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Author Topic: Let's talk about dynamic range of headphones, and perceived detail.  (Read 2712 times)

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Anaxilus

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Re: Let's talk about dynamic range of headphones, and perceived detail.
« Reply #20 on: May 27, 2015, 12:22:15 AM »

Replying to quotes is giving me issues on the road ATM, so bear with me...

Sounds like clipping static, usually on big bass drops like on the track mentioned. Agreed about speed and impact as well. Daft Punk is compressed, people are really trying to get a sense electronic bass bloom, body, weight and extended texture. Get Lucky will never match the dynamics of a well recorded acoustic drum kit.
_________

Honestly I wouldn't be surprised if a 252 or other lower to mid tier Stax amps can't swing it. That's one reason they're so boring to listen to. They hit like Bartolo Colon.

The ones we've bounced were Omega class and my 950s. 4-5 people have heard the effect on different occasions and it's easily repeatable using the right equipment.
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dreamwhisper

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Re: Let's talk about dynamic range of headphones, and perceived detail.
« Reply #21 on: May 27, 2015, 01:03:35 AM »

Normally I wouldn't ask but since you're a Stax user I have to... :P You guys don't seem to quite get "reference" levels and don't seem to be bothered by the lack of bass impact

While I haven't heard a BHSE, I can say that Stax O2's tend to layer sounds at low volume listening,  and they draw on the scooped 'presence region' to help create this effect.
Combined with the stat speed, on certain tracks, the result is holographic soundstage as opposed to linear or planar detail distribution.
Anyways, I'm not sure if the BHSE or higher volume levels change this, but I thought that this should be considered a factor in creating a reference representation.

That being said, the end result as I've heard so far (KGSSHV/O2), still isn't what I would consider reference, nor what I would want as my only headphone, but it's fun to nerd out on.

Is this the kind of test track you mean?:


I'm aware it's interesting to hear a kick drum reproduced as if I'm in the room with it.
But given the choice, I'd rather reduce it's volume, since they're loud.  boom :boom:

Cheers! :)p2
« Last Edit: May 27, 2015, 01:58:45 AM by dreamwhisper »
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maverickronin

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Re: Let's talk about dynamic range of headphones, and perceived detail.
« Reply #22 on: May 27, 2015, 01:07:03 AM »

Normally I wouldn't ask but since you're a Stax user I have to... :P You guys don't seem to quite get "reference" levels and don't seem to be bothered by the lack of bass impact

Use A weighting, not C weighting. And pink noise, not white noise. Also, was the noise signal at 0dBFS? -20dBFS? Obviously a 0dBFS signal at 98dBA isn't going to give you dynamic peaks above that. Best to drop any scientific tendencies and go by ear. If you know what a kick-drum sounds like in real life, you want to be playing back at that level.

I used to be more bothered by lack of bass impact, but eventually I gave up and got used to it because no headphone can ever have impact like speakers or RL.  I think it was the time my car got buzzed by a medevac helicopter at the scene of a crash and I realized that kinda thing just wasn't goinna fucking happen without a subwoofer half the size of my bedroom.  (I use my headphone for movies/TV/anime just much as music.)

That's just my preference though.

Anyway I normally use A weighting, but I picked C weighting this time since presumably we were talking about the bass and nothing else is going to make a transducer reach maximum excursion anyway.  For some reason, I just happen to prefer white noise a a quick and dirty test of a transducers so that's what I normally use out of habit.  It was at 0dBFS.  Since we were talking dynamic range I assumed we were talking peak, not average.  Average is dependent on the track anyway so specifying anything other than the peak isn't very useful.  Also, I never drop the scientific tendencies.  It's the best way to get things right.  If Anax wanted to say at whatever level is live I'm sure he would have said that, and one of us could have looked it up or something.

One last thing, I DON"T want to listen at live levels.  It's bad for your hearing over the long run and I like my hearing the way it is.  I have no musical talent whatsoever, but my brother plays acoustic and/or electric bass in several different bands and wears these while practicing specifically so that the drummer doesn't deafen him.  The idea of wearing earplugs under my headphones doesn't exactly appeal to me...

I'm not yet convinced that such a thing can even happen with anything short of a BHSE cranked to the max, but even assuming it can I'd say it's still irrelevant to the majority of listeners.

Honestly I wouldn't be surprised if a 252 or other lower to mid tier Stax amps can't swing it.

