foreign ER again Hong Kong with yet another episode of the THD podcast our first one for 2023 and it's episode 80 we're clicking up there quickly and uh let's not forget about our sponsor the ulti the audio loudspeaker Technology International uh great Organization for networking within audio manufacturers so without delay let's say hello to Simon in Japan good afternoon Simon afternoon how you doing and good morning Mr Marcos Simone a CTO and co-founder of audio Scenic based in Southampton in the UK how are you doing uh Margo sorry good morning I'm doing well and I'm very happy to be here talking to you today okay so yeah we we saw audio Scenic with their big press release announcing their technology inside the Razer gaming Soundbar product uh using optical sensor to to targets and and head track uh people and then do some audio DSP technology to create a bubble of audio around people's heads so uh maybe we'll start with a presentation to introduce the company and the technology so yeah first of all you can see now it is companion technology so yeah so I'm going to tell you a bit what is solution as a company is funded around 2017 um and it was funded by professor philippeci and myself we were both working together at University of Southampton in the in this place called The Institute of some of vibration research which is a a place in the UK a key Center for a research in novio in Europe and in the whole world and in this place in the isvr there was a long tradition on working with um Crystal cancellation systems reproduction of spatial audio or binaural audio with speakers in front of you okay and then we kind of built on that and there was this long tradition coming from the 90s there were like seminal papers key papers that had Advantage technology and I'm Phillip or myself who are working in this in in a UK research program which was a big collaboration run between various universities University of Salford University of Surrey bbcr and B and Southampton and what we wanted to to do there is that um basically the whole the whole aim of the program was to bring spatial sound into people's houses okay 3D audio spatial sound immersive sound however you want to call it because this is when the program started 2015 the only reference back then of special audio apart from headphones is 5.1 systems multi-channel systems and these are systems that um maybe some people can put in in some houses but the normal people the common people don't put them because they are not practical because you need to put a lot of speakers all around you you know because they're expensive they don't have space at home and we said well can we can we give the same experience or even better with the SS sound bar and this is when they basically we started working with loudspeaker arrays and we put a head tracking because um there was I mean the technology of Crystal cancellation already existed for many years okay first but then goes to 1968. however it had a very very strong sweet spot and this is what basically we we solved okay if I advanced in my presentation just to tell you a bit about the company this is um audio Scenic right now at the moment we are all based in in South Hampton in the United Kingdom because we are associated with a university where has been out we have all our Engineering in Southampton and then we have um a business development presence in in China and Shenzhen and in Taiwan okay that's our company right now we just closed another funding run over series a just before Christmas we haven't even done an announcement because we were busy with cs and all that but yeah we expect that in the next year we will grow to be twice twice the size and be able to follow more commercial opportunities this is uh what makes audiosynik a particular company and a different company from others trying to do like let's say virtualization effects or post processing effects or three audio with speakers and is that our technology there is always a symbiosis an integration between um audio and um head tracking which is done with computer vision or with other methods and what hetracking does is knowing the position of the ears of the users with respect to the speakers okay and then what we are doing is that we're using some field control is the actual the technical name we are directing How Sound is radiated in space so that this is always the best at the years of the users and because of that what we do is that we can create large difference in pressure between both years of the users for example and create what we call virtual headphones all right and this is really how in a nutshell in a very simplified way this is what we are doing you know for example with a sound bar we have two beams one beam from the left from the left ear Left Channel of a neural signal another Beam for the right ear right channel signal okay and then once we have that we have virtual headphones and what happens that if the user moves then what happens is that we adapt these vertical happens in space right and then they always have the best spatial signal line because they have virtual helpers then we can render any content okay like any special of your content this is like a simplified version for one person this is a research that we're currently doing into how to adapt this for for more than one person you know so I have layer in my bag very large May array would use that as reference designed to to basically develop what we want to do which is our home Cinema solution okay assistant Network for one person for two people and then it can turn into itself also like a more uh normal sambar with all bianos or something like that okay if we want to invite our friends to watch the Champions League or the Super Bowl in America or something like that you know so yeah basically just just to to repeat again the good thing is that our technology because is is in a nutshell headphones so it is compatible with anything okay from stereo 12 degrees audio to binaural and 3D sound in the middle because any format that is special you can convert it to binaural you know and and the combination of a good content and also like this way which is basically a creation of virtual Health from these headphones that