Virtual 3D |
|
|
|
|
|
| |
Surround sound typically requires | L | C | R | L | C | R | |
several speakers situated in front of | |||||||
|
|
|
|
|
| ||
and behind the listening position, |
|
|
|
|
|
| |
which requires a substantial amount |
|
|
|
|
| Virtual | |
of space that may not always be |
|
|
|
|
| ||
|
|
|
|
| speakers | ||
available. The |
|
|
|
|
| ||
|
|
|
|
|
| ||
Yamaha’s unique “Virtual 3D” tech- | RL |
| RR | RL |
| RR | |
nology to simulate a typical |
|
| |||||
Typical surround system |
| Virtual 3D |
| ||||
surround sound system using only |
|
| |||||
|
|
|
|
|
|
two speakers. Virtual 3D, which is used by the
Digital Sound Field Processing (DSP)
When you listen to a performance in a concert hall, jazz club, or other live music venue, you not only hear the direct sound coming from the musical instruments and singers, but also the “early reflections” and natural reverberation. Early reflections are the initial sound waves that bounce off the floor, ceiling, and walls. Natural reverberation is made up of sound waves that gradually attenuate as they bounce repeatedly off multiple surfaces.
Early sound
reflections
| Reverberation |
Direct sound | Early sound |
reflections |
Since the way you hear early reflections and reverberation depends on the shape and size of the building as well as the material and construction of the walls and ceiling, each venue has its own unique “sound,” called its “sound field.” At Yamaha, we have measured all the elements that make up a typical sound
2