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Banish loudspeaker distortion and specular reflections from your listening space

Diffusion At Source

The acoustics of your listening space need no longer 'colour' the sound you hear.

Effectively preventing the conflicting specular (mirror-like) reflections made by the typical listening space, 'Diffusion At Source' means the playback sound more accurately recreates the recording.

By ensuring you hear the recorded cues unchanged, Diffusion At Source enables your audiology to construct a more 'apparently real' perception.

The original recorded spatial cues do not become lost among listening space reflections. More importantly, they're not distorted by the swirling off-axis intensity vectors typical of conventional loudspeakers. The listeners' audiology is then able to use the resulting accurate spatial cues to create their perception of 'being there' at the recording.

NEWS - Dr Toby Gifford presented our science at the Acoustic Engineering Society's Burlingame Conference. The paper (featuring his mathematics) explains not only how 'Diffusion at Source' is achieved - but more importantly, what it does that is so different to what conventional speakers do. His presentation "went off like a frog in a sock" (a good thing) according to Dr Toby (He's Australian!).

What follows are Dr Gifford's words words of explanation, based on his unique understanding of the Math that reveals what A3D actually does:

"A3D technology emulates a point source: the soundfield radiates power uniformly in all directions (typically, at least up to about 70 degrees off-axis). This effectively minimises soundfield distortion from the self-interference that is typical of traditional membrane drivers. In particular it streamlines the air-particle velocities along the direction of radiation, minimising off-axis (tangential) energy that is associated with non-uniform sound radiation. As a consequence spatial information encoded in stereo recording is maintained in pristine form by A3D, whereas traditional loudspeakers distort this information by confounding it with directionally confusing ‘eddies’ formed by self-interference. Such minor perturbations, noise if you will, appear to be audible to human audiology and hence significant to our perception.

A3D enhances signal-to-noise ratio by enabling physically larger drivers (with their greater capacity to excite a soundfield) to behave like small 'point sources'.

Additionally, an A3D soundfield even has advantages over the (albeit theoretical) 'ideal point source’. Both A3D and ‘point source’ radiate power uniformly in all directions, however an A3D soundfield is directionally phase auto-decorrelated. In other words, if ϕ(θ) is the phase of the soundfield on the surface of a sphere of fixed radius around the source, at a fixed time, as a function of the azimuth angle θ, then ϕ(θ) is uncorrelated with any azimuthal rotations of itself. This is important because phase correlations give rise to phantom images when the soundfield is reflected from a hard flat surface (like a wall), which are interpreted by the brain as reverberance, and thus overlay spatial perception of the listening room on top of the spatial information encoded in the audio (as intended by the producer). Since a sound wave reflects from a flat surface according to the angle of incidence between a surface of constant phase (i.e. a wave-front) and the normal vector of the surface, decorrelating the soundfield phase means that no coherent reflections are formed. Thus the spatial cues communicated to the listener are only those encoded in the recording, without the overlay of the particular spatial cues (typically undesirable) created by reflections caused by the geometry of the listening space."

Value Proposition

Market Verticals/Applicability

Making sound clearer, more engaging and perceptibly louder is the 'triple-whammy' that all engaged in sound reproduction seek.

Customers too, invariably vote with their purchasing decisions as to which products are closer to the ‘reality’ they seek.

Everything that communicates sound is thus effected.

Home Hi-Fi may be the obvious application of the A3D technology, but TV’s too (and increasingly, Smartphones) are the devices many people now choose to experience ‘realism’ - wherever they are.

Smartphones are also often used in Teleconferences and Video Conferences, and consequently they need better audio. Clear intelligible audio that allows hands-free full-duplex calls would help – A3D’s technology delivers that.

Motor vehicles too, are now considered as ‘entertainment venues'. Audio is also preferred to provide navigational information to the driver. And let's not forget those all-important phone calls! Producing clear sound in the highly reflective space that is the interior of a car isn’t easy. Conventional solutions try to overpower reflections and other speaker-related issues through the use of a large number of loudspeakers – in the process potentially masking important external auditory cues, and possibly inducing tiredness, as well as adding weight, complexity and cost. With A3D speakers, all occupants can enjoy concert-hall quality sound from just three or so loudspeakers - with a clear and immersive sound, and a sound stage where it should be - in front of the listener.

Public Address – particularly in large spaces – is very susceptible to the impact of reflections. Treating those reflections at source makes for message intelligibility independent of the architectural environment. It makes the sound more engaging too. PA also needs a wide 'sweet spot' if it is to provide good sound to everyone in the audience.

Clearer sound is what the public want - and expect.

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Email geoff.chester@vastigo.com

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