Also, it is now fashionable for actors to mumble.
I'm reasonably sure I am not going deaf, since I have no problem following audio fiction podcasts with the windows down in my car during my commute.
Also, it is now fashionable for actors to mumble.
I'm reasonably sure I am not going deaf, since I have no problem following audio fiction podcasts with the windows down in my car during my commute.
Why does it matter that actors are mumbling, though? Don't most lines in Hollywood movies (that aren't already recorded on a soundstage with a boom mic inches from the actor's face) get ADRed these days?
Don’t make the art worse, hold the manufacturers accountable for selling terrible products.
Did movies and TV copy video games' Real Is Brown trope?
A big part of this is the viewing conditions. The best screen in the world will not make a dark scene watchable in a bright sunny room. And lots of people watch TV in bright sunny rooms.
Also, better screens = more money. A lot of the time, people just bought a cheap screen, and they would still like to know what happens in the series or movies they watch.
I am absolutely for quality interesting dark scenes in cinema, where both the screen and viewing conditions are normalized. But TV is not the same (and HBO and Netflix are TV).
Try watching handmaid's tale without blackout blinds.
If you want to watch a dark scene in bright light then you should have a button on your display/remote that adjusts the settings to make that possible. Tons of people have produced brightened versions of those scenes and put them on YouTube, it’s definitely possible. You can always remove dynamic range in post, hard to create it if the source material doesn’t have it though.
These scenes are poorly edited. I should not have to live-edit them with my remote while watching. I'll do a poor job, and it takes me out of the experience.
These edits don't "take advantage of" dynamic range; they abuse it.
I thought the equipment selected the stereo mix (or did a perfectly compatible mixdown) when playing back a 5.1 mix in a stereo system. Is that not what happens? If it isn't, is it because user error?
If there's not a separate track for e.g 2.0, then the mixing down from 5.1 -> 2.0 will not have a human who validates the output. An automatic conversion can't accurately confirm that "this is legible for human ears at the right levels"
But there is still an omission, which is the introduction of the centre speaker was (as I understand it) to "pin" dialogue to the screen more effectively. That implies there _is_ some physical phenomenon takes place (eg. phasing/interference) which is not compensated for in the spec.
My own system is set up to deliberately boost the centre channel in the mix and it does help a lot, however I'm interested to know how to define this amount of compensation in terms of an actual physics or acoustics phenomenon.
Having dialog in a center speaker means it comes from a different location than the music/fx, so it's easy to hone in on it even if it's a little quieter than the music/fx. Having dialog in the same speakers as music/fx makes it much harder. The specified 5.1 to 2.x mixdown ratios might be good or might be inadequate depending on how correlated the original left track is with the original right track. A ridiculously loud blast only on the 5.1 left means your brain can hear dialog from your 2.1 right unimpeded. A medium volume explosion on the 5.1 left and right (but not center!) leaves you with no 2.1 speaker producing dialog without it being masked by the explosion, especially if the explosion sound is mono-ish.
That's because a human is not 1 microphone. It's 2 microphones, with a known distance between the 2, which allows realtime 3d positioning and isolation of sound to an area.
The open source hardware "ReSpeaker" allows to start experimenting how a microphone array works, including why the cocktail party effect doesn't really affect us in most cases.
The notable exception is if there's a signal that is generated perfectly on the plane perpendicular to the 2 ears. Then, humans have a hard time localizing it between front or back (180deg swap). We can still get an angular vector where the sound is. However simply turning your head removes this constraint exception.
(Also bring able to your your head and move your body also shows a visual-acoustic SLAM algorithm going on in your brain.)
#3 does not follow from statement #2.
The missing element is that 3D localization is due to the pinna.
https://royalsocietypublishing.org/doi/10.1098/rspb.1967.005...