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耳机和耳机技术

2012-08-22 15页 doc 289KB 94阅读

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耳机和耳机技术耳机和耳机技术 How do I choose which headphones to buy? 我该如何选择哪些耳机买? Headphones for professional use will have a different set of selection criteria than those for home or portable use.专业用耳机将有一个比家庭或便携式使用一套不同的选择标准。 There are so many types (home, studio, portable, dynami...
耳机和耳机技术
耳机和耳机技术 How do I choose which headphones to buy? 我该如何选择哪些耳机买? Headphones for professional use will have a different set of selection criteria than those for home or portable use.专业用耳机将有一个比家庭或便携式使用一套不同的选择。 There are so many types (home, studio, portable, dynamic, electrostatic, etc.) that many people find the selection process bewildering.有这么多种类(家,工作室,便携式,动态,静电等),很多人觉得这是甄选过程扑朔迷离。 More so than with loudspeakers, the sound of headphones is dependent on the listener.更何况比扬声器,耳机的声音在听者依赖。 Since headphones are worn, other factors such as comfort play an important role in the selection process.由于戴耳机,舒适度等其他因素在选拔过程中的重要作用。 A prospective buyer should regard recommendations as no more than suggestions.准买家应视为不超过建议更多的建议。 For information on the unique characteristics of headphone sound fields, see the FAQ regarding how to evaluate headphone sound quality.有关的耳机声场的独特特征的信息,请参见常见问题解答关于如何耳机的音质。 For more tips on evaluating headphones, see A Quick Guide To Headphones and Judging Headphones For Accuracy .为评估耳机更多技巧上,看到一个快速指南耳机和耳机判断的准确性 。 Where do I buy this brand/model of headphones? 我在哪里可以买到这种模式的耳机品牌/? HeadWize does not recommend retailers. HeadWize不建议零售商。 The Commercial Links page includes a list of retailers, which is by no means exhaustive.该商业联系,页面包括一个零售商名单,这绝不是详尽。 As with any purchase of audio equipment, the advantages of mail order (lower prices) must be weighed against the disadvantages (no chance to audition before buying, the difficulty of obtaining customer service, etc.).对于任何音频设备购买,邮购(低价格)的优势,必须权衡缺点(没机会去试镜购买前,获取客户服务等困难)。 If buying through mailorder without any prior audition of the headphone model, make sure to confirm return privileges in case they turn out to be unsuitable.如果通过邮购购买没有任何事先的耳机模式试镜,一定要确认返程权限的情况下,他们变成是不合适的。 How do dynamic (or electrostatic or electret or 4-channel or etc.) headphones work? 如何动态(或静电或驻极体或4通道或等)耳机的工作? In the past few years, the available headphone technologies have both expanded and contracted.在过去的几年里,可用耳机技术兼具扩大和收缩。 On the one hand, dynamic transducer headphones now dominate all headphone sales, with electrostatic headphones being the one remaining form of audiophile exotica.一方面,动态传感器耳机现在正在主宰所有剩下的一个新奇事物的形式静电耳机高保真耳机的销售。 Competing transducer technologies, such as isodynamic and electret types, have virtually disappeared from the marketplace.竞争的传感器技术,如等力和驻极体类型,几乎已经从市场上消失。 On the other hand, there is great demand for noise-cancelling and surround-sound phones.另一方面,也为噪音取消和环绕声手机的需求量很大。 New developments in headphone design may finally make virtual listening an affordable reality.在耳机设计的新进展可能最终使虚拟听一个负担得起的现实。 For more information about how headphone technologies work, see A Quick Guide To Headphones and Technologies For Surround Sound Presentation in Headphones .更多的工作有关如何耳机技术,看到一个快速指南耳机和耳机环绕声技术呈报 。 Why do headphones sound different from loudspeakers? 为什么耳机的声音从扬声器不同? Sound from loudspeakers is acoustically contoured by the listener's head and outer ears before reaching the eardrums.声音是从扬声器声学轮廓由听者的头部和外耳才到达耳膜。 