you're not wearing gives a very good um basically some experience or performance okay and I just want to put this um this slide here because this from the racer Leviathan V2 Pro which is the first product with our technology that was released at CES the sambar got 12 Awards of Best in Show okay another Cinema award is likely expert like a best technology in the show because see if it's a new way of listening to spatial audience like basically you're in front of the device and you're hearing sound all around you and because you are not wearing anything is very very realistic and very immersive you know so so yeah so basically reproduction of binary with speakers very very very it's very plausible I'm very realistic and I think because we have been able to tailor that with the user adaptive experience you're always on The Sweet Spot it's very yeah from breaking and in the end it worked very well okay what what we do in audio Scenic as a as a company is that we provide a set of um the core our core IP Technologies the our 3D audio rendering okay that we call it virtual and then what we Pro we also provide in our software is a set of Audio Dynamics and Equalization sometimes then you're making a product you can have certain effects like backwards like a VRC which is on the amplifiers this can also live in our software okay sometimes the customer can want to have that to release in speed to Market and we also it's very important something that we need is the head tracking software okay and in this case the head tracking company we have our own head tracking we can also work with third-party head trackers okay would you uh those guys like Toby out of Sweden would you have a relationship with those kind of guys and we can work with them yeah we haven't met them openly from the moment engage with Toby but we are happy you know yeah okay you know as long as any any tracking that they provides the accuracy that we need and the speed that we need is welcome yeah yeah they do the the retina tracking um I'm sorry I'm going very fast through those lights if you want to ask me anything at any moment please no don't worry we will we will okay perfect so um yeah basically when we combine this software that we have developed okay with um a speaker array and speaker array is basically an aggravation of speakers in in certain form this speaker array can be a sound bar but it can also be embedded on a TV or embedded on a smart speaker embedded on a laptop okay so basically one one set we combine these two things we have what we call personalized listener adaptive 3D audio okay and we say is next Generation user adaptive spatial audio because it adapts to the user okay so yeah and basically what we do in audio Scenic is that we work um we license our technology to to partner okay that's our our business model actually as a company yeah and now I wanted to talk to you a bit about what use cases where you can apply the technology okay okay so the first one is uh basically um Next Generation uh Soundbars for immersive gaming okay and this is a renderer which is a couple of years old but it's basically it says Corsair doesn't have to do anything with courser there is a one of the first iterations so when we developed the actual Soundbar that they became later the the Razer and Leviathan V2 Pro yeah and the idea that you're in your desktop like I am right now and I'm I'm listening to some with that and I'm I'm playing video games and I don't need a headphones because I'm listening to my my colleagues my my colleagues my enemies or my friends yeah get it or whatever and what we've done is uh basically we've implemented um these um December in two ways one and it's a standalone soundbar which has an SOC inside in this case an nxp imx8m and is this SOC will do all the head tracking and we'll also do all them um audio VSP okay okay one way where we have implemented the things we call that the Standalone because Standalone devices like it's like the Leviathan which you probably you just take the Soundbar it works you know and then a other method for the way we were we have implemented this is uh with um in Windows 10 Windows 11 as well in which we have upload part of the processing into the into the computer okay and in the end is like two different implementations one of them can achieve a lower bill of material okay same the idea this is also something where we are working at the moment uh basically and this is our laptop reference design okay and this is how to show how the technology can be applied into laptops and basically this is something that we build a mock-up with 3D printed but we built a small somber with actual laptop drivers okay okay yeah to show that the technology could be scaled down because within that laptops is also a very good place where the technology could be applied because I mean a laptop and you have a camera already there now so you don't need to put the camera you can use the same camera that we're using now for for the video conferencing that to to do user tracking and you can embed speakers you know and and does it does it create enough of a privacy bubble where the the sound doesn't spill out too much to the neighbors beside you and no because I will I will tell you I will tell you another slide later about privacy so we are also working in in products that create privacy okay but to create privacy you need more speakers okay okay so to do a spatial sound as I'm going to explain later to do binaural reproduction Willow speakers two speakers are enough okay if you really want to and um for example for robust 3D sound reproduction we recommend to use five speakers okay if you really want to do beaming of sound you need more or less speakers and more is the more the merrier okay so we also built a system that has been for main or for example this one you would lower your YouTube channel you can see some videos I've been forming with this array this array has 24 speakers okay it works very well for being for me but that's what you need right okay uh beamforming and audio focusing either or you use traditional speakers and traditional array techniques with lots of loudspeakers or you use an ultrasound ultrasonic arrays like other technologies