Spatial Audio
lefsetz.com
lefsetz.com
Apple has done quite a poor job showcasing it so far. Some of the tracks they've put in their playlists sound like crap. On the otherhand some of them sound fantastic. Jazz in Atmos is wonderful. It's also important to note that 'head tracking' comes with iOS 15 and in my experience improves spatial further.
A lot of music made for stereo won't remix well. If you listen to most of the rock tracks they don't sound good because they don't have a lot going on. 3 or 4 instruments + 2 or 3 vocals tracks aren't going to take advantage of spatial. Listening to some modern pop with lots of synths and layers upon layers of backing vocals, the experience is much better.
Atmos/spatial is a new tool like any other. People will write and record songs that work for it and take advantage of it. They'll use it creatively. That's what will be interesting. Most remixed songs from the 60's aren't the least bit interesting but the possibilities for the future are.
I could be wrong and it could end up largely ignored, time will tell. But there is the opportunity for a lot of creativity regardless of what cranky old music critics think.
Also, there's so much you can do to the sound of a synth and so many powerful synths out there. If you're complaining about the sound being too smooth or simple, you just haven't played around with powerful synths often enough.
Here's a link with a bit about sine waves, but I've found the same to be true (to a lesser extend) with saw, triangle, and square waves too.
Well, the whole thing is an anonymous email. And the "remixing by the truckload" doesn't seem in evidence given the low number of tracks released thus far; there are many more available on Tidal in Atmos currently.
> Jazz in Atmos is wonderful.
I've been very impressed by the classical tracks thus far, which have mostly used a hint of surround to let you feel as though you're at the front of a concert, with the players in a crescnt moon; and a bit of a delay in the rears to create the sensation of space echoing behind.
Some of the rock/pop mixes have been very interesting; the Linkin Park mixes use the surround/rear to create a "voices inside my head" effect where it makes sense on with the lyrics. Robert Palmer actually sounds like a much better singer on the remixes than the originals, with the guitars pushed out to the side rather than stomping all over the singer (whether they applied a little autotune as well, who knows?). I don't much like The Doors, but the use of surround in Riders on the Storm is remarkable.
There are some very poor remixes too, but that's the case for any re-engineering. As for the idea that only the original engineer or producer can make something work, well, that's just idiotic on a number of levels.
Then why start by screwing up the old music?
The smaller part of the community acknowledges that beauty is in the eye/ear of the beholder/listener.
When it comes to headphones, though, audio is to some degree already spatial. Apple does seem to be spreading butter on butter here.
I've listened to quite a few pop songs I know, and without fail they sound much muddier in Atmos. Vocals are recessed, the bass loses definition. The improvement in sound stage feels better when you switch back and forth, but paradoxically the sound quality is worse.
If the original artist intended the audio to be spatial, it has enormous potential and I'm pretty much sure there will be more and more artists doing that, creating a new category. But taking our good ol' perfectly-sounding stereo songs and turning them into spatial just for the sake of marketing, not good.
It just feels like a massive stretch to act like these poor performers are being taken advantage of with Atmos remixing.
> “Just for the sake of marketing”
This seems to conflict with the first sentence where you admit it’s beautiful.
There's an open dataset of 50 different HRTFs [1] and a long video to compare them [2]. For me personally, only 2 of those 50 samples actually vaguely sound like audio is ever coming from in front of me. Left, right, and behind mostly works, but for most samples when it should be coming from in front of me it either comes from behind me or from above me.
So it shouldn't be really possible to get good spatial audio without 3d-scanning a persons head or at least making them go through a calibration step where they rate "where is the sound coming from?" . And it definitely shouldn't be possible to get any good results by pre-mixing the audio down to stereo before a user-specific transform is applied.
[1]: http://recherche.ircam.fr/equipes/salles/listen/index.html [2]: https://www.youtube.com/watch?v=VCXQp7swp5k
Our ears are separated laterally but not vertically.
In fact I hope that more artists start recording and mastering for this from the start going forward.
That said, as a layman non-audiophile who doesn’t know the technical engineering details, I can’t help but wonder if the biggest win for me is an apparent lack of compression.
I don’t mean “bitrate and file size” compression, but rather the “take the soft stuff and loud stuff and cram them together” compression.