This interaction provides spatial cues (in the form of crossfeed and phase and amplitude shifts) which are important for perception of 3D sound.这种互动提供了空间线索(在互馈与相位及振幅的变化形式),它是三维声音感知的重要。 These spatial cues are called head-related transfer functions (HRTFs).这些被称为空间线索头相关传输函数(HRTFs)。 Because headphones sit on top of the ears, the sound goes directly to the ear drums without any HRTF transformation.因为耳机对耳朵上坐下,声音直达,没有任何的HRTF转型的耳畔。 Lacking spatial cues, the brain images the sound field inside the listener's head in a straight line between the ears.由于缺乏空间感,大脑内的图像听众的耳朵之间在直线头声场。 There are headphone designs and electronic processors that can make headphone listening more realistic.有耳机的设计和电子处理器,可以使耳机听更现实。 For more information about acoustic perception in headphones, see The Elements of Musical Perception , A 3D Audio Primer and The Psychoacoustics of Headphone Listening .欲了解更多信息感知耳机在大约声,看到感知音乐的元素 , 一个3D音频底漆和心理声学的听力的耳机 。 How do I evaluate headphones, if they sound different from normal hearing? 我如何评价耳机,如果他们听到不同的声音从正常吗? Audiophile quality headphones are available for the price of "budget" bookshelf loudspeakers, and deserve the same attention to sound quality that is given to loudspeakers.高保真耳机为“预算”书架音箱的价格提供,并且应该得到同样的重视音质,是考虑到扬声器。 Because headphones present a distorted perspective, listeners must take into account various psychoacoustic factors when judging sound quality.因为耳机目前扭曲的观点,听众必须考虑到各种因素来判断心理声学音质。 The good news is that unlike loudspeakers, headphones are not affected by room acoustics and do not require extensive weight-training to lift them.好消息是,不像扬声器,耳机不受房间声学,不需要大量的举重训练解除他们。 For an in-depth discussion about evaluating headphones, see A Quick Guide To Headphones and Judging Headphones For Accuracy .对于有关评估耳机讨论的深入,看到一个快速指南耳机和耳机判断的准确性 。 How do I evaluate headphones for PC games? 我该如何评价游戏耳机的电脑? State-of-the-art computer games have spectacular 3D sound effects.国家拥有最先进的电脑游戏壮观的3D音效。 When evaluating headphones for PC games, the best approach to is to take a game demo disk or a recording of some samples of the 3D game sounds to the audio store to audition with headphones.当评估耳机,PC游戏,最好的办法是把一个游戏演示磁盘或3D游戏的一些样品的声音录制到音频商店试听用耳机。 The ability to convey the directionality of stationary and moving sound sources (front, back, up, down, left, right) is important in gaming headphones.传达的能力,固定和移动声源方向(前,后,上,下,左,右)在游戏耳机是重要的。 In general, headphones that present a good sense of acoustic space with music will also perform well with games.一般来说,耳机,目前有音乐良好的声学空间感也将表现良好的游戏。 If the headphones will only be used for gaming, some gamers will select headphones that sound especially good with sound effects (for example, a very strong bass response), although they might not be as suitable for general listening.若耳机将只用于游戏使用,有些玩家会选择耳机的声音,特别是(例如,一个非常强大的低音响应)声音效果不错,虽然他们可能不适合作为一般的收听。 Is there a simple way to improve in-front localization in stereo headphones? 有没有简单的来提高定位在立体声耳机中,前? Here is a simple no-cost trick for getting a headphone soundfield to seem more like loudspeakers in front of the listener: with supra-aural headphones, rest the earcups slightly lower and forward on the ears.这里是一个简单的无成本获取一个耳机声场显得在前面的监听扬声器更喜欢技巧:用超耳耳机,其余的earcups略有降低,耳朵上前进。 With circumaural headphones, try positioning them such that the earcups push the back of the ears forward a bit.随着circumaural耳机,他们尝试定位,使得earcups推动前进的耳朵有点背。 If the back of the ear lobes are pushed too far forward, you may hear a "cupping" distortion.