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If you have any questions or comments, please post a message in the HeadWize discussion forums.
The Headphone FAQs page is a distillation of conversations, readings and several years of headphone-related postings in various newsgroups. Throughout the FAQ, the HeadWize Headphone Guides are frequently cited references, which is appropriate since the Guides are based on the most common threads of newgroups discussions. The Guides alone will answer over 80% of FAQs.
What this FAQ does not cover: The most frequently asked question is "What brand or model of headphones (or other equipment) do I buy?" While HeadWize does not recommend specific brands and models of equipment, HeadWize users may post reviews of headphones and related accessories in the HeadWize discussion forums. Another source for information is audio newsgroups such as rec.audio.opinion and rec.audio.pro. The second most frequently asked question is "Where can I find schematics for headphone amplifiers?" The Projects Library has plans for tube and solid state headphone amps (as well as acoustic simulators and other headphone stuff).
Contents:
3D Sound and Surround-Sound in Headphones
ABOUT HEADWIZE
HeadWize is a non-commercial headphone resource site started by Chu Moy (me) for the purpose of disseminating information about headphones and headphone listening (see the Announcements archive for the full story). HeadWize is not responsible for any consequences arising from the use of information on this site. Please read the legal notice. The site is organized into 5 sections. The Announcements page has the latest site and industry news. Announcements are shown for the last three entries, and the rest are archived. The Announcements page is updated about every two months (sooner if there is a special need).
The FAQs page (which you are now reading) provides answers to commonly-asked questions about headphones and related products and services. It is also is an excellent starting point for newcomers to HeadWize. The topics discussed in the FAQs are an overview of the subjects covered in the HeadWize Library. In fact, the answers often include hyperlinks to documents in the Library.
The HeadWize Library archives materials related to headphones and headphone listening. The Articles and Essays section includes technical as well as expository works. Expository works examine how headphones integrate into everyday living situations. They are informative, funny, sad, thought-provoking. Some have multimedia content.
The Projects and Technical Papers sections are for sound professionals and audio hobbyists alike. The Projects Library is for "do-it-yourselfers" with articles ranging from headphone tweaks to headphone amplifier construction plans and includes an inspirational DIY Showcase for various DIYer efforts. The majority of projects are aimed at DIYers who are short on time, and many are simple enough for DIY beginners. There is also a software section with downloadable applications that improve or enhance headphone listening in PC-based music players.
The Technical Papers Library features a range of topics and includes a patents section called the Design Showcase. Although the name "Technical Papers Library" suggests that the contents are for scientists and researchers, many of the articles are written in a style that is accessible to laypersons. On the other hand, the style of writing in patent documents in the Design Showcase can take a bit of effort to understand. The wealth of information in the patents usually makes the effort worthwhile.
The HeadWize Headphone Guides in the Articles section and the HeadWize Design Guides in the Projects and Technical Papers sections comprise the core holdings of the Library. The Guides contain hyperlinked references to each other and to other documents in the library for easy information retrieval.
The popular HeadWize Forums are opportunities for users to request and share information on headphone and audio-related topics. Currently, there are 7 categories: Headphone Reviews and Recommendations, Headphone Electronics and Accessories, DIY Workshop, Audio Technologies, For Sale, General Interest and Music Reviews. Users must register in order to post a new topic or a reply. Registration is free.
The Commercial Links and Educational Links pages list addresses, URLs and other contact information stored in the HeadWize database. Commercial Links refer to the manufacturers and dealers of headphones and related products and services. Educational Links are sites with information of interest to headphone listeners and DIYers. A simple SEARCH facility is available for both of these sections.
For the techies out there, the Links pages use a PHP hypertext preprocessor to interface with a mySQL database backend. The forums software is an custom application written in PHP and Perl and utilising a mySQL backend.
HEADPHONES AND HEADPHONE TECHNOLOGIES
How do I choose which headphones to buy?
The goal is to get the sound to enter the ears at an angle and thus engage more of the HRTFs of normal hearing. This technique works even better with a crossfeed processor (for more information about crossfeed processors, see FAQ on acoustic simulators for headphones). For true 3D sound in headphones, see the FAQ on headphone virtualizers.
