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    Tigerfox Immerse 360 Review

     

     

    Audio: Listen to this article.

     

     

    Tigerfox Immerse 360

    An in-house-portable immersive audio system

     

    Main TigerFox Logo - Tiger PAW extends most here .jpg

     

     

    Once in a while, something happens to you, and you cannot describe your reaction.  Do you remember the first time you heard —A Great Horned Owl in the Woods on a winter night, Led Zeppelin, Stairway to Heaven, or A Family of Coyotes Talking to each other on a summer evening?  Your brain is at a loss, and your emotions swing.  

     

    My first experience with the Immerse 360 was at the 2022 Axpona Audio Show.  I was stunned and confused by the demo. Yet I was amazed. Is this the future?  How the heck did this thing work? Was there a gimmick?   It is 18 months later, in June of 2023, and I finally have a path to navigate for this review.


    Here are my first impressions after I first listened inside the Tigerfox Immerse 360:

     

     

     

     

    Background 

     

    I started building my 7.1.4 ATMOS audio-only playback system last fall, which I completed early this year.  After spending a lot of quality time in and around the listening chair, I have a good idea of what ATMOS can do.  I also have the words and experience to describe the Immerse 360.  While the ATMOS system was built for different reasons, it has proven to me that immersive audio is here to stay in my listening rooms.

     

    One of the keys to immersive system design is the correction for the room, the speakers, and the first arrival time to the listener's ears!  Timing is everything.  In my ATMOS system, these corrections are done via Digital Signal Processing software and proper room measurements, with custom correction profiles which are very effective.  

     

    If you look at the setup of my ATMOS system, its design is primarily near-field.  Everything is contained in a 12ft x 16ft space with less than 8ft ceiling height.  Near-field listening helps improve the overall sound by bringing the direct sound closer to the listener.  


    On the other hand, the Immerse 360 pod is a portable single-listener near-field system designed to provide the proper timing of first-order reflections where the music is presented to the user as an immersive sound field.  The roll-up wall is an acoustic soundboard reflecting the speaker's audio to the listener and, on the outside, reflecting away extraneous sound. Pure Physics!  This system concentrates the audio inside the pod, reducing power needs and controlling the sound field. Finally, the wall is black, reducing visual distractions.  

     

    Some will balk at the presence or the look of the Immerse 360, but with the fast setup and take-down, that is simple to mitigate.  

     

    Over the last few years, I have learned that spatial data can be heard in many 2-channel recordings. Our standard 2-channel playback systems launch that information into the room environment, where most of it is destroyed by reflections, crosstalk, and timing errors.  Headphone listening demonstrates this as well.

     

     

    The Path

     

    It has been a rather long road to get where I am today!  Some of the steps along the route are worth talking about.  

     

    The TigerFox team has used Apple iPhones, the Apple Dongle DAC, or other USB DACs like the AudioQuest Dragonfly series.  The DAC is then cabled to the speakers, chiefly Studio Monitor types.  I set up the Immerse 360 with an eclectic list of speakers and designs.  I have used multiple DAC and Streaming Amplifiers in the system.  I have decided that I do not need to go overboard.  While $20,000 of hardware in the system's front end was terrific, it was also unnecessary and out of character for a $479 portable room in my use case.

     

    One of the critical portions of the setup process is placing the wall ends against the speaker's side!  This can create issues with existing stands where the baseplate interferes with the pod wall.  You can see this problem in the setup shot of the LS60 speakers.    


    We mitigated that manually after that shot.  My friend Chris was shocked at how much better it sounded with the wall aligned.  Physics Wins Again!  Thanks to the folks at Holm Audio for allowing me to listen one late evening!

     

     

    IMG_1193.jpg

     

     

     

    SPEAKERS
    (Choose wisely)

     

    I have set up the following speakers in the Immerse 360 and will briefly outline my observations.


    JBL 305B
        This is the first speaker I heard at Axpona, and DAMN, it works well.

     

    M-Audio BX-5
        These were my first studio Monitors.  They are old, and they are not up to the task.

     

    Dali Minuet SE
        I set these up with an Arcam SA-30, and they did not do it for me.  Sad as they sound great on their own.

     

    Kali IN-5
        Something about the concentric tweeter messes with the physics, and they do not sound right at all.

     

    Dali Calisto 2C
        These have a dual tweeter system, which also messes with the physics.