that we're providing we're using ultrasound array and the ultrasound ultrasound array is very directional the same previous low frequency but it is free Direction but then um directional audio um is some something or like audio something where Size Matters and in directional audio matters a lot the dimension of the array is what the term and the number of speakers about the dimension of the array is what determines if the array is directional or not okay main thing so yeah with this we hope that we'll see laptops coming within and incorporating this technology in the in the years to come okay good very much this is also a render of uh something we like to see in the market also in one or two years which is then it's a home Cinema somewhere and it's this this uh animation that I showed you before where somebody can transition between one two people provide a specialty for two people and then work as a normal summer right right okay so this is basically um where we want to use sound focusing okay and we think that if we have some bars that have a large enough number of speakers let's say 12 or 16. we can use them to create a bubble option and that that basically works we had in in our suite at CS we had a demonstration of this why is this um important because well many people are are since copied we have many people that are working at home and working in the office you know what do we want to promote to do with this we want to promote again a virtual headphone communication and that's that I am in my office and I'm receiving a call and my colleague is there and my colleague is not the Star by my call okay right now we are doing that with with headphones but you know headphones can be very tiring at the end of the day you can see people working on call center working on this place if they could have that communication without headphones it will be much more natural you know right apparent because we are basically creating headphones we can render 3D sound and what we can do here is that we have a row of people in a meeting and when they speak we can acoustically locate them where they are you know and there are some teleconferencing clients that already have applied this technology and adopt this technology like um dolby.io for example has this technology
I don't know if they have already implemented positional audio but um teams and zoom they say that they were going to adopt this technology so it's also that you can do something that you also can do with with our technology with using virtual headphones and bubbles for specialty reproduction okay okay and for teleconferencing and the other um use case all right where we are working and where we have applied our technology not nothing commercially but something we would like to see and then next year to come this Automotive and last year we did a project of um in this case it was a independent listening zones okay where basically we were having one every one person and that was I listened to music and another person was listening to speech which in this case was the EPS okay with the driver and apart from that because we use our technology and again we're tracking the position of users inside the car we have um sound which is independent between two people and that cannot be spatial all right so I mean this Technologies and many people are trying to do the same things in the whole world we need to take them with a pinch of salt you are able to do um one person has speech the other person has music some you know reproducing two different uh contents of music with a kind of quality is very it's almost impossible here unless you have ridiculous Arrangement Arrangements of speakers here and you know like that we are thinking on the car cabin of today is quite hard you know right very much and then also to show you um something which is a our tuning tool okay that is basically um something that um allows us to um control the quality and control the AQ and control the DRC and control the spatial characteristics of our um algorithms okay and then the acoustic engineer can basically play with that to give out a certain color or a certain tone to their to the product okay so we provide yeah and this is basically the the um kind of company presentation and Company pitch I now would like to dive a bit into the theory of how all of this works you know for if somebody listens until here and they haven't fallen asleep now I would understand that we'll send them to sleep finally you know which is the theory but it's also very fascinating really it's a good thing yeah how The Thing Really Works and then it's basically all to do about um free sounds and and and basically reproduce sound so when we have normally a 3D sound we use a binaural microphones okay which you use a dummy head or some kind of a we can also synthesize it via hrtf but when we get when we are thinking about 3D sound for headphones we get two channels okay we will get our Left Channel put my pointer here so that you can see me better we'll get the Left Channel and we will get the right panel here okay and then if we capture that with our enroll ahead what we do is that then we basically feed it straight and reproduce it with headphones you know and I think um most people probably is familiar with this through Apple music or maybe they have listened sometime in their life today binaural Barbershop which is very very very is a very good piece of content so basically they record it with a dummy head and then you just listen with headphones and you have the feeling of being there and that's the power of binora which is is so good and so captivating so what we want to do is well we don't want to use headphones okay we want to use virtual headphones and for that what we are going to do is that we are going to create and use a DSP system that is going to basically create this virtual headphones here okay it's going to produce a maximum of pressure in one side and a minimum of pressure on on the other side and it's going to give us the virtual right Channel and then a maximum of pressure on the left T are in a minimum pressure on the right theorem will give us the virtual let's summon and then anything that we have recorded here then we're going