如果耳垂的背后,是尽量往前推,你可能会听到一个“拔火罐”失真。 Experiment to obtain the best localization (don't expect miracles, though).实验,以获得最佳的本地化(不要期望奇迹,虽然)。 The goal is to get the sound to enter the ears at an angle and thus engage more of the HRTFs of normal hearing.我们的目标是让声音进入耳朵的角度,从而进行了听力正常的HRTFs更多。 This technique works even better with a crossfeed processor (for more information about crossfeed processors, see FAQ on acoustic simulators for headphones).这种技术,即使有更好的互馈处理器(如需互馈处理器的信息,请参见常见问题耳机声模拟器)。 For true 3D sound in headphones, see the FAQ on headphone virtualizers.对于真正的3D声音在耳机,耳机virtualizers上看到的常见问题。 What technical books about headphones do you recommend? 怎么样耳机的技术书籍,你推荐什么? The best technical reference is The Loudspeaker and Headphone Handbook by John Borwick (1994, 2nd ed).最好的技术基准是 ,第2版) 扬声器和耳机由约翰博威克 (1994。 Even though the coverage of headphones is a fraction of that for loudspeakers, no other book (at least none that this writer has seen) is as comprehensive.虽然耳机的覆盖面是该扬声器部分,没有其他书籍(至少没有这个笔者看到的)是全面的。 The current 2nd edition was first published in 1989, and some sections, such as the one on acoustic simulators, need revision.目前第二版创刊于1989年,声如部分路段模拟器之一,需要修改。 Also missing is any discussion of IEC standards for headphones.还缺少任何耳机IEC标准的讨论。 Nevertheless, this book is highly recommended.然而,这本书是值得推荐。 There is a 3rd edition published in 2001.有一个在2001年出版的第3版。 I have not seen this edition yet.我还没有看到这个版本呢。 The Art of Sound Reproduction by John Watkinson (1998) is an excellent reference about audio technology generally. 下),约翰的声音再现的艺术由沃特金森(1998年是一个很好的参考关于音频技术一般。 Unfortunately, the author devotes just a few pages to headphones.不幸的是,作者用了短短数页的耳机。 3D SOUND AND SURROUND-SOUND IN HEADPHONES 3D音效和环绕耳机中的声音 How can stereo headphones sound more like loudspeakers? 怎样才能扬声器立体声耳机的声音更象? The sound field of most headphones forms in a straight line between the ears, because headphone listening lacks the head-related and visual cues which aid in spatial location.大多数耳机在耳朵之间的直线形式,声场,因为缺乏耳机听头相关的援助和视觉线索在空间的位置。 Acoustic simulators make up a broad category of products that electronically restore these cues to make headphones sound more like loudspeakers.声学模拟器组成一个广泛的产品类别,以电子还原这些线索,使耳机的声音更喜欢扬声器。 There are many types of stereo acoustic simulators, each with different circuitry.有许多类型的立体声音响模拟器,与每一个不同的电路。 Simulators can try to recreate the complex sound field projected by loudspeakers, use psychoacoustic effects to fool the listener or a combination of both.模拟器可以尝试重新创建复杂的声场扬声器的预测,利用心理声学效果,愚弄听众,或两者兼而有之。 The simplest are called crossfeed processors and spatial expanders.最简单的是所谓的互馈处理器和空间扩展。 Crossfeed processors are analogue circuits that add inter-aural crosstalk to headphone sound fields (crosstalk exists when sounds that reach one ear are also partially heard in the other ear).砂轮上处理器是模拟电路,新增跨听觉串音耳机(串扰是指当声音达到一个耳朵也部分地在另一只耳朵听到的)声场。 They range in complexity from passive networks to multi-stage opamp filters that reshape and time delay the crossfeed.它们的范围从被动的复杂网络,以多级运放滤波器,重塑和时间延迟的互馈。 Spatial expanders emphasize ambience information in the stereo signals for a more spacious sound.强调空间扩展为一个更宽敞的氛围,在立体声音响信号的信息。 Crossfeed filtered sound is more focused and may have a sense of in-front depth.砂轮上过滤声音更集中,并可能有一个在前期深度感。 Spatially-expanded sound is more diffuse with an echo-like characteristic.空间膨胀声音更加具有回声般弥漫的特点。 Neither will produce a believable illusion of listening to loudspeakers, although they can make headphone listening more pleasant.