The thing I’ve hated about music from around 2010 onwards is just how much all the instruments and vocals blend together, especially in rock and pop music where all of the drums become as “snappy” as the snare and none of the instruments sound distinct. Everything sounds crisp, to the point that nothing sounds crisp.
At times, and with some albums, it actually becomes exhausting to listen to.
I noticed immediately with Apple’s Atmos mixes I have to crank the volume up a couple extra notches, but when I do I hear everything more distinctly, much like many of the albums from the 70s, 80s and 90s before everything had to be compressed and made louder.
But, like I said, I don’t know what I’m talking about or if there’s anything to this, but I’m so far getting more out of the average Atmos mix than I am of the average stereo mix.
Then the question becomes, if the artist intended for everything to sound one way but I enjoy it more the other way, who’s right?
Download foobar2000. Go to Preferences -> Components -> "Install..." and install the Dolby Plugin.
Then get your "dolbyhph.dll". Unfortunately you need to find it on the internet, as it is technically copyrighted and distribution of that file is probably not allowed. SHA1 for dolbyhph.dll v1.20.0.276 is 819FC1EE87B15996B89328061693F4D37FD7DB39
Then go to Preferences -> Playback -> DSP Manager. Add "Convert stereo to 4 channels" (sounds better and a little closer to the original imo) and "Dolby Headphone" to your active DSPs. Click on the 3 dots next to "Dolby Headphone" to open its configuration. Select your "dolbyhph.dll", Room model "DH2", lower amplification to ~70% (avoids clipping), no dynamic compression.
Apply, and then listen to any stereo song you want. Enjoy! Also try to experiment the DSPs (only Dolby, 4channels+Dolby, Upmix5.1+Dolby, ...) - they change live while you play a song.
Apart from that, I get how an audio engineer would think that way, but for me, and I suppose most music listeners, what's important is that the sound is great. And personally I really like spacial audio.
Being misinformed.
Apple Lossless HD Audio, which was recently announced, is not currently supported by wireless (read: bluetooth) headphones.
Lossless HD Audio is uncompressed audio at around 9216 kbps.
Spatial Dolby Atmos audio is compressed audio at between 384 and 768 kbps
Listening to a track that was intended for a stereo loudspeaker pair on headphones always creates a degraded experience if there is no further processing of the audio signal. Judging spatial audio without consideration of these differences leads to weird (wrong?) conclusions.
And why does it matter how expensive a certain pair of headphones is? If I want to know the price tag I can look it up!
“Grown-ups love figures. When you describe a new friend to them, they never ask you about the important things. They never say ‘What's his voice like? What are his favourite games? Does he collect butterflies?’ Instead they demand ‘How old is he? How many brothers has he? How much does he weigh? How much does his father earn?’ Only then do they feel they know him. If you say to the grown-ups: ‘I've seen a lovely house made of pink brick, with geraniums in the windows and doves on the roof’, they are unable to picture such a house. You must say: ‘I saw a house that come a hundred thousand francs.’ Then they cry out: ‘How pretty!’”
https://www.theverge.com/2021/6/9/22525028/apple-music-spati...
>I compared Spatial Audio tracks to their HD equivalents on Amazon Music and I found exactly what one writer said: the vocal gets lost. Instead of being up front and in your face, it’s buried more in the mix.
That complaint there sounds more like a mixing problem than a technology problem.
It sounds a lot like the original issues that came up when people first started converting music to from mono to stereo or stereo to surround, it's a new technology that requires some time for people to learn the ins and outs of. The early mixes released using this will likely be a mixed bag. Like pretty much every other time people have tried to take music written with fewer tracks and make it sound like it was recorded with more.
I really want to hear jazz like this. Specifically trios/quartets. Even if it is not the original and I can hear each musician separately I think it would be worth it.
https://www.dolby.com/technologies/dolby-atmos/
It's pretty impressive with headphones.
Overall, I think the OP was on point. It seemed like the mixing engineers thought that the additional spatialization provided by Atmos gives them the license to crank up the volume of all the supporting instruments (e.g. congas). This indeed drowns out the main vocal and puts it on the listener to focus on it (which is of course now easier due to the spatial separation with the instruments).