to reproduce it and then the user is going to receive here the information as if sources were coming from different positions and he or she will believe that is there acoustically and that's really how how the technology works okay um basically how can we do that okay so this is the amazing laser pointer I want to see it actually work yeah so how does that work so let's say basically I have two speakers um in space and we are going to be talking here with two speakers at the beginning because um it's easier to explain but um and then I have my speakers connected to a computer which is basically a digital signal processor right and for for these animations I want to thank to philippasi microfounder because he created long time ago for for some of his lectures and he'll he let me use them here okay so we have a focus a point and basically what we know here is we know in Space the transfer function between these speakers and this focusing point and we know this transfer function because we have characterized it because we have measure it or because we have modeled it you know because in space sound is going to propagate proportional to the speed of sound so I can know and I can model how long one speaker the one that disclosure takes to arrive to this Focus point and one speaker the one that is farther away how much does it take to arrive to this other point so when I know this time means what I can say is like well if I want if I want both of them to arrive in time at this point what I'm going to do is that I'm going to introduce a delay in the p in the area in the speaker that is closer to this focusing point so that I will delay it and then both of them arrive here in time okay and then what happened is this is this one has fire first and this one has fired after and then a wave is going to propagate that in this direction it's going to create a uh playing waves if we are very far away and it's going to arrive with maximum of energy at this point okay and that's a constructive interfere so my speaker has both gone and inputs have played an inputs that is arriving in time so with that we have what we call a constructive interference okay it's what we have here so that's great we can basically then say okay this focusing point is my ear I want a maximum pressure but then what is happening if I want to do some cancellation I want to create a destructive preference what I'm going to do is that this I know where I where I want my cancellation point to be so what I will do is that well if I basically change the face of one of them they are going to arrive with cancellation of this plant okay and what happened this guy outputs first because he's farther away this guy also outputs but with negative phase and you can see that in this angular position the energy is very much reduced in theory their energy is zero okay and basically practice is something like that if you go to the to the web page where the racer Leviathan V2 Pro SM is a feature you can there is an explainer that explains the informing technology and they have a lot of a great video also explaining the constructive and destructive interference okay problem in this case is 2D in real life it happens in 3D you know yeah we can put the put the links to those in the description so people can check it out later on that that'll be very cool so yeah basically this is what happens on a nutshell okay how the technology how about is the the physical phenomena how do we Implement 3D audio with speakers okay so basically um what happens is that um well let's say let's say I have this Source here this that I want to to reproduce which is I'm sure that basically is here at my right and that if I record it I record its input response or if I record a certain length of audio at both my ears it's going to produce different content on my right Channel and on my left my channel my left here that will basically in this differences that arrive to the two years will be embedded the binaural signal that will tell my brain that something is coming from there so and we said normally people will listen to this with with headphones but what happens if we want to listen to it with speakers okay sorry and what we're going to do in order to reproduce this with speakers is that we're going to use a network of digital filters okay and it says here digital filters for inversion or loudspeaker response because what we call this inversion because we want to invert the speaker response we want to get rid of it and that's basically how our technology works with you you have a sound bar in front of you but you don't want to hear to the number you want the summer to disappear because the only thing that you want is the neural queues that are arriving to your ear right and again here we're here basically talking with two law speakers because I mean stereo is such a common uh setup and people have tried to use that and to work with this for many many years the first patent of this kind of technology is from 1968 okay from atal and zeroider basically they they've represent the first system so I mean one thing I could do for example is just try my stereo speakers and play the my normal recording that I have and play my right channel to the right speaker and play my left channel to the through the left speaker all right and I can do that on the right channel will be reproduced by the right speaker what happened however that I'm also going to here on my right ear the let's Channel and that's going to mesh I'm going to interfere with my binaural perception because I really if I really want to hear binaural well I need to hear only for this guy listen on each ear okay right and this is crosstalk and that's why this technique is in academic terms is called in scientific terms called Coastal cancellation you know so the Razer somebody says that this 3D audio being forming and it's true it's been forming because um with when you have more than two speakers you start to create beams which are kind of pronounced but on on the back of that what happened is that you are doing Crystal cancellation as well you're trying to separate what one channel is playing on the other okay and basically we're going to achieve this by using a filter