也不会产生听扬声器可信的错觉,虽然他们可以更舒适的耳机收听音乐。 The best way to get loudspeaker-like sound is to use a headphone virtualizer such Dolby Headphone, WOW from SRS Labs or Natural Headphone from Spatializer Labs.最好的办法让喇叭般的声音是使用SRS实验室的或自然的Spatializer实验室耳机耳机虚拟器如杜比耳机,哇。 Virtualizers have more sophisticated electronics to produce the most realistic and convincing 3D sound fields in headphones. Virtualizers有更精密的电子生产的最现实,最令人信服的三维声场的耳机。 The performance of a virtualizer can be listener-dependent, because everyone's hearing characteristics are slightly different.一个虚拟器的性能可以监听相关的,因为每个人的听觉特性略有不同。 Headphone virtualizers can create the illusion of listening to a multi-channel loudspeaker setup, and for that reason, they are popular in DVD players (and especially software DVD players).耳机virtualizers可以建立听多通道扬声器设置幻觉,因为这个原因,他们在DVD播放器(特别是软件和DVD播放器)的欢迎。 There are stereo virtualizer plugins (these accept a basic two-channel input) that work with popular software audio players such as Winamp and the Windows Media Player.有立体声虚拟器插件(这些接受基本的双通道输入),与流行的软件如Winamp和Windows Media Player音频播放器的工作。 Because low-cost stereo virtualizer chips have only recently hit the market, OEMs have announced that they will be incorporated into general consumer electronics products (such as portable players) in late 2001 or early 2002.由于低成本的立体虚拟器芯片最近才进入市场,OEM厂商宣布,他们将被纳入到一般消费性电子产品(如便携式音乐播放器)在2001年底或2002年初。 Headphone virtualizers can be found in PC sound cards.耳机virtualizers可以在PC声卡。 Be careful to distinguish between virtualizers for for headphones and for loudspeakers (virtualizers for loudspeakers generate surround sound from stereo loudspeakers).要小心区分之间virtualizers耳机和扬声器(扬声器virtualizers产生的环绕立体声扬声器的声音)。 For more information about acoustic simulation, see the FAQs on playing surround sound recordings in headphones and on spatial expanders , A Quick Guide To Headphone Accessories and Technologies For Surround Sound Presentation in Headphones and The Psychoacoustics of Headphone Listening .欲了解更多信息,模拟声,看到空间扩展的常见问题上的录音播放耳机和环绕 , 一个快速指南耳机配件和技术演示中的环绕声耳机和心理声学的耳机聆听 。 For more information about 3D hearing, see The Elements of Musical Perception and A 3D Audio Primer , Virtual Audio For Headphones .欲了解更多关于3D听觉信息,请参阅感知音乐的元素和一个三维音效底漆 , 虚拟音频耳机 。 Can I play surround-sound recordings in headphones? 我可以玩录音制品中耳机环绕? Yes.是的。 Once the surround recording is decoded into its discrete channels (eg, 4-channel or 5.1 channel surround), the audio can be listened to with multi-channel headphones; or with regular stereo headphones and a virtualizer.一旦环绕声录制成其离散通道(例如,4声道或5.1声道环绕立体声),音频可以收听到多声道耳机解码,或与普通立体声耳机和一个虚拟器。 Multi-channel headphones have 4 or more transducers arranged to mimic a surround loudspeaker setup.多声道耳机有4个或更多的传感器安排模拟环绕扬声器设置。 However, because the transducers are positioned very close to the listener's ears (resulting in a loss of spatial cues), most multi-channel headphones will still require additional electronic processing to achieve realistic 3D sound.但是,由于传感器是定位非常接近听众的耳朵(在空间线索损失),大多数多声道耳机仍然需要额外的电子化处理,实现逼真的三维音效。 Virtualizers are sophisticated types of acoustic simulators that can make headphones seem like listening to loudspeakers. Virtualizers是声学模拟器,可以让喜欢听耳机扬声器显得复杂的类型。 They work by creating a virtual multi-channel speaker setup inside headphones.他们的工作创造一个虚拟的多通道内耳机扬声器设置。 There are numerous surround virtualizer technologies (such as Dolby Headphone, Spatializer Natural Headphone and SRS Lab's WOW processing) that are features of video and audio players - especially software video and audio players.