The Art of Sound Reproduction by John Watkinson (1998) is an excellent reference about audio technology generally. Unfortunately, the author devotes just a few pages to headphones.
3D SOUND AND SURROUND-SOUND IN HEADPHONES
How can stereo headphones sound more like loudspeakers?
There are many types of stereo acoustic simulators, each with different circuitry. Simulators can try to recreate the complex sound field projected by loudspeakers, use psychoacoustic effects to fool the listener or a combination of both. The simplest are called crossfeed processors and spatial expanders. 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). They range in complexity from passive networks to multi-stage opamp filters that reshape and time delay the crossfeed. Spatial expanders emphasize ambience information in the stereo signals for a more spacious sound.
Crossfeed filtered sound is more focused and may have a sense of in-front depth. Spatially-expanded sound is more diffuse with an echo-like characteristic. Neither will produce a believable illusion of listening to loudspeakers, although they can make headphone listening more pleasant. 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. Virtualizers have more sophisticated electronics to produce the most realistic and convincing 3D sound fields in headphones. The performance of a virtualizer can be listener-dependent, because everyone's hearing characteristics are slightly different.
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). 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. 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.
Headphone virtualizers can be found in PC sound cards. Be careful to distinguish between virtualizers for for headphones and for loudspeakers (virtualizers for loudspeakers generate surround sound from stereo loudspeakers). 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.
For more information about 3D hearing, see The Elements of Musical Perception and A 3D Audio Primer, Virtual Audio For Headphones.
Can I play surround-sound recordings in headphones?
Virtualizers are sophisticated types of acoustic simulators that can make headphones seem like listening to loudspeakers. They work by creating a virtual multi-channel speaker setup inside headphones. 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. PowerDVD and WinDVD are two examples of software DVD players with Dolby Headphone. 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. 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.
Be careful to distinguish between acoustic simulation for for headphones and for loudspeakers (acoustic simulation for loudspeakers generates surround sound from stereo loudspeakers). 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.
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). The Dynaco-Hafler passive surround circuit is an inexpensive and effective configuration. 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).
Ambisonics (also called B-Format) is a technology for recording and manipulating sound fields. Four microphones with figure 8 pickup patterns record sound on the x, y, z and w (omnidirectional) axes. 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.). For headphone listening, the decoder outputs a 2-channel signal which is then binaurally filtered with spatial cues. Unlike other surround format decoders, an ambisonic decoder can simulate head movement by rotating the x, y and z components prior to binaural filtering. Therefore, the binaural filter can be static with a single EQ-modified HRTF to simulate head movement. 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.
For more information about ambisonics, see Creation Manipulation And Playback Of sound fields. For more information about headphone surround, see Technologies For Surround Sound Presentation in Headphones.
HEADPHONE AMPLIFIERS
How much power do headphones need?
Should I consider buying a headphone amplifier?
Audio engineers work on a larger scale - driving numerous headphones at the same time. A power amplifier can be configured as a distribution amplifier (see FAQ regarding how to drive headphones from a power amplifier), but will not have the features and flexibility of a commercial distribution amplifier. A variation of the basic distribution amplifer is the headphone mixer, which integrates a full mixing console with a multiple output headphone amp. For more information about headphone amplifiers, see A Quick Guide To Headphone Accessories.
How can I drive headphones from a power amplifier?
Small power amplifiers (20 - 40W per channel) can be configured as distribution amplifiers for driving 1 to 10 or more headphones simultaneously. The simplest setup is to place a current-limiting 100 ohm, 2W resistor at the L and R speaker outputs and then connect the headphones to the resistors (see diagram above). Add another set of 100 ohm resistors per additional headphone. Each resistor forms a voltage divider with the impedance of the headphone transducer. Thus, if the headphone has a 50 ohm impedance, the voltage across a transducer will be:
Headphones will reach full volume with only a few milliwatts of input. If the volume is too high, increase the value of the resistor. When driving many headphones from one amplifier, the total impedance of the resistor array should not fall below the rated load of the amplifier. For example, two pairs of headphones with 8 ohm impedances and 100 ohm current-limiting resistors will present a load of about 50 ohms per channel to the amplifier. If the headphones are different models (e.g., they have different impedances and sensitivity specs), they will be playing at different volume levels.