It’s alright but not a game changer for me at least. Not that different to a regular binaural recording on headphones.
Nice to have Dolby Atmos baked into Logic Pro when it arrives, for creating Atmos mixes easily.
Many early stereo mixes were so bad because the stereo mix literally just put half the channels into L and the other half into R. For Beatles’ stereo mixes you would lose basically half the song by changing the balance full L or R. This was the case for many other early mono to stereo masters. Capitol Records’ Duphonic process also added a slight delay between the two channels to give a feeling of depth. It almost certainly didn’t reflect what the original producers or engineers would have ever intended.
For many classic albums that got this “fake stereo” treatment if you were lucky you would eventually end up with a proper stereo remaster done decades later. For example, hearing the original the properly remastered stereo version of Pet Sounds released in 1997 is a drastic improvement over the Duophonic stereo mix from 1966.
Not much, but it's a lot harder to judge distances correctly. You still can, if you use outside knowledge and perspective, but it's less accurate.
Same for stereo hearing. With two ears it's easier to locate where a sound is coming from. With one ear you can tell if something at constant volume is moving away or moving towards you based on loudness. With two ears you can tell if something at constant volume is stationary or circling around you.
Unfortunately I don't think there are words to describe it. You "just know", because it's an unconscious brain thing.
You could sort of simulate it by rotating your head 180 degrees and noticing how the sound changes. People with two working ears can do this without moving their head.
The effect for music is mostly: it's easier to separate instruments even if they are the same volume, if they are in different spatial locations so the brain can filter against it. Stuff can sound less "cluttered, muddy", but it doesn't help as much as you think in recordings because you as a listener can't move the microphone. I think it would be a bigger deal in small live shows, or music performed in virtual reality where a 3D engine can calculate the audio delay appropriately for each ear, and that difference is relevant because you the listener are close to the musician and possibly moving relative to them.
You can increase the accuracy if you are afforded the opportunity to concentrate on the sound.
I always prefer listening to the thing that sounds better to me. I don't care about what the artist wants.
Taste in music is purely subjective. If users enjoy listening to Spatial Audio, who are you to criticize it as a scam?
Settings > Music > Dolby Atmos > Off.
TBH, I'm sad I wasted my time reading such an uninformed opinion piece.
6dof has nothing to do with SpaTial audio and no AirPods Pro/Max weren't designed 'in tandem with' it
you'll get Apple's positional audio (6dof) only with supported hardware - which includes AirPods Pro/Max, iPads and AppleTV - and is designed for positional listening relative to source/device, which has nothing to do w/ Atmos mixed Apple Music spatial tracks discussed here
(and it actually might be 3dof only, not sure since i've never listened to it)
Atmos works pretty well over normal stereo headphones and I've used it for years on PC while watching supported Blu-rays.
I'm kinda peeved at Apple's lazy implementation because it's only supported on Apple devices and not devices that support Atmos and work with Apple music like a PC or Samsung Android phone.
Quite disappointed as it is quite obviously confusing
Thank you so much.
It would be fun to be able to walk around a virtual space to get closer to different sound sources/instruments but that’s not what’s on offer here.
Curious how you know what the artist intended. Did they intend for the track to sound like you're at a stadium show or sitting in a small music studio with headphones on?
Or music that was composed before modern audio equipment - "If Bach had known about spatial audio! I know he would have loved it" :D
I’d be interested to know whether the tracks appearing on Apple Music are being created from the original tracks/stems (i.e. properly remixed), or whether an algorithm is being applied to the same stereo mixdown that would have created a standard (stereo) master.
The article suggests, and I agree, that by making what are in effect unauthorized remixes of these works, Apple are interfering with what the artist intended.
Eddie Cue, Apple SVP of Services (in charge of Apple Music) is quoted in the Verge article [1] on this as saying, “This requires somebody who’s a sound engineer, and the artist to sit back and listen, and really make the right calls and what the right things to do are. It’s a process that takes time, but it’s worth it.” Of course you note he says this requires the artist, not present in Marvin Gaye’s case and likely most others, and time, which it is implied is not being given to this process in the article above.