有许多环绕虚拟器技术(如杜比耳机,Spatializer自然耳机和SRS实验室的WOW处理),它们的视频和音频播放功能 - 特别是软件的视频和音频播放器。 PowerDVD and WinDVD are two examples of software DVD players with Dolby Headphone. PowerDVD及WinDVD为两种软件与杜比耳机的DVD播放机的例子。 How well a virtualizer images depends on the technology and how well it can generate the spatial cues that a listener needs to hear in 3D.如何以及虚拟器图像取决于技术和如何以及它能够产生空间感,一个听众需要听到在三维。 For example, if a virtualizer cannot simulate head movement, some listeners will hear a flat sound field regardless of any processing done to the signal.例如,如果一个虚拟器无法模拟头部运动,有些听众会听到一个平面的声场,无论做任何处理的信号。 Be careful to distinguish between acoustic simulation for for headphones and for loudspeakers (acoustic simulation for loudspeakers generates surround sound from stereo loudspeakers).要小心区分之间的声学仿真耳机和扬声器(喇叭声的模拟环绕立体声扬声器产生的声音)。 For more information about acoustic simulation and virtualizers, see the FAQ regarding acoustic simulators, A Quick Guide To Headphones , A Quick Guide To Headphone Accessories and Technologies For Surround Sound Presentation in Headphones .欲了解更多的信息,有关声学仿真和virtualizers参阅常见问题关于声学模拟器, 一个快速指南耳机 , 一个快速指南耳机配件和技术演示中的环绕声耳机 。 What is a binaural recording? 什么是双耳录音? Regular stereo recordings are meant to be played back through loudspeakers.普通立体声录音,目的是通过扬声器播放回来。 They do not image correctly in headphones which lack the head-related transfer functions (HRTFs) that infuse sound with spatial cues (see FAQ on why headphones sound different from loudspeakers).他们不缺乏正确的耳机头相关传输函数(HRTFs)的注入空间感的声音(见为什么耳机的声音从扬声器不同的常见问题解答)图像。 Binaural recordings are recorded with a pair of microphones positioned near the artificial ears of a dummy head.双耳录音记录了近一个空头部位置的人工耳麦克风对。 When heard through headphones, they image with great realism, because the HRTFs of the dummy head provide the spatial cues.当通过耳机听到非常现实,他们的形象,因为假人头部HRTFs提供空间线索。 How well they image depends on how closely the shape of the dummy head resembles the listener's head and on the positioning of the microphones.以及他们的形象如何,取决于如何密切假人头部形状酷似听者的头部和麦克风的位置。 Some binaural recordings can be played back over loudspeakers with a slight degradation of the sound field.有的双耳录音可通过扬声器播放回来的声场略有下降。 For more information about binaural recordings, see Taking Sound In Another Direction .如需有关记录双耳,见以声音在另一个方向 。 HeadWize also has project plans for building a binaural headset to make binaural recordings. HeadWize也有项目建设一个双耳耳机,使双耳录音。 Can I play binaural recordings through loudspeakers? 我可以通过扬声器播放录音双耳? Yes.是的。 Most modern binaural recordings are compatible with loudspeakers with little or no degradation in sound quality.大多数现代双耳录音与很少或根本没有在声音质量下降扬声器兼容。 The compatibility results from the placement of the microphones on the dummy head.从对假人头部的麦克风放置的相容性结果。 For headphone-only binaural recordings, the mikes are placed over the ears and facing outward.对于耳机只有双耳录音的麦克风放置在耳朵和朝外。 In the case of loudspeaker-compatible recordings, the mikes are positioned near the ears and facing forward.在扬声器兼容录音的情况下,麦克风的位置靠近耳朵,面向未来。 A few listeners feel that the headphone-only recordings image better.一些听众认为,耳机只录制的图像更好。 A transaural processor can filter out interaural crossfeed in a binaural recording for improved imaging through loudspeakers.阿transaural处理器可以过滤掉在通过扩音器改善成像双耳互馈记录双耳。 Standalone transaural processors are rare, but a headphone spatial expander or any surround effects decoder that uses inverted crossfeed ("ambience enhancement") might have similar beneficial effects.