okay that is going to cancel what the whatever signal of one channel is arriving on the other channel okay so is this is this kind of I like the with the Beatles a lot of people love to listen to The Beatles on headphones because George Martin had recorded the the left and right separately so a lot of people are always obsessed with listening to The Beatles on headphones rather than in a stereo speaker environment uh yeah really um maybe you know I think so if you listen to that for example that you're saying that's a very hard punt um yeah stereo track which is maybe like in the 70s 60s like that if you hear it with a first floor cancellation system like with a razor or somewhere you will hear that things sound very very special to you you know okay decent here and this one here if you listen back with a normal stereo setup things don't sound here things sound like in the speaker and the other speaker you know okay um but uh for for binaural audio reproduction you really need to separate what arrives to one year into the other ear you know and that's why basically you can do a test you can listen basically with the barbershop with with headphones and you can basically then listen to it with stereo speaker and you will see that with headphones it's you are immersed in the in the in the barbershop with the stereo speakers with the terrorist speakers you know and I encourage everybody to to basically buy the razor or somewhere because it's the first system in the world that let you have they say I mean it's not the first system in the world but I would say the first item in the world that works in a robust Manner and that is just turn it on and works you know that is practical and you can you will be able to yeah to listen to any binaural content to play any video game or also to listen to music in a way which is very it's it's very special you know because you just put it and you are here in Stereo to the other you know okay and then they're just basically digging a bit into the into the theory here um so we need to use four filters okay and that's very important and it's because this is my four filters for foreign version and that's because um if if I have one speaker only here and I want to wake up equalize my um whatever I listen in a given year one filter is okay is enough you know however now we are asking two things to the to the system with two speakers we are asking to have an equalized signal in one ear and then cancel whatever I'm listening in the other year okay and in this case this is a system of two equations that needs two variables to be solved okay once and one equation is one of my years the other question is the other of my ears and when I'm asking to have maximum pressure and when I asked him to have minimum pressure and that's why why per Channel I need to have two filters okay I need to have one that repeat this well both of them work at the same time they make sure that they have maximum pressure in one year and a minimum of pressure on the other area Okay so with these two signal six with these two filters I make sure that my right channel arrives to my right ear and I make sure that the my right channel doesn't arrive to my left here right and then I do the same with the Left Channel I make sure with other two filters on the left with the lib that are basically connected to the left input my left input signal arrives to my left ear and then I make sure that my left input signal does not arrive to my right ear okay this is very cool in theory you say yeah it has to work no it has to work in practice it's a super complicated system okay and basically you say that this is their Infinite combination of two filters to get left ER scene all right okay and why it's so complicated well so let's let's take a look at how these filters that I need to do and what the speaker signals look in time all right now this is again I need to thank uh for to for this light to somebody that was an isvr and takashitake that basically also had a um another company that was working with with 3D sound he created these lights I think time ago and I think he's playing the concept there very well so let's say that this is my target binaural signal okay this is what I want to listen on my left ear and it's in impulse I only wanted to arrive to my left ear so but let's see how we can make it so what we can do is that my speaker my left speaker place this impulse because she's the speaker that is closer to my left ear in front of me okay he's going to reproduce it I'm very good that impulse will arrive to my left ear okay this is what I wanted amazing perfect I have my inputs however because sound propagating the space everywhere and we could we cannot stop it unfortunately these inputs that this has arrived to my left ear all right a bit later to my right ear no this is not what we wanted in our Target binaural signal we only wanted these symbols here not there because otherwise it's going to mess with our perception of the spatial sound so the algorithm because she's very clever and because it knows that in the right ear this input is going to be received says no no don't worry because before it arrives I'm going to arrive and I'm going to emit from the right speaker another impulse in opposite phase that will arrive and will cancel this one very good we have canceled the impulse in the right here what happened what happens is that these inputs that we have made to cancel this inputs at the right here is then going to arrive to the left here and that's not what we wanted because we just wanted one impulse we didn't want that this is a different content that the one that we want to initially and then the algorithm says again no no don't worry wait for me I'm going to now make another impulse in opposite phase that will cancel this one on the left here and you can see there but unfortunately this Imports is going to continue propagating and it's going to react to the right here and then the algorithm that is clever is going to emit another Imports in opposite phase and you see for Yaz reproducing this first inputs that we wanted in this speaker all these other time information is required you know and that that's why these systems become so difficult