The visual analogy in the article is apt - imagine Apple were revisiting their movie library - including old classics like The Maltese Falcon - and applying a process that makes them viewable in simulated 3D — but that, even further — if that person tries to view it with equipment that doesn’t support the head-turning 3D effect - they see it in an _altered_ version of 2D from the original. And this now becomes canon for a certain group of people - this version that is a byproduct of an effort to reverse the effect of a series of creative decisions made to make a derivative work of the original, done without, in this analogy, the input of the director or cinematographer.
[1] https://www.theverge.com/2021/6/9/22525028/apple-music-spati...
> Works with AirPods, AirPods Pro, AirPods Max, BeatsX, Beats Solo3 Wireless, Beats Studio3, Powerbeats3 Wireless, Beats Flex, Powerbeats Pro, and Beats Solo Pro.
Am I missing something?
There's nothing technologically special about most of these.
Also, respectfully suggest that you review the HN guidelines WRT your own comment. "I have no idea what I'm talking about, but I'm going to comment anyway" is clearly covered.
1. Dolby atmos, obviously this is industry standard
2. Head tracking, where sound stays in the same direction despite movement. Introduced last year for the listed headphones, works on some video streaming services. Not supported by Apple Music yet but supposedly coming soon.
I only meant that the head tracking seems specific to apple headphones. If you still feel I’m dull please knock some sense into me.
Yes, that's just for the automatic switch to Dolby Atmos. You can set "Dolby Atmos: Always" in Settings → Music.
> When you listen with compatible Apple or Beats headphones,8 Dolby Atmos music plays back automatically when available for a song. For other headphones, go to Settings > Music > Audio and set Dolby Atmos to Always On.
I have listened to some of the SA samples and they sound good, but I still don't get the technology. If it's sending separate streams and spatially mixing them at the client, it's still ending up with two channels of audio, so why would it differ from normal stereo audio which can be mixed in such a way? And if it doesn't, then it's just a production process?
Indeed, it reminds me a bit of Q-Sound of the Madonna Immaculate Collection. Still the most impressive stereo headphone experience I've enjoyed.
Dolby Atmos makes loads of sense for oddball speaker arrangements -- you tell it that you have three speakers layered above, five spread out across the back, etc, and it can process to that arrangement optimally (versus say 5.1 that was geared for a very specific arrangement). I don't understand how it is relevant for headphones, which is specifically what it is targeting in this case.
Most music only has say 10 instruments, so it's only a 5x worst case blowup.
And many of those instruments will be silent a lot of the time... And even when not silent, there will be a lot of easy to compress repetition. It's simply a matter of having good enough compression algorithms.
Though I guess the early stereo mixes for e.g. The Beatles were often done without the band's input simply because no one was interested in the stereo mix - it was all about the mono mix. 2nd Engineer Richard Lush said “The only real version of Sgt. Pepper’s Lonely Hearts Club Band is the mono version.
https://www.analogplanet.com/content/sgt-peppers-lonely-hear...
The format controversy runs and runs!
Someone is standing in the audience with a stereo recorder and when you close your eyes and listen to the recording, there is the sense that you are located in the venue at that same time and place. You can hear people talk and clap to your left or right. The experience of the music is very close to what someone would have felt if they closed their eyes in the arena. It’s a form of time travel that a video recording just can’t touch because the experience of looking at a screen is so much different from the experience of looking at something in real life. This is much less the case with live audio recordings.
I’m curious if folks will be able to go back to these old recordings to improve the spatial nature of the audio.
The ability to resolve who is saying what in simultaneous conversation is in my opinion a much bigger problem than trying to get really high resolution video during calls.
> There are over a hundred reference points in Dolby Atmos. As in this is far beyond conventional 5.1. Think of a movie theatre, where the sound moves around, now you get the idea.
Okay, this is right. Sort of. Atmos has "audio objects" which are assigned positional metadata in three-dimensional space; at playback, the Atmos "renderer" (Dolby's terminology) knows how many speakers it has and where they are, and sends the sound for each object to a mix of speakers that get the sound as close to the position it's supposed to be in as possible.
> Let’s say you have the equipment and ability to make an Atmos mix. My understanding is right now, you send the end product to Dolby and they use their special sauce to create the final product.
