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Aural

AWARD-WINNING MUSIC AGENCY | MUSIC SUPERVISION | COMPOSITION | SOUND DESIGN

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Binaural

Do you want to hear the difference?

Lately, we have been experimenting with new ways to communicate our message and transmit emotions through sound and music.

Ambisonic technology and Binaural reproduction have existed for years, but due to certain limitations, they haven't become mainstream. Today, thanks to VR audio, video games, and cinema sound design, they are used more frequently, though they are still not an industry standard. We explain why further below, in case you are interested.

For now, we simply want to gift you these Binaural experiences so you can enjoy the magic of sound as immersive as in real life.

🎧 It is imperative that you use headphones, as binaural technology is based on audio reproduction through headphones; otherwise, you will experience phase issues or other types of sonic artifacts.

Please, don't 'cheat' by thinking you'll listen with headphones later. If you don't use them now, it will sound like a regular recording, but the experience changes completely when you're actually wearing them. 🎧

 

🎧 THE OLD COWBOY 🎧

 

 If you want something similar for your audiovisual project, for a trailer, or to communicate your message in an original way, feel free to reach out to us

BINAURAL request

The Binaural Experience

Curious for more?

 

Binaural Audio: Origins and Evolution

The Origin

Binaural audio is much older than people think. It dates back to 1881 in France. Inventor Clement Ader created the Théâtrophone, a system that used pairs of telephone transmitters at the Paris Opera to send a separate signal to each ear of listeners using headsets.

The Goal

The core objective of binaural technology has always been biological mimicry.

  • The Mission: To capture and reproduce sound exactly as a human head perceives it. Unlike stereo (which creates a flat line between two speakers), binaural audio aims to recreate a 3D "bubble" of sound where the listener can identify height, depth, and 360-degree direction using only two channels.

Development

  • 1930s: Researchers began defining the HRTF (Head-Related Transfer Function), the mathematical "filter" our anatomy applies to sound.

  • 1973: Neumann released the KU 80, the first commercially successful "Dummy Head" microphone. It looked like a human head with microphones inside the ears.

  • Present Day: It is the backbone of Spatial Audio for Apple, Sony, and Dolby Atmos. It is now processed digitally to turn any standard surround sound mix into a 3D experience for headphones.

Why it is not 100% Perfect

Binaural audio fails to be "perfect" for every individual because of Anatomical Variance:

  1. Unique Ear Shape: Every human has a unique ear shape (pinna), head size, and shoulder width. A recording made with a "standard" dummy head won't match your specific ear filters. If the match is poor, the 3D effect feels "blurry."

  2. The Front/Back Confusion: Because the ears are symmetrical, our brains often struggle to tell if a recorded sound is directly in front or directly behind us without moving our heads.

  3. Static Limitation: Traditional binaural recordings are "baked in." If you turn your head, the entire 3D world turns with you, which breaks the immersion. Real perfection requires Dynamic Head-Tracking to keep sounds fixed in space.

 

Thanks for your time

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AURAL