     

    Heavenly Soundworks 517
        The best sound in the Immerse 360 I have heard.  

     

    Audio Engine A2+
        For $270 a pair, these win the low-cost award. They sound great, and this is a winning combo with the small sub (another $299).

     

    Sonos Move (pair)
        OK, laugh at me all you want.  These work exceptionally well in the pod.  

     

    KEF LS-60
        I was initially astounded at how they sound, but I must evaluate them further.  Again they are also out of the cost profile I want to use.

     


    Accessories and People

     

    I have been fussing over just the right chair for the Immerse 360.  I borrowed folding chairs, test-fitted old chairs, and so many chairs!  Comfort is essential so is lower seat height so that your ears are correctly placed in the vertical plane.  I am working with the two Ikea chairs suggested by the TigerFox team.  I am a lot closer to “Just Right.”  Oh, storing extra chairs is a lot worse than equipment boxes!

     

    Speaker stands have been another piece of the puzzle. The base gets in the way of the bottom of the pod wall; the stand is too flimsy or too heavy to move in place.  I have a solution I will talk about towards the end of the review.

     

    Wires are the bane of my existence!  Passive speakers have the advantage that they only need speaker cables.  Active speakers simplify the full setup but need power, and interconnects run out to the speakers. 

     

    Smartphones and Dongle DACs have wires running between them and out to the speakers.  Is there no end to cables?

    I have a solution; read on.

     

     

    More Physics

     

    Before I get into some sound comparisons, I want to talk more about physics.  A few years ago, I was getting my annual physical, and the nurse measured my height at 5’ 5”.  Which is about 2” shorter than when I was younger; gravity sucks! This is a time when being a short person is an advantage.  I have some friends who tower over me, and they do not get the best experience. Very tall individuals need to plan how they will get proper head placement in the Immerse 360.  Bean bag Chair?  Yoga Pose?

     


    My TigerFox system
    Setup and Listening


    IMG_1201.jpgThe combination of the TigerFox Immerse 360 and a pair of Sonos Move Speakers gives me a fantastic immersive sound system that I can set up in almost any room of my house.  All run on batteries with no wires.  My system is controlled with either an iPad or an iPhone.  I like using my iPad mini with Apple Pencil as the controller hardware.  

     

    Sonos limits the audio bit rate to 24/48 PCM on the S2 systems like the Move speakers, so do not expect to play DSD 1024.  The Sonos App has an extensive menu of integrations to select from.  In addition, the Move is an Airplay device.  

     

    My base setup is Sonos Radio and Apple Music, with BandCamp and SoundCloud for direct artist interactions and Focus@will for sound therapy.

     

    The Sonos Move speakers are the stereo listening system in my Living Room.  Since they are battery-powered, they can be taken from their docking rings to any location in the house as long as the Sonos network reaches them. 

     

     

    IMG_1259.jpgSpeaking of “Time,” I will start with Pink Floyd’s Time from the Dark Side of the Moon.  I created a  playlist on Apple Music for this review, the first track is Time from the 50’th remix in ATMOS, and the second is the original version from 1973, also on Apple Music. 

     

    NOTE:  I am out of my comfort zone diving down to individual tracks. Usually, I would be listening to the whole album: “As the Artist Intended?”

     

    The only reason for both tracks is to understand what has changed from the original.   I enjoy the new release.  The sound placement is precise and easy to track when listening in ATMOS on my 7.1.4 system.  Listening in the Pod with 2-channel speakers, the sound placement comes from the exact locations as the ATMOS playback!  It is uncanny.  

     

     

    IMG_1260.jpgNext, I want to introduce you to Todd Boston. Todd is a musician, producer, and composer.  Todd has an “Hope” album that you can find on Apple Music in the original and ATMOS under “Hope Deluxe.” Grab the track “Spiral”  from both into a playlist for convenience.  Todd used his mastering skills to build the ATMOS version, and the new version is haunting!  Sitting in the Immerse 360 enhances the sound of the entire experience with the reduction in outside stimulation.  In this case, I prefer listening to this track in the Pod vs. the ATMOS system.  