This understanding is wrong. I mean, I guess you can send this out for "special saucing," but recording engineers can use Dolby Atmos tools right in their digital audio workstation program of choice. Instead of panning tracks just from left to right, you're "panning" them in 3-D space.
> Furthermore, they have special sauce to turn the same Atmosfied music into two track stereo.
Again, sort of, but not really? The Atmos renderer basically synthesizes binaural audio for two channels ("binaural render mode"), so it's "special sauce" in that it's Dolby-designed algorithms that are doing that. But it's taking what the recording engineers laid down to do it, and they can even add metadata to the audio objects that help the Atmos renderer convert it to binaural.
> It even bugs me that they’re using remixed tracks from “Abbey Road” to Atmosfy, now you’re multiple steps from the original.
Correct, but let's get some perspective Lefsetz is leaving out. This is the 2019 Abbey Road remix by Giles Martin, which was mixed in Atmos in 2019 by Martin, who also did mixes for Sgt. Pepper's Lonely Hearts Club Band and The White Album.
And this is what Lefsetz's complaint about Atmos elides. When he writes,
> They have neither the equipment nor the skill to mix in Dolby Atmos. As for just sending the file to Dolby to be processed…that’s like finishing a painting and having an amateur come in and completely change it, make it 3-D.
There's a distinct element of "this new thing can be used badly so nobody should use it." There will absolutely be bad Atmos remixes done by people who had nothing to do with the original mixing and engineering, but that's not all the mixes -- and if Atmos music really takes off, the mixes will be done by the same engineers and producers working on the stereo mixes. This is already happening, and it's been happening for a few years now. And when an old album is remixed in surround, it can actually sound pretty good. Abbey Road is an example. So is REM's Automatic for the People. The old SACD surround release of Roxy' Music's Avalon was astounding and I hope it gets revived in Atmos.
> Now the truth is this is a headphone genre.
One, it's not a genre any more than "stereo" and "mono" are genres. Two, it not only isn't just for headphones, it's arguably a little worse on headphones, despite all of Apple's marketing messsaging to the contrary. The more speakers you throw at Atmos the better; a lot of us, including myself, hear binaural stereo mixes as different but not necessarily improved, and -- one thing Lefsetz is correct on -- sometimes worse.
> Which at the moment doesn’t support Bluetooth
As other people have pointed out, this is flat out incorrect.
> Oh, there could be two takes, like with mono and stereo in the sixties, but that's far too confusing, we need one standard, the marketplace needs one standard.
I'm sorry, but that's just "old man yells at cloud" territory. It's not two "takes," it's two mixes, and that may be pedantic of me but it's also pretty important. There's no indication at this point that anyone is rushing to make Atmos-only mixes of anything any more than they're rushing to release digital music in only MQA format. (If you just said "what's MQA": exactly.) Even on Apple Music itself, if you want the stereo version of a recording, there's a secret trick. It's called "go to settings and turn off Atmos".
Sound travels at around 1ft/ms, so unless your renderer knows where the speakers are in the room and also where your ears are in the room, it's going to be making some very wrong assumptions in its models.
Atmos cinemas actually do this with precise measurements of speaker placing. Even then, you get wildly different experiences depending on where you're sitting.
Atmos mix studios also do it, because they have to.
Home cinemas and home studios - not so much.
If you're among the 1% of people with a high end home cinema room with acoustic treatment, you'll get a passable imitation of the full effect. Everyone else will get some vague sense of some sounds being behind them, and others not.
Headphones are better because the HRTF/binaural effect has no external acoustic space to play into, which makes it far more consistent and predictable. Measured customised HRTFs would be better still.
But that isn't what will kill this. The bigger problem is that good music mix engineers are expensive, and most have no experience with spatial mixing. So far it's been a thing for ad/movie market, and there's less crossover between those markets than most people realise.
If you're producing a stereo mix and a spatial mix your mix budget is going to be between 100% and 500% higher than for stereo alone.
Then you somehow have to do spatial mastering on top of that.
"But I have a DAW" won't do it. Yes, you probably do. But no, you don't have the 7.1.4 (!) speaker configuration needed to mix Atmos properly.
And even if you do, you probably can't mix like a pro. Not even close.
