A Jecklin disk is a sound-absorbing disk placed between two microphones to create an acoustic "shadow" from one microphone to the other. The resulting two signals can produce a pleasing stereo effect on headphones and loudspeakers but are usually not mono-compatible. A matching pair of small-diaphragm omnidirectional microphones is generally used for this technique, although it is possible to use other kinds of microphones resulting in more subtle effects.
This technique was invented by Jürg Jecklin, the former chief sound engineer of Swiss Radio and teacher at the University for Music and Performing Arts in Vienna. He referred to the technique as an "Optimal Stereo Signal" (OSS).
It is a refinement of the baffled microphone technique for stereo initially described by Alan Blumlein in his 1931 patent on binaural sound.
In the beginning Jecklin used omnidirectional microphones on either side of a 30 cm (1 ft.) disk about 2 cm (3/4") thick, which had a muffling layer of soft plastic foam or wool fleece on each side. The capsules of the microphones were above the surface of the disc, just in the center, 16.5 centimeters (6½") apart from each other and each pointing 20 degrees outside. Jecklin later found the 16.5 cm (6½") ear spacing between the microphones too narrow. In his own paper, he notes that the disk has to be 35 cm (13¾") in diameter and the distance between the microphones should be 36 cm (14 3/16").
Jecklin's German from his script: "Zwei Kugelmikrofone sind mit einem gegenseitigen Abstand von 36 cm angeordnet und durch eine mit Schaumstoff belegte Scheibe von 35 cm Durchmesser akustisch getrennt." [1]
The effect of the baffle is to introduce some of the frequency-response, time and amplitude variations human listeners experience as positioning cues, but in such a way that the recording also produces a useful stereo image through loudspeakers. This is sometimes known as "the Jecklin effect". There is currently no known software that can emulate this effect convincingly.
There are multiple variations of this technique, with "discs" of varying sizes and shapes, all of which work to some degree in helping to create a recording with a more believable stereo "image" than a spaced pair of microphones, but the size of the barrier is critically related to the lowest frequency at which it operates. A barrier which is too small will start operating at frequencies which are above the region of the spectrum where human hearing is most sensitive.
In contrast, traditional binaural recordings made using a mannequin head or on-ear microphones work very well when played back over headphones, especially when combined with HRTF correction, but are not as convincing and can actually sound quite unpleasant when played back through speakers.
A microphone, colloquially called a mic, or mike, is a transducer that converts sound into an electrical signal. Microphones are used in many applications such as telephones, hearing aids, public address systems for concert halls and public events, motion picture production, live and recorded audio engineering, sound recording, two-way radios, megaphones, and radio and television broadcasting. They are also used in computers and other electronic devices, such as mobile phones, for recording sounds, speech recognition, VoIP, and other purposes, such as ultrasonic sensors or knock sensors.
Binaural recording is a method of recording sound that uses two microphones, arranged with the intent to create a 3D stereo sound sensation for the listener of actually being in the room with the performers or instruments. This effect is often created using a technique known as dummy head recording, wherein a mannequin head is fitted with a microphone in each ear. Binaural recording is intended for replay using headphones and will not translate properly over stereo speakers. This idea of a three-dimensional or "internal" form of sound has also translated into useful advancement of technology in many things such as stethoscopes creating "in-head" acoustics and IMAX movies being able to create a three-dimensional acoustic experience.
A head-related transfer function (HRTF) is a response that characterizes how an ear receives a sound from a point in space. As sound strikes the listener, the size and shape of the head, ears, ear canal, density of the head, size and shape of nasal and oral cavities, all transform the sound and affect how it is perceived, boosting some frequencies and attenuating others. Generally speaking, the HRTF boosts frequencies from 2–5 kHz with a primary resonance of +17 dB at 2,700 Hz. But the response curve is more complex than a single bump, affects a broad frequency spectrum, and varies significantly from person to person.
Headphones are a pair of small loudspeaker drivers worn on or around the head over a user's ears. They are electroacoustic transducers, which convert an electrical signal to a corresponding sound. Headphones let a single user listen to an audio source privately, in contrast to a loudspeaker, which emits sound into the open air for anyone nearby to hear. Headphones are also known as earphones or, colloquially, cans. Circumaural and supra-aural headphones use a band over the top of the head to hold the drivers in place. Another type, known as earbuds or earpieces, consists of individual units that plug into the user's ear canal; within that category have been developed cordless air buds using wireless technology. A third type are bone conduction headphones, which typically wrap around the back of the head and rest in front of the ear canal, leaving the ear canal open. In the context of telecommunication, a headset is a combination of a headphone and microphone.
Ambisonics is a full-sphere surround sound format: in addition to the horizontal plane, it covers sound sources above and below the listener.
Surround sound is a technique for enriching the fidelity and depth of sound reproduction by using multiple audio channels from speakers that surround the listener. Its first application was in movie theaters. Prior to surround sound, theater sound systems commonly had three screen channels of sound that played from three loudspeakers located in front of the audience. Surround sound adds one or more channels from loudspeakers to the side or behind the listener that are able to create the sensation of sound coming from any horizontal direction around the listener.