So that means we need to go louder than the 252S can even play in order to replicate the effect.  My T1S has higher voltage swing, but the 252S already goes too damn loud so we've already reached the point irrelevancy.  If you need it to go that loud, I'm pretty sure you're louder than 'live' and into amplified rock concert/wall of sound territory...
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dreamwhisper

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Re: Let's talk about dynamic range of headphones, and perceived detail.
« Reply #23 on: May 27, 2015, 01:10:15 AM »

I used to be more bothered by lack of bass impact, but eventually I gave up and got used to it because no headphone can ever have impact like speakers or RL.  I think it was the time my car got buzzed by a medevac helicopter at the scene of a crash and I realized that kinda thing just wasn't goinna fucking happen without a subwoofer half the size of my bedroom.  (I use my headphone for movies/TV/anime just much as music.)

lol
repped.
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Anaxilus

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Re: Let's talk about dynamic range of headphones, and perceived detail.
« Reply #24 on: May 27, 2015, 01:26:46 AM »

No, I was talking average for 'live' effect as I usually do. Drums are loud, so peaks on the big drops and slams are going to be quite higher than 90dB. That track is a test track for reference. I question ones judgment more than their ears if listening to it on repeat hours at a time.

I think myself, OJ and others have mentioned our philosophy is to replicate the live musical experience as much as possible. Even the best sounding headphone at 50dB will never be able to accomplish that. To me, that's just trying to reproduce the best background or elevator music possible. I would never be able to be transported spiritually to a concert at 50dB. That would require some serious psychoacoustic and psychological adjustment for me.

Mav you need to hear my rig before you give up on headphones never sounding like RL. It doesn't have a Sub but you could add one and that's a rather narrow range to compensate for. I'd take my headphone rig over 99% of the speaker rigs out there for RL effect.
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maverickronin

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Re: Let's talk about dynamic range of headphones, and perceived detail.
« Reply #25 on: May 27, 2015, 01:50:50 AM »

No, I was talking average for 'live' effect as I usually do. Drums are loud, so peaks on the big drops and slams are going to be quite higher than 90dB. That track is a test track for reference. I question ones judgment more than their ears if listening to it on repeat hours at a time.

If I wasn't going to listen to it that long then I wouldn't find it very useful.  Even if it was physically possible, I'd have no use for an absolutely perfect transducer that I could only use for 5 minutes at a time.

I think myself, OJ and others have mentioned our philosophy is to replicate the live musical experience as much as possible. Even the best sounding headphone at 50dB will never be able to accomplish that. To me, that's just trying to reproduce the best background or elevator music possible. I would never be able to be transported spiritually to a concert at 50dB. That would require some serious psychoacoustic and psychological adjustment for me.

I guess this is where our main difference lies.  I'm not sure if we've discussed this before but I don't care at all about replicating the live experience.  Besides the fact that it's flat out impossible, it's only the music itself that's important to me.  Personally, I dislike the live experience.  I hate crowds and I've always been sensitive to loud noises so for me, hearing music live gets in the way of the actual music itself.

It might sound weird coming for a straight arrow 'objectivist' like me but when I listen to music it's all about the emotion.  As much as possible, I pick my gear based on hard data so I don't have to worry about it and I can lay back, relax, and enjoy the music.
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maverickronin

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Re: Let's talk about dynamic range of headphones, and perceived detail.
« Reply #26 on: May 27, 2015, 01:55:28 AM »

Mav you need to hear my rig before you give up on headphones never sounding like RL. It doesn't have a Sub but you could add one and that's a rather narrow range to compensate for. I'd take my headphone rig over 99% of the speaker rigs out there for RL effect.

You must be using some pretty fancy DSPs you haven't told us about or listening exclusively to binaural recordings to get around the headstage/soundstage issue...

 :&

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Anaxilus

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Re: Let's talk about dynamic range of headphones, and perceived detail.
« Reply #27 on: May 27, 2015, 02:01:19 AM »

You must be using some pretty fancy DSPs you haven't told us about or listening exclusively to binaural recordings to get around the headstage/soundstage issue...

 :&



I can tell what I'm not doing is using an odac + O2. ;)

There's nothing more emotionally involving musically than replicating the performance of it and as realistically as possible. Maybe I'm more of an objective listener than you. Imagine that. :)
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n3rdling

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Re: Let's talk about dynamic range of headphones, and perceived detail.
« Reply #28 on: May 27, 2015, 02:43:43 AM »

Mike, we'll have to recreate the effect on my rig next meet. 