The enhanced budget might be feasible if spatialisation was so much better that it boosted sales to an equivalent extent. But it isn't. It's a nice extra effect - which won't pay its own way, except for special projects with prestige budgets.
And in movies/ads, which are a different market.
I’m not sure I follow this comment because Apple phones don’t have headphone jacks, so the majority will listen to atmos via Bluetooth from Apple Music.
I listened to the track the author mentioned, and it was good, in some ways distracting, but nothing mind blowing. I use Bose NC700s over ear headphones. I was expecting something like the THX experience when visiting an IMAX, but without movement, it sounds like enhanced audio. Definitely more layered
But my real question for those in the know is: what will be the next after this? Where else can they go with audio (other than make it all work better wirelessly)?
It's the same with Dolby Vision, if the creator took the effort then great. If not, then might as well let algorithm takeover from TV's chipset and render every scene with most detail preserved or highest dynamic range achieved. Technically impressive, artistically bankrupt.
I find the Spatial Audio / Dolby Atmos thing weird for a number of reasons.
First, the dual branding seems clunky. "First I listened to music in mono. Then I listened to music in stereo. Then I listened to music in ____" I'd be willing to bet that even amongst people who care a lot about this stuff you'd have a hard time getting consensus about how to fill in the blank.
Second, the fact that there's a brand name attached to it at all feels wrong. One of the great things about music is its accessibility to artists as a medium: lots of great music will come from young folk in their bedrooms with cheap recording rigs. Will they pay a license fee to Dolby? There are many examples of great art that's wrapped up in proprietary technology (video games, for example) but music feels so basic to the human experience that (a) I don't want a brand name attached to it, and (b) it'll never become standard because people are always going to make recorded music without engaging Dolby. An historic example that comes to mind is Technicolor, which feels like something from the olden days. Groundbreaking in its time but no longer culturally relevant.
Third, it does indeed seem weird that this technology would be implemented by a middleman. Sometimes I'll fall in love with a song that has a lot of nuance (like a Bjork song, for example), and I'll tell someone about it, and they'll pull it up on their phone and hold the phone next to their ear, and I'll say, "well, you have to listen to it in headphones." Now I'll say, "well, you have to listen to it in headphones. Actually, this specific make and model of headphones. And also through an Apple Music subscription." (I realize I'm being hyperbolic here, but I think there's a valid point to be made about shared experience where music is concerned.)
And while I’m a fierce advocate of the idea that it’s okay for people bring their own interpretation and meaning to art – I don’t believe the artist should or can have total control over how the art is consumed – the mass remixing of all this music feels more akin to the remixing of the original Star Wars movies than it does to the restoration of a painting.
Finally, I just don’t think very many people will care. I would be willing to bet that a minority of people could pick out a Dolby Atmos song from the original, and of those that could, it seems unclear they would prefer the Atmos version. There are a hundred things I would have chosen to improve about my Apple Music listening experience before sound quality: making the navigation of the music app make any sense whatsoever, and having the AI generated “stations” not be terrible, are two examples. And I know, I know, it’s different groups of people working on different things and it’s not like they can reassign a sound engineer to rewrite the UX of the music app, but it feels like if there was a water leak above my desk in the office and the office manager’s solution was to buy me a nicer chair.
And wasn't Dolby B NR insanely widespread on pre-recorded cassettes? Like so common that most albums on cassette from the 80s have the Dolby logo on them?
I don't think its that weird. It's clearly been done in the past. Apple's limitations on what devices works sucks and it'd be nice if we could buy these tracks DRM free to play on an Atmos speaker setup but they aren't the only ones to have this. Tidal has Spatial Audio, Amazon does too. Each does it a little differently as to what is supported annoyingly but hopefully as time goes on those limitations will go away.
Atmos
This combined with binaural audio should be the future of audio storytelling.
Give this a try with any normal headphone: https://www.youtube.com/watch?v=IUDTlvagjJA
We have lost the stems to probably 95% of all music ever made. If all of our old music sounds bad in spatial audio, how will it ever hope to become the new standard?
I'm glad you've had a much better experience, but lol this doesn't mean this is bad.
The pretentiousness in your comment is outstanding.
Hearing these works for oneself in a proper listening environment, such as Virginia Tech's The Cube [0], can be a life-changing experience. It certainly was for me.