The current-limiting resistors will increase the output impedance of the amplifier as seen by the headphones. Whether the higher impedance affects the sound of the headphones depends on the design of the headphones. The IEC 61938 international standard recommends that headphones should expect a 120 ohm source (5V rms max.) - regardless of the headphone's own impedance. If the manufacturer followed this standard, the 100 ohm resistor will not affect sound. See also the FAQ regarding the value of damping factor measurements for headphone amplifiers.
A slightly more elaborate scheme is to use two resistors as a voltage divider across each channel. Here, the output impedance of the amplifier is lower (essentially the resistance of the two resistors in parallel) and the output voltage is less dependent on the impedance of the headphones. Although the effective output impedance is lower, the amplifier itself sees the voltage divider as a series load (which is good). Begin with R2 = 10 ohms (1/2W) and scale R2 up or down to adjust volume. For more information about distribution amplifiers, see A Quick Guide To Headphone Accessories.
Is an amplifier's damping factor important to headphone performance?
However, even if the theory were correct for loudspeakers, its applicability to headphones is suspect. John Woodgate, a contributor to The Loudspeaker and Headphone Handbook (1988), had the following to say about the effect of damping factor on headphone performance:
However, the source impedance affects the *frequency response* of a loudspeaker because the motional impedance varies with frequency, and thus so does the voltage drop across the source impedance. This means that the source impedance (including the cable) should be less than about one-twentieth (not one two-hundredth or less!) of the rated impedance of the loudspeaker, to give a *worst-possible change* in frequency response from true voltage-drive of 0.5 dB.
The motional impedance of headphone transducers varies very little (or should vary very little - someone can always do it wrong!) with frequency, so the source impedance can be high with no ill effect.
The IEC 61938 international standard specifies that headphones should be driven by a 120 ohm source - regardless of the impedance of the headphones themselves. If the headphones were designed to this standard, then an amplifier's high output impedance should have little effect on the sound of the headphones. In general, headphones with a flat impedance curve over the audio range will not be affected by high output impedance. For example, in May 1995, Stereo Review published a review of the Grado SR125 headphones. The impedance curve of the SR125s, which have a nominal impedance of 32 ohms, varied from 31 to 36 ohms over the entire 20Hz to 20kHz spectrum. Not all headphones may be as well behaved as the Grados, but neither do they usually have the roller-coaster impedance runs of a loudspeaker. Tube amplifiers (with their high output impedances), it should be noted, have very low damping factors.
HEADPHONE ACCESSORIES
How do I wire a headphone plug or jack?
The diagram above illustrates how to wire a standard stereo headphone plug. The tip is the left channel, the ring is the right channel, and the sleeve is the ground. Use an ohmmeter or continuity tester to determine the channel designations of the solder logs. With a headphone jack, insert a headphone plug with known wiring scheme and use an ohmmeter or continuity tester to match the jack connections to the plug. Note: Headphone jacks are sold in open-circuit and closed-circuit versions. The open-circuit jack is general purpose and has 3 pins for the left and right channels and ground. The closed-circuit jack has extra connections for an external circuit, such as a speaker which is disconnected when a plug is inserted.
How do I make a volume control for headphones?
2. A potentiometer can provide variable attenuation. Choose a low value (8 to 200 ohms), dual audio taper pot. Very high resistance pots will increase the amplifier's output impedance to the point where the pot's performance as an attenuator will be compromised. Also, select pots with a power rating of 2W or more. A current-limiting resistor before the pot can help prevent hearing and headphone damage. This circuit is simply an adjustable voltage divider.
For information about headphone volume control products, see A Quick Guide To Headphone Accessories.
How do I add a balance control for headphones?
Balance controls are non-existent on most headphone amplifiers and those minimalist preamps. This circuit is one way to wire a set of balance-volume controls for headphones. The volume control should be a dual pot (audio taper). The balance control is a single pot (linear taper). The pot values shown are the smallest that are commonly available, but the circuit would probably work better if the values were lower. If the volume control is not needed, the headphones can be connected directly to the balance control. As the values of the input resistors are decreased, the balance effect will move towards the extremes of the balance control and the overall volume may be higher.
Is there a simple circuit for switching between two headphones?
Yes, a DPDT switch is all that's needed. The circuit above uses each side of the switch to toggle an audio channel between two headphones.