     

     

     

    IMG_1261.jpgHere is a second introduction.  The Artist is BT.  The album is from 2006, “This Binary Universe.”  You can read his biography on Apple Music.  BT has given us many gifts, from his music to software engineering and audio plug-in development!  Check out Stutter Edit 2 in iZOTOPE:  

     

    I'm BT, and This Is Stutter Edit 2:

     

    This Binary Universe is a stereo album with some fantastic immersive content hidden inside.  Try this one on your best headphones to start with.  In the Immerse 360, you must listen to the whole hour and 14 minutes of the album!

     

    Rick O’Polka at TigerFox has a collection of tracks he uses for demoing the Immerse 360.  I converted that playlist to Apple Music here.

     


    Is this the end?

     

    I always dread the end of an article.  First, it feels so final; second, I worry I missed something or went astray.  In this case, I feel torn inside. I have two immersive sound systems.  One that looks forward in my ATMOS 7.1.4 and one that screams hey do not forget what is already here.  Both are single-listener systems that only have one sweet spot per system. I only have one “perfect” chair to use in both systems.  I am torn when casually listening in the Living Room: I wonder what this would sound like in one of the immersive systems. I am torn when I want to share the immersive audio experience with others.  Nothing is perfect, and I always seek the right balance.  I am the only one who sits down to listen on purpose to listen to music—building the ATMOS system in the basement to not interfere with others’ entertainment.  

     

    I hope I have been able to convey the value and experience of the Immerse 360 to you.  I also hope that you understand the trade-offs. I have assembled a system that is easy to set up and tear down.  There are no wires to deal with, and you can use the system in almost any room in your home. 

     


    One (two) More Thing(s)


    I have been setting up the Pod in the center of my listening room to listen to immersive 2-channel music with the Sonos Move speakers. 

     

    I assembled a two-speaker support from a cut-down shelf clamped to a hefty Monolith 28 speaker stand in the middle.  This way, the speaker stand does not interfere with  Immerse 360 wall.  The move speakers sit so that they hold the wall ends in place!  I enter and exit the Pod by opening one side.

     

     

     

     

     

     

     

     

     

    I have been listening extensively in the Pod over the last couple of weeks.  My second system design is a bit more conventional and has wires!  I love the AudioEngine A2+ speakers even without their sub.  Using the JDS Labs Element III DAC/preamp puts it over the top.  I can also switch to headphones to compare.  I have not decided about using the IsoAcousitcs stands.  The wiring is all out of the way.  I mostly use Apple Music on the iPad for playback in this system. 

     

     

    Tigerfox Immerse 360 setup using the Audio Engine A2+ speakers.


    Using a single speaker stand with a shelf attached to the top, I have aligned the shelf with the speaker placement markers on the base.  The speakers are on Audioengine small wedge stands.   I have notched the ends of the shelf to hold the ends of the Pod walls in place next to the speakers.

     

    IMG_1255.jpg IMG_1258.jpg

     

    IMG_1264.jpg IMG_1266.jpg

     

    IMG_1265.jpg IMG_1268.jpg

     

    IMG_1269.jpg IMG_1272.jpg

     

     

     

    Equipment List

     

    • Two Sonos Move Speakers    $800
    • Audio Engine A2+        $269
    • JDS Labs Element 3        $450
    • iPad mini 5            $499
    • Tigerfox Immerse 360     $479
    • Two Flexson Stands        $300 (in the Living room)
    • One Monolith 28in stand    $60

     


    Where do I go from here?

     

    Both my ATMOS system and the Immerse 360 could be considered unconventional.  One has twelve speakers, and the other has this wall you set up in the room. One has more wires than 99.9% of systems; the other has no cables and relies on batteries.  I have two more ideas for immersive audio systems, and the hardware is on the way for one!


    Note.  Thanks to Rick O’Polka for assistance in understanding the design and goals for the Immerse 360.  Also, thanks to Tony Tang for the Axpona videos.   

     

     

     

     

     

     




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    2 hours ago, STC said:

    Dark Side of the moon is QSound processed. It works great in such enclosures. In the late 90s, where the QSound was demonstrated - it was within a small circle of space surrounded with curtains just with stereo setup. QSound supposed to produce a more immersive experience than typical stereo but limited to short duration effects.


    My apologies. Dark side of the moon wasn’t recorded with QSound. I was referring to Amused to the death. dark side of the moon was experimented with quadraphonics which supposed to give you a 360 lateral effect. The 90s demo was with Amused to Death. 

