Jukebox Zens before I gave up on them. The idea is awesome, but I'd want to hear some 'torture-test' stories (like, you know, using it while walking...) from some I-Pod owners before I shell out another $300 USD for something that's about as durable as a lightbulb.
Um, no. The article doesn't explain how to "replace six speakers" with two. It describes a WinAmp plugin for "virtual speaker placement", whatever that is.
Personally, I've found that all these "virtual" thingies are market-droid speak, snake oil at their very best. If your recording has two channels (assuming no multichannel encoding), a correctly configured stereo pair is the best option.
Real multichannel records may give you true 3D sound, if you have the decoder, amp, and speakers to do it. However, the linked article describes an "improvement" to a system that's ill-suited for high fidelity playback in the first place.
Why anybody would want to distort the sound even further from what it is after MP3/Ogg encoding, since you can get better results with a decent amp (budget models from NAD are very nice), and a pair of high quality speakers.
Humans (and other animals as well) use several different clues to localise spatial sound, let's have a look at them: Firstly, there's the time difference: signals that are off center arrive earlier at one ear and later at the other. We can't consciously perceive such minimal time intervals, but out brain is hardwired to perceive the difference between the two signals. Electronic circuits can fake this effect, as long as the listener doesn't move eir head. Secondly, the sound is filtered by the head and the auricles, again differently for each ear if the source is off center and differently for sounds that come from different directions in general. Electronic circuits (and also microphones mounted inside artificial heads) can approximate this effect, but each individual has a different head and different ears and would require a recording tailored to em specifically for this to work perfectly. There actually is equipment that tailors spatial sounds to one headphone wearing individual after having measured eir head's characteristics with little microphones places inside eir auditory canals, near the ear drums. This works rather well, but again can't compensate for movements of the head. If you want to use speakers instead of headphones, the situation is much, much worse. And thirdly, that head movement I mentioned twice above: humans actually do that on purpose and unconsciously twist and tilt their heads around a little when localising sounds, thus making use of the slight changes in the filtering that occurs because of the head and the auricles. So far, there's no technique that takes that into account.
As you can see, that expensive new hardware that Dolby is rolling out now, the Pro Logic II Virtual Speaker encoder, absolutely cannot produce the same effect as any ordinary 4.1, 5.1 or 6.1 setup. It may spice up a movie you watch on your TV, but you wouldn't even rely on that when you're playing Quake and want to hear enemies coming from behind. And that's expensive, high end stuff. A 'surround sound simulator' in a lowly MP3 player delivers even less. I haven't tried the one mentioned above, but I guess there's no way it could make music sound 'more immersive' or '3d-like'.
What's even worse, we're talking about music here. The best way to play music back is, without the slightest doubt, exactly the way it is intended to sound, the way it was recorded onto the CD or whatever medium. All those fancy DSP functions you find in all kinds of (mediocre) stereo equipment are nothing but useless features that exist for the sole purpose to have more features than the competition; it's pure dupery. You can alter sound by adding reverb or applying weird equalisation or whatnot, but arguing this alteration would be an improvement to each and every track is very, very stupid; don't fall for that.
but what do i know, i'm just a model.