独立transaural处理器是罕见的,但空间扩展器或耳机环绕声效果的任何解码器,采用倒互馈(“氛围,强化”)可能也有类似的有利影响。 Schematics for spatial expanders can be found in the Headphone Accessories FAQs .空间扩展原理图中可以找到的耳机配件常见问题 。 Build a binaural microphone headset to make binaural recordings.建立一个双耳耳机麦克风 ,使双耳录音。 Also, try playing binaural recordings in surround systems using a surround decoder for stereo recordings (which work by directing ambience information to the rear channels).另外,尝试玩双耳环绕录音系统采用环绕立体声录音解码器(即通过引导环境信息的渠道向后方工作)。 The Dynaco-Hafler passive surround circuit is an inexpensive and effective configuration.该Dynaco - Hafler被动环绕电路是一种廉价而有效的配置。 More sophisticated surround decoders will probably have ambience-based decoding as a default option (for example, Dolby Labs recommends leaving its ProLogic decoders on when playing regular stereo recordings for a surround-like effect).更先进的环绕声解码器将可能有气氛的解码作为默认选项(例如,杜比实验室的建议离开时,在播放普通立体声录音其定向逻辑环绕声解码器类似的效果)。 What are other 3D headphone recording formats (holophonics, ambisonics)? 什么是其他3D耳机录音格式(holophonics,ambisonics)? Besides binaural, no other headphone-specific recording format has met with any success in the marketplace.此外双耳,没有其他耳机专门记录格式有遇到任何在市场上取得成功。 However, these technologies are important, because they may be able to improve the playback of standard stereo and surround recordings in headphones.但是,这些技术很重要,因为他们可以提高标准立体声耳机播放和录制环绕。 Holophonics and ambisonics are probably the best known of these alternative recording formats. Holophonics和ambisonics可能是最好的这些替代录制格式而闻名。 Holophonics appears to be a variation of binaural recording done with a specially constructed dummy head and the use of a reference tone during the recording process to enhance spatial cues. Holophonics似乎是与一个专门建造的假人头部和一个参考音在录制过程中使用,以提高空间感的录音进行双耳的变化。 The audio community continues to debate the merits of holophonics over standard binaural recording.音频社会继续争论标准双耳记录holophonics的优点。 Ambisonics (also called B-Format) is a technology for recording and manipulating sound fields. Ambisonics(也称为B -格式)是一种用于记录和处理声场技术。 Four microphones with figure 8 pickup patterns record sound on the x, y, z and w (omnidirectional) axes.四与图8皮卡模式的X,Y,Z轴和W(全方位)轴录音麦克风。 On playback, a decoder transforms these 4 directions of sound into any number of representations (2-channel stereo, 4-channel surround, 6-channel surround, etc.).在回放,解码器转换成任何的申述数目(2声道立体声,四声道环绕,六声道环绕等),这4个方向的声音。 For headphone listening, the decoder outputs a 2-channel signal which is then binaurally filtered with spatial cues.对于耳机收听音乐,解码器输出的双通道信号,然后binaurally与空间感的过滤。 Unlike other surround format decoders, an ambisonic decoder can simulate head movement by rotating the x, y and z components prior to binaural filtering.不像其他的环绕声格式的解码器,解码器可以模拟一个ambisonic通过旋转的x,y和z组件头部运动之前,双耳过滤。 Therefore, the binaural filter can be static with a single EQ-modified HRTF to simulate head movement.因此,双耳过滤器可以用一个均衡改造的HRTF静态模拟头部运动。 An ambisonic decoder can store many more HRTF patterns than a dynamic HRTF decoder, and so has the potential of being compatible with more listeners.一个ambisonic解码器可以存储比一个动态的HRTF解码器有更多的HRTF的模式,因此有更多的听众被兼容的潜力。 For more information about ambisonics, see Creation Manipulation And Playback Of sound fields .如需ambisonics信息,请参阅播放声场和创作手法 。 For more information about headphone surround, see Technologies For Surround Sound Presentation
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