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    Some quick notations that might help to understand if the TigerFox does indeed reproduce sounds accurately around the listener  

     

    Do high performance headphones position sounds from two channel audio in their proper locations around the listener? (understanding that headphones normally place a tiny left speaker in one's left ear and a tiny right speaker in one's right ear - understanding also that the Immerse 360 pod places a left loudspeaker at a strategic left positioned location and a right loudspeaker at a strategic right location)


    If there is doubt that headphones do this, simply ask a competitive first person video gamer that uses (and relies on) a good pair of headphones to play - and win - their games.  They will tell you that they need to rely -  sometimes only - on the location around them of very subtle game changing sonic cues that are intentionally positioned into critical locations within the game's sonic landscape by the game designer in order to indicate to the player where key "life and death" sounds are located around them.

     

    (Many times the player cannot "see" the location of these important sounds which are placed in the game's landscape out of the gamer's view - understanding that humans can "see" with our eyes only about ⅓ of a real 360-degree landscape).

     

    Start here in the understanding of what two channel audio can spatially do.

     

    Then please consider objectively comparing headphone sound produced by speakers in ones ears to the sound produced by even relatively low cost loudspeakers set up within the Immerse 360 pod.  You'll hear those same sounds with the 360 pod now positioned not just around your ears like with headphones but physically expanded out and positioned at their same spatial locations within a realistic 360-degree hemispherical soundscape that is now positioned physically around your whole  body.  

     

    Incidentally, the soundboard wall of the Immerse 360 pod is constructed out of the same polymeric material that many modern loudspeaker diaphragms are made of (the part of the speakers that actually reproduce the sound itself.

     

    As to the importance of physically touching the speakers to the wall, I've found that that's open-ended at this time but actually not needed many times in my speaker testings and listening sessions. The critical part is the shape of the surrounding soundboard wall and its position in reference the the golden audiophile triangulation (more later on what that shape really is).

    It is helpful to understand for reference the importance of soundboards over history in the design and manufacturing of musical instruments. (Soundboards do not actually produce the sound but they critically improve the sound made by the sound producing component - often improving it to a much higher level).  More later on this, but as an example, the surrounding acoustic soundboard that makes up the Stradivarius musical instrument violin (the part that does not produce the sound) is what actually causes that device to sound as great it does and which actually creates its tremendously high value - not the sound producing strings which are easily replaced and have a much lower value.  

     

    There's really no better way to convince yourself of what the pod can do than simply to listen and sit back and enjoy audio presented to you in the pod. Sometimes all you need is a few minutes to really tell, but for many - why limit that experience to just a few minutes? Because the pod works literally with all stereo audio (not just new or specially recorded immersive 3D audio), you can pull out your most favorite legacy recordings going back over 50 years or more and hear them like new again.

     

    The recording Time, by the way, is easy to hear where the individual sounds are located around the listener - including in back of the listener - while keeping in mind that these clock chimes are really expanding what "music" was considered previously limited to - it now includes nearly all three dimensionally placed real world "sounds" like game designers do.

     

    Please let me know your thoughts!  (There are other helpful ways to explain how the shape of the pod works like it does) 

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    12 minutes ago, ROPolka said:

    Some quick notations that might help to understand if the TigerFox does indeed reproduce sounds accurately around the listener  

     

    Do high performance headphones position sounds from two channel audio in their proper locations around the listener? (understanding that headphones normally place a tiny left speaker in one's left ear and a tiny right speaker in one's right ear - understanding also that the Immerse 360 pod places a left loudspeaker at a strategic left positioned location and a right loudspeaker at a strategic right location)


    If there is doubt that headphones do this, simply ask a competitive first person video gamer that uses (and relies on) a good pair of headphones to play - and win - their games.  They will tell you that they need to rely -  sometimes only - on the location around them of very subtle game changing sonic cues that are intentionally positioned into critical locations within the game's sonic landscape by the game designer in order to indicate to the player where key "life and death" sounds are located around them.

     

    (Many times the player cannot "see" the location of these important sounds which are placed in the game's landscape out of the gamer's view - understanding that humans can "see" with our eyes only about ⅓ of a real 360-degree landscape).

     

    Start here in the understanding of what two channel audio can spatially do.

     

    Then please consider objectively comparing headphone sound produced by speakers in ones ears to the sound produced by even relatively low cost loudspeakers set up within the Immerse 360 pod.  You'll hear those same sounds with the 360 pod now positioned not just around your ears like with headphones but physically expanded out and positioned at their same spatial locations within a realistic 360-degree hemispherical soundscape that is now positioned physically around your whole  body.  