Where do I get replacement earpads?
What is a "crossfeed processor" or "shuffler" or "virtualizer"?
Why can't I splice/solder/repair headphone cords from Sony (and some other brands)?
With any method involving a solvent, make sure there is adequate ventilation and avoid inhaling any vapors released by the process. After burning or dissolving the insulation, wipe the wires clean of any residue before soldering.
What is a spatial expander for headphones (and speakers) and how can I make one?
A spatial expander varies the amount of ambience information in a recording for a more spacious sound. Spatial expanders are NOT acoustic simulators. Unlike acoustic simulators, a spatial expander does not strive to generate a more realistic sound field in headphones, but can produce a pleasant sound effect. The schematics above describe a passive and active spatial expander. Both versions can be used with headphones, but the active version can be put between a preamp and amplifier to expand the soundstage of loudspeakers.
In the active version, the spatial effects are accomplished by mixing into each channel an inverted crossfeed signal from the opposite channel to vary the presence of the mono signal. When the MIX controls are at maximum, the mono portion of the stereo signal is entirely eliminated. In headphones, the effect widens the soundstage until it ALMOST seems to externalize. The tradeoff is reduced focus and loss of bass, because bass signals tend to be monaural.
The passive version can only be used with headphones. It offers the entire range of effects that the active one has, except that you must use two controls. The SOUNDSTAGE control varies the broadband crossfeed, while the AMBIENCE control varies the amount of L-R ambience information. The AMBIENCE control inverts crossfeed when adjusted so that the voltage across the pot is opposite in polarity to the signal across the 1K resistors with respect to the headphone transducer.
What is a "dreaming" plug?
Named for its remarkable effect with a recording called "The Dreaming," a "dreaming" plug wires the headphones to playback L-R ambience information in a recording and is a variation of the Hafler passive surround decoder circuit. It is a simple way of eliminating vocals, for example, because any sounds that are common to both channels are canceled out. The amplifier will see half of the normal load, which should not be a problem, but listen for distortion or other signs of electronic stress. Instead of rewiring the headphone cable (which is difficult to do and even harder to undo), add an SPST switch to the headphone jack to disconnect the ground. And see the spatial expander circuits above which feature an adjustable ambience control.
What is an "induction loop" wireless headphone?
Audio induction systems are most commonly used as wireless communication in theaters and by hearing-aid wearers. An audio amplifier drives a coil of wire that is placed around the auditorium or room and broadcasts the audio signal in the form of a fluctuating magnetic field. An induction loop receiver (also called a T-coil in hearing aids) operates on the principle of mutual induction. It contains a wire coil that picks up the magnetic field and converts it back into audio. Induction systems are usually monaural, unless there is additional circuitry to encode and decode a stereo signal.
The diagram above shows a simple induction system that can be the basis for a monaural wireless headphone system for home use. The transmission coil is 4 turns or more of insulated wire installed around a perimeter of a room - the more turns, the stronger the transmitted signal. The loop should have a DC impedance of at least 8 ohms (or add a resistor in series to reach 8 ohms). The amplifier can be as small as 5-10W. The receiver, which is used inside the area of transmission loop, develops a 1-2mV signal across its internal coil from the fluctuating magnetic field. Q1 provides pre-amplification to drive a headphone amplifier. The Tone control varies the amount of gain in the high frequencies. C1 and C2 block AC hum (C2 also blocks DC to the headphone input). C3 functions as a low pass filter to prevent oscillation.
How can I make a FM monaural wireless headphone?
A FM wireless headphone system consists of a FM transmitter and a FM receiver with a headphone amplifier. The FM receiver can be any portable FM radio with a headphone jack. There are commercial low-power FM transmitters suitable for personal use, but the schematic above shows a simple one-transistor transmitter that will accept input from most line-level audio sources such as a CD player or television. The circuit lacks a multiplexer to encode a stereo signal, which is instead converted to monaural through a summer at the input.
The antenna can be a standard telescoping radio antenna or a 4-15" piece of wire attached to the second turn of the inductor. So equipped and with a 6V power source, the transmitter will cover a range of about 150 feet. To adjust the transmitter, tune the receiver to a clear frequency and vary the trimmer capacitor until the signal is heard. The transmission frequency can be pushed into the VHF (TV) band by reducing the number of turns (2-3) on the inductor.