Monaural sound or monophonic sound is sound intended to be heard as if it were emanating from one position. This contrasts with stereophonic sound or stereo, which uses two separate audio channels to reproduce sound from two microphones on the right and left side, which is reproduced with two separate loudspeakers to give a sense of the direction of sound sources. In mono, only one loudspeaker is necessary, but, when played through multiple loudspeakers or headphones, identical audio signals are fed to each speaker, resulting in the perception of one-channel sound "imaging" in one sonic space between the speakers. Monaural recordings, like stereo ones, typically use multiple microphones fed into multiple channels on a recording console, but each channel is "panned" to the center. In the final stage, the various center-panned signal paths are usually mixed down to two identical tracks, which, because they are identical, are perceived upon playback as representing a single unified signal at a single place in the soundstage. In some cases, multitrack sources are mixed to a one-track tape, thus becoming one signal. In the mastering stage, particularly in the days of mono records, the one- or two-track mono master tape was then transferred to a one-track lathe used to produce a master disc intended to be used in the pressing of a monophonic record. Today, however, monaural recordings are usually mastered to be played on stereo and multi-track formats, yet retain their center-panned mono soundstage characteristics.
3D audio effects are a group of sound effects that manipulate the sound produced by stereo speakers, surround-sound speakers, speaker-arrays, or headphones. This frequently involves the virtual placement of sound sources anywhere in three-dimensional space, including behind, above or below the listener.
Sound localization is a listener's ability to identify the location or origin of a detected sound in direction and distance.
Stereophonic sound, or more commonly stereo, is a method of sound reproduction that recreates a multi-directional, 3-dimensional audible perspective. This is usually achieved by using two independent audio channels through a configuration of two loudspeakers in such a way as to create the impression of sound heard from various directions, as in natural hearing.
The ORTF stereo technique, also known as side-other-side, is a microphone technique used to record stereo sound. It was devised around 1960 at the now-defunct Office de Radiodiffusion Télévision Française (ORTF).
Field recording is the production of audio recordings outside recording studios, and the term applies to recordings of both natural and human-produced sounds. It can also include the recording of electromagnetic fields or vibrations using different microphones like a passive magnetic antenna for electromagnetic recordings or contact microphones, or underwater field recordings made with hydrophones to capture the sounds and/or movements of whales, or other sealife. These recordings are often regarded as being very useful for sound designers and foley artists.
The Nederlandse Omroep Stitchting (NOS) stereo technique is a method of capturing stereo sound.
Virtual acoustic space (VAS), also known as virtual auditory space, is a technique in which sounds presented over headphones appear to originate from any desired direction in space. The illusion of a virtual sound source outside the listener's head is created.
Blumlein pair is a stereo recording technique invented by Alan Blumlein for the creation of recordings that, upon replaying through headphones or loudspeakers, recreate the spatial characteristics of the recorded signal.
There are a number of well-developed microphone techniques used for recording musical, film, or voice sources or picking up sounds as part of sound reinforcement systems. The choice of technique depends on a number of factors, including:
A headset is a combination of headphone and microphone. Headsets connect over a telephone or to a computer, allowing the user to speak and listen while keeping both hands free. They are commonly used in customer service and technical support centers, where employees can converse with customers while typing information into a computer. They are also common among computer gamers and let them talk with each other and hear others while using their keyboards and mice to play the game.
Ambiophonics is a method in the public domain that employs digital signal processing (DSP) and two loudspeakers directly in front of the listener in order to improve reproduction of stereophonic and 5.1 surround sound for music, movies, and games in home theaters, gaming PCs, workstations, or studio monitoring applications. First implemented using mechanical means in 1986, today a number of hardware and VST plug-in makers offer Ambiophonic DSP. Ambiophonics eliminates crosstalk inherent in the conventional stereo triangle speaker placement, and thereby generates a speaker-binaural soundfield that emulates headphone-binaural sound, and creates for the listener improved perception of reality of recorded auditory scenes. A second speaker pair can be added in back in order to enable 360° surround sound reproduction. Additional surround speakers may be used for hall ambience, including height, if desired.
Transaural Stereo is a technology suite of analog circuits and digital signal processing algorithms related to the field of sound playback for audio communication and entertainment. It is based on the concept of crosstalk cancellation but in some versions can embody other processes such as binaural synthesis and equalization.
The United Kingdom patent 394325 'Improvements in and relating to Sound-transmission, Sound-recording and Sound-reproducing Systems' is a fundamental work on stereophonic sound, written by Alan Blumlein in 1931 and published in 1933. The work exists only in the form of a patent and two accompanying memos addressed to Isaac Shoenberg. The text is exceptionally long for a patent of the period, having 70 numbered claims. It contains a brief summary of sound localization theory, a roadmap for introduction of surround sound in sound film and recording industry, and a description of Blumlein's inventions related to stereophony, notably the matrix processing of stereo signals, the Blumlein stereo microphone and the 45/45 mechanical recording system.