Normally I wouldn't ask but since you're a Stax user I have to... :P You guys don't seem to quite get "reference" levels and don't seem to be bothered by the lack of bass impact

Use A weighting, not C weighting. And pink noise, not white noise. Also, was the noise signal at 0dBFS? -20dBFS? Obviously a 0dBFS signal at 98dBA isn't going to give you dynamic peaks above that. Best to drop any scientific tendencies and go by ear. If you know what a kick-drum sounds like in real life, you want to be playing back at that level.


I listen to pretty low levels usually, but I wouldn't lump all other Stax users into that group just because I do.  Again, usually.  Sometimes I pump it up.  I don't listen to every single track at exactly the same volume at all times and apply dynamic compression so that I don't ever listen louder or quieter than some certain dB level.  A lot of music I listen to has very large dynamic range, which means I can (and often do) listen from 'quiet' to 'loud' and everywhere in between over the course of 30 minutes.

It's also important to note that dB level isn't the same for all ears.  So many old dudes walk up to a rig at these large meets and BLAST the music.  Are you telling me they're just "trying to listen at reference levels" or that they're just fucking deaf? :P  I take good care of my hearing and always have.  I don't want to be one of those guys that has to listen at 90 dB out of necessity rather than as an option.

Btw, what is even reference level?  I have some issue with this.  You're supposedly trying to reproduce the sound of an instrument at a concert.  First, most concerts/music have amplified sound.  In those cases you're leaving all judgement to the sound engineers or performers or bartender on what constitutes 'reference', not to mention it's going to largely depend on the size of the venue and where you're sitting.  In the case that you're using unamplified acoustic instruments as your reference, you still haven't overcome the variable of distance.  Everybody already knows volume will depend on how far away you are from the source.  Are you standing in back of the venue?  Are you in the middle of the room?  Maybe you got good tickets and are in the first row?  Are you in the band and on the stage?  Perhaps you're the drummer/pianist/whatever yourself?  There are even more factors than just distance but I'm just trying to illustrate that there are major issues with claiming "reference" levels - and this is only going by mic, not by ear (not all ears are equal as I said earlier).

This isn't even getting into things like venue acoustics, listening angle to soundwave origination, instrument models, playing style, etc.  The "reproducing live music" thing isn't a particularly bad goal to aim for, I just find that most people who use this catchphrase aren't really aware of just how variable it is.  It could mean almost anything.

I think I basically agree with everything Mav is saying, including HPs being unrealistic due to soundstaging, even for the best stuff.  The only stuff that has been way more convincing in terms of spacial repro duction is binaural/Smyth.  Even then, you still run into severe issues with bass reproduction on headphones, be it a Stax Lambda or Abyss.
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maverickronin

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Re: Let's talk about dynamic range of headphones, and perceived detail.
« Reply #29 on: May 27, 2015, 02:48:31 AM »

I can tell what I'm not doing is using an odac + O2. ;)

Seriously though, the main problem realistically rendering music over headphones is the fact that >99% music itself was mixed and mastered for playback over speakers.  I can't listen to anything with decent stereo separation over good headphones for more than half an hour without getting headaches unless I at least use crossfeed and that's just the very beginning of doing it properly.

Even if you don't have the same reaction to the extreme stereo separation of headphones that I do, it still doesn't actually fix the problem.  The imaging and sound stage will never actually be right without a custom HRTF calibrated to your own body and headphones like the Smyth Realiser and it will never be even close to right unless you're listing to a binaural recording or using a less exact DSP with normal recordings like TB Isone.

No DAC or amp will fix that problem by itself.  Even if I had an HD800 and thought that the Yggy and Levi you're using would be an improvement over my O2 and ODAC those are still far from the weakest link in my chain.  If I had that much money in my budget and already owned my favorite headphone I'd spend it on better  DSP hardware or software first.

There's nothing more emotionally involving musically than replicating the performance of it and realistically as possible let. Maybe I'm more of an objective listener than you. Imagine that. :)

I disagree.  ;)  Once the music is made, it's out there and becomes its own entity.  Death of the Author and all that.  I actually go out of my my to not learn things about the actual people in my favorite bands because it distracts me from the music.  Then again I'm not really a people person...

Your approach is perfectly valid too, but it's just not mine.  Even if we agreed on all the facts, different preferences = different gear.
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