By Ed Sum (The Vintage Tempest)
When considering this year is flagged as the time virtual reality can potentially take off, to provide a truly immersive experience requires the right sound system to match. Nearly everyone is excited for the Oculus Rift. This company partnered with RealSpace3D instead of Dolby and both use headphones to create a 3D auditory world. They both sound spectacular, recreating proximity to sound sources with ease in the demo videos offered, but mastering height is tricky. Not everyone hears the same way. People with hearing loss may not perceive noises from a heightened distance as easily. Both companies want to make inroads to the (home) theatre market but until movies get mixed into one of these auditory formats so it can be experienced, all anyone is going to get is a basic surround mix over an all-encompassing format.
Immersive sound and VR is not ready for the masses. It will be an expensive fad just like 3DTV. Back when they were coming into the consumer market, promises by the television industry to offer content did not pan out and it’s been limited even now to a few premium channels. Video releases with this expanded format are not selling like hot cakes and where this technology is going is simply nowhere. It remains as an option for a movie going crowd and even then, some folks are getting tired of the format. They are saying it’s not worth the expense because the space is not fully exploited to put the viewer into the film. Most directors using the format create a window to a world instead of putting the viewer in the world. The same can be said for where a music concert goer wants to be seated. Either they want to be on the stage to hear the drums bang out from the side or be seated from afar to hear everything from the Marshall speakers to fill the stadium. The audio-visual experience has to be right to be fully enjoyable.
Where the sound comes from is just as important. Video gamers have been enjoying 7.1 sound through customized headsets when hooked up to sound cards capable of decoding the DTS or ATMOS format. When or if Headphone X or RealSpace3D takes off depends on developers paying the licensing fees and encoding the soundscapes into games, movies and television programs en masse. The distribution service, be it online streaming or at the theatre, will have to make the investment to update the hardware in a stage environment where required to enjoy the product. Should a new revolution happen, movie metroplexes will have to start offering seating with headphone jacks so people can literally plug-in to hear movies as they are intended no matter where they sit.
With Dolby, they do have Inception, Interstellar, and Man of Steel sound demos available to people to listen for themselves to find out if they like this format. Now the big question is if the video releases for Crimson Peak, Ex Machina and The Last Witch Hunter (as recently announced on Twitter) will have digital downloads encoded in this format for viewing on the go too?