MISCELLANEOUS
Can I use the output of a preamplifier to drive headphones directly?
What is the best way to monitor and mix with headphones?
Can listening with headphones result in hearing damage?
Is it legal to wear headphones while driving or biking?
What are the best computer sound cards for headphone listening?
A discussion of criteria for selecting sound cards is beyond the scope of this FAQ, but here is a short list of suggestions. While the heart of sound card performance typically lies in the onboard D/A and A/D converters, the ability to drive headphones is dependent on the audio amplifier. Most consumer sound cards have a separate audio input (often used to amplify the audio output of the CD-ROM) which is a good means of testing the audio amplifier. In general, if a sound card has both speaker and line outputs, the speaker output is likely to be noisier than the line output (any hiss and hum will be more noticeable in headphones) . Unfortunately, the line output will probably have inadequate current drive for all but the most efficient headphones (look for models with sensitivity ratings of 100dB or higher). If available, compare the sound card's audio specifications with those of good headphone amplifiers. To improve sound quality or for more volume, consider adding a headphone amplifier to the line outputs. Some computers radiate RF frequencies that can cause a headphone amplifier to hum, so try to select one with good RF shielding.
Software-based acoustic simulators and audio equalizers, such as the Graphic Equalizer Pro from Anwida Soft, require sound cards with quality AD/DA converters that support full duplexing and have low latency times. Multimedia cards now commonly have built-in acoustic simulation algorithms that support 3D audio playback in headphones. Again, the quality of the DA/AD converters and the audio amplifiers will determine sound quality. For more information about headphones and headphone specifications, see A Quick Guide To Headphones. For more information about headphone amplifiers and equalizers, see A Quick Guide To Headphone Accessories. For information on the differences between 3D sound processing for stereo loudspeakers and stereo headphones, see Virtual Audio For Headphones.
Where can I find monaural/communications headphones?
The Commercial Links page lists communications headphone makers and retailers. However, be forewarned that communications headphones tend to be expensive (at least more so than average stereo sets). If that is the case and an integrated microphone or other headset accessory is not needed, consider buying stereo headphones and using a mono adapter (such as Radio Shack part no. 274-368) to split the signal to both earpieces. Adapters are not a good idea if the cord will be subject to constant tugging and there is no way to anchor the cord to prevent the adapter from being pulled loose. Also, since stereo headphones have an extended frequency response, a low pass filter can improve speech intelligibility. For more information about mono headphones, see A Quick Guide To Headphone Accessories.
Where can I find old-style high-impedance (2,000 ohms or more) headphones?
Antique and surplus electronics stores may carry old stock - brands such as Western Electric and Baldwin. The Xtal Set Society, which is dedicated to crystal radio building, occasionally has antique headsets in inventory. Antique Electronic Supply sells new hi-Z headsets. DIYers can try making a pair of ultra-high impedance headphones by using two old telephone receivers. Modern low impedance headphones (choose models with very high sensitivity) coupled to an audio output transformer (such as Radio Shack #273-1380) as an impedance converter, may also work. For more information, see High Impedance Headsets for Crystal Radios.
Where can I find water-resistant/underwater headphones?
True underwater headphones (also called submersible headphones) are completely waterproof. They are available in closed-back or in-ear designs that are specially calibrated to compensate for hearing differences underwater. The closed-back versions can often be found at dealers of underwater metal detectors. Common features include heavy-duty construction and cords, large ear-cushions that provide superior coupling and isolation from ambient noise, and standard underwater-equipment bulkhead connectors. They are generally monaural and not high fidelity - with a frequency response to about 3kHz at best. The transducers and the headphone frame should be both waterproof and corrosion-proof.
Waterproof in-ear headphones (canal-type headphones) are sold in some specialty sports equipment outlets. The transducers are embedded in waterproof earplugs instead the typical foam surround. Speedo (of swim gear fame) makes this product with a waterproof radio (worn around head or wrist) or a waterproof belt pack for use with regular portable stereos. While fine for use in swimming pools, they should not be worn in deep water. Jim Lee writes:
c. 1998, 1999, 2000, 2001 Chu Moy. | |||
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© Chu Moy, 2001