to basically um control you know and Implement because they require a signal processing um system which is kind of a very stable sometimes and that needs to Output loss of cancellation energy this is all energy in the end that is output and that's put some constraints in the in the dynamic range of the speakers you know and all of that this is how it looks in time so just to play these impulse we need to put all this garbage after okay and that way they become so complicated if we look at how this uh basically um how this looks in the frequency domain it'll look something like that and what happens is that um this is the the norm of the of the crystal cancellation filters and at some frequencies is needs much more energy than not others you know and this is what we call ill condition and this is a very common problem of Crystal cancellation systems and in the end of any any kind of a array processing line reprocessing there is always like constraints in the dynamic range that you cannot put you know and I'm going to talk about a bit more later about that so how does this look in the time domain okay it looks at basically an assimilation just to play one impulse look how much we need to play this guy is going to receive an Impulse on the on the left on the right here okay see this first impulse is going to arrive and he listens it but look how many others we need to push so that nothing arrives after the first impulse you know I'm not very that's really very yeah it's very fascinating and very and that's the really technical problem of of Crystal constellation you know okay very much yep and I have some four more slides that I can talk to you about the more other than technical elections then um uh when you're developing a system like this is uh there must be a fairly lengthy process of characterizing the acoustic system yeah yeah basically so so there are a lots of uh really um yeah you know like here so we I've been working on this a lot on people before me have been working a lot and and that's so many measurements you know we have even basically this thing that you see there is a robot for automatic measurement of system you know it has two microphones and basically we can move the microphone around and we can say where where people are how the sound really is you know because uh in the end there are there are so many things that affect this sound this is not only not only the system also the room you know and that's why that's why the head tracking becomes so important here you know and I can go basically a bit forward in some basically slides that I have here this is how small the sweet spot is okay for those systems and this is basically a simulation again just using two loud speakers for for Simplicity and it's the headphone effect and this is kind of how the headphone effect looks with with angular deviation we can get a this is DB for to put the label here but this is DB of cancellation when you are very much on where your filters are doing this cancellation you obtained a lot of pressure difference okay but if you move away even a little bit okay where we calculated our three degrees which is 1.5 centimeters 1.5 centimeters still is is kind of a okay but in the moment you'll move three centimeters which is just very small position you see there are some areas where this constellation that before was kind of large is now like really being really reduced and yeah okay so um uh the uh filter characteristics you uh fixed at design time so you know what our technology does is that it calculates um maybe 30 times filters per second okay but you must be a layer where you've uh characterized say the acoustic system um calculate against so so our technology is based on on models of physical models or propagation and that's what we use for characterization you know okay and we that's why we can we can very fast and estimate the position of users you know because um make people another foreign and in terms of uh frequency range or bandwidth of how well it works I mean uh you uh can't really have a huge array of very large speakers for low frequency sound so you kind of taper it from some into mid and high frequency and then low frequency is kind of a uniform field yeah so I think I basically um our technology at the moment works as um so what we what we are doing is that we provide a low pass filter and then a high pass filter an open filter for base that basically the base is not diagonal directional but then everything above the high pass filter okay will be controlled by the algorithm you know a basically what I was going to say the technology can be applied for any number of speakers okay an arrays of any sizes you can see here with from a laptop to the soundbar to basically very large arrays that we have been using here for development okay yeah and basically um in this case for example on this large one that we have here on the left hand side I think the cutoff frequency for where the algorithm was starting to work where 100 Hertz you know 100 Hertz it's still very low actually expected quite rapidly yeah so from our from my signal processing point of view this thing needs lots of signal processing you know yeah so I mean in the Razer zombie has five speakers each speaker has an independent Channel and basically has a filter it's a network of filters yeah yep very much okay very interesting and uh just uh so we've talked about that uh aspect of it and the head tracking is something a kind of critical element um uh it's got something more you could tell us a little bit about that because uh there'll be another it depends on the hardware that you have and things like that too I guess yeah so so I think basically this is this slide where you see there's a red line here that's a let's say it's kind of the minimum that you should get to to start having a a good specialization okay I would immersive minimum Crystal cancellation if you don't do head tracking you know and you move even three centimeters there are some frequencies where this you're not getting this you know okay so the higher the better the better yeah yeah and really you would like these two or even this is this is what happens when you use two speakers you would like this to go even even higher you know yeah and that's why that's why we recommend also to basically use more than two speakers and all I want to show you what happens here this is the crystal constellation of headphone effect the higher the better okay so in this basically left hand side we have the CTC headphone effect and in this right hand side we have the AE which is the array of Fort and basically it's a it's a measure of the electrical power that the system needs to obtain this headphone effect yeah so this one on the left we want it to be the as large as possible this one on the on the right we want it to be as low as possible you know because if we need more Norm it means that we are basically compromising the dynamic rate range so if we just have two speakers here which is this is basically has been what the whole of your new industry audio industry has been trying to do with for many years just use two speakers to do crystal cancellation what happens is that there are certain frequencies where you naturally you are not obtaining cancellation okay because it's it's it has to do with a special biasing and there is a given frequency where you cannot um have a maximum and cancellation yeah wavelength related essentially yeah basically that happens and this is the effect that you see here yeah but if you are the third speaker okay you basically increase the specializing frequency and you only have a minimum a much higher frequency so you open in the range and that's why we say to to people who want to implement our technology use three speakers a minimum but use more than three speakers because um you use four you increase okay your range and if you use you use five you even increase it a lot yeah and in this simulation it's telling us that we can arrive up to 20 kilohertz let's see in practice digital simulation okay in practice you will arrive up to 20 kilohertz however you make it much more robust you know we are right 10 or something like that and that's why you also reduce the dynamic range that you need a higher frequency understand why this is a this is a very important so the more the speakers we use the more robust we make the system also too inaccuracies on the camera system because the camera system we try we trust it but sometimes it's not accurate you know yeah sure sure but it's very and this is basically just to show you how this emulations that we were putting before how they will work with with an array with an array you have many more speakers so whatever you're doing becomes much more robust yeah so once you have an array this is what happens okay so this is the comparison the blue radiation pattern is the radiation pattern that acrossal cancellation system obtains one tries to create virtual Health okay and you can see it's going to make a beam which is very very strong in one year and a null a notch yeah yeah okay um in theory you see this is this is how how something will look on the free field at a given frequency in theory the array having two speakers or nothing in the red there is red radiation pattern has 16 speakers they should work the same to create this vertical headphones effect you know however we don't listen to some Nanook Chambers okay we listen to things in rooms that have Reflections and that are affecting so by using many more speakers we create a narrower beam and this is what is the beam forming effect and this is why when we have more speaker we focus on and we create a bubble of sound you know and that's why the example the the Razer somebody says it has 3D audio game for me because it's a combination between crosstalk cancellation and the information nicely very much and just uh Simon to show you basically this is what happens in real time we have these beams okay and this basically we have I mean for the left ear and I mean from the right ear these are the the ears of a user here these two loads if the user moves the position of these beams are changing in real time right right okay because we are changing in real time the filters that are creating those beams in the speaker array which is what this thing here yeah very much fascinating okay yeah man I think this is the end of my presentation yeah and that's our vision we want to be the Navy and technology behind personalized and immersion for your reproduction offering at least in a revolutionary listening experience in a multitude of everyday situations without the need of a headphone you know yeah I mean at CES I got the chance to hear the demo with the tectonic audio Labs drivers and I mean I could say that you I mean I don't want to do it right here because my I'll go off mic but basically you know it really does kind of track your head and follow you around and left and turning right it captures all that kind of experience it's it's quite impressive we use their the tectonic technology because and like this tectonic BMR drivers are a bit more point source like it improves at higher frequencies and how our team already work because basically they yeah they work a bit better you know yes and then yeah that's that's that was a good demo and yeah and you can't really feel it so I don't know if Simon you have the opportunity to listen to our technology one day yeah when it sounds like um I mean I can tell you but once you listen to the system you say wow you know I'm looking forward to it all right yeah okay so uh I guess uh if people want to get in touch for uh technology they can uh I'll put your contact information for the right person or yourself below um yeah you can contact me you can contact anybody that's that's good yeah okay all right Simon did you have any follow-up final questions I'm good I'm good all right okay well we encourage everybody put your comments down below questions and anything else that you're intrigued by please uh please uh give us a like subscribe and share and all that good uh YouTube and now Spotify and all the other platforms so uh Marcos thanks for joining us today we appreciate your time yeah I think thank both of you for hosting me and it's a pleasure and I look forward to seeing the video yeah thank you very much it's cool all right yeah all right okay thanks everybody we'll see you next time bye bye
2023-02-13