     

    Incidentally, the soundboard wall of the Immerse 360 pod is constructed out of the same polymeric material that many modern loudspeaker diaphragms are made of (the part of the speakers that actually reproduce the sound itself.

     

    As to the importance of physically touching the speakers to the wall, I've found that that's open-ended at this time but actually not needed many times in my speaker testings and listening sessions. The critical part is the shape of the surrounding soundboard wall and its position in reference the the golden audiophile triangulation (more later on what that shape really is).

    It is helpful to understand for reference the importance of soundboards over history in the design and manufacturing of musical instruments. (Soundboards do not actually produce the sound but they critically improve the sound made by the sound producing component - often improving it to a much higher level).  More later on this, but as an example, the surrounding acoustic soundboard that makes up the Stradivarius musical instrument violin (the part that does not produce the sound) is what actually causes that device to sound as great it does and which actually creates its tremendously high value - not the sound producing strings which are easily replaced and have a much lower value.  

     

    There's really no better way to convince yourself of what the pod can do than simply to listen and sit back and enjoy audio presented to you in the pod. Sometimes all you need is a few minutes to really tell, but for many - why limit that experience to just a few minutes? Because the pod works literally with all stereo audio (not just new or specially recorded immersive 3D audio), you can pull out your most favorite legacy recordings going back over 50 years or more and hear them like new again.

     

    The recording Time, by the way, is easy to hear where the individual sounds are located around the listener - including in back of the listener - while keeping in mind that these clock chimes are really expanding what "music" was considered previously limited to - it now includes nearly all three dimensionally placed real world "sounds" like game designers do.

     

    Please let me know your thoughts!  (There are other helpful ways to explain how the shape of the pod works like it does) 

    Christina Aguilera’s Stripped in 12 channel Atmos has tracks with her vocals only in the rear channels. Playing the two channel Atmos version, from two front speakers in the Immerse 360, are you saying the vocals will only be heard behind the listener, even though the sound is coming from the front and only two speakers? 

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    49 minutes ago, ROPolka said:

    Some quick notations that might help to understand if the TigerFox does indeed reproduce sounds accurately around the listener  

     

    Do high performance headphones position sounds from two channel audio in their proper locations around the listener? (understanding that headphones normally place a tiny left speaker in one's left ear and a tiny right speaker in one's right ear - understanding also that the Immerse 360 pod places a left loudspeaker at a strategic left positioned location and a right loudspeaker at a strategic right location)


    If there is doubt that headphones do this, simply ask a competitive first person video gamer that uses (and relies on) a good pair of headphones to play - and win - their games.  They will tell you that they need to rely -  sometimes only - on the location around them of very subtle game changing sonic cues that are intentionally positioned into critical locations within the game's sonic landscape by the game designer in order to indicate to the player where key "life and death" sounds are located around them.

     

    (Many times the player cannot "see" the location of these important sounds which are placed in the game's landscape out of the gamer's view - understanding that humans can "see" with our eyes only about ⅓ of a real 360-degree landscape).

     

    Start here in the understanding of what two channel audio can spatially do.

     

    Then please consider objectively comparing headphone sound produced by speakers in ones ears to the sound produced by even relatively low cost loudspeakers set up within the Immerse 360 pod.  You'll hear those same sounds with the 360 pod now positioned not just around your ears like with headphones but physically expanded out and positioned at their same spatial locations within a realistic 360-degree hemispherical soundscape that is now positioned physically around your whole  body.  

     

    Incidentally, the soundboard wall of the Immerse 360 pod is constructed out of the same polymeric material that many modern loudspeaker diaphragms are made of (the part of the speakers that actually reproduce the sound itself.

     

    As to the importance of physically touching the speakers to the wall, I've found that that's open-ended at this time but actually not needed many times in my speaker testings and listening sessions. The critical part is the shape of the surrounding soundboard wall and its position in reference the the golden audiophile triangulation (more later on what that shape really is).

    It is helpful to understand for reference the importance of soundboards over history in the design and manufacturing of musical instruments. (Soundboards do not actually produce the sound but they critically improve the sound made by the sound producing component - often improving it to a much higher level).  More later on this, but as an example, the surrounding acoustic soundboard that makes up the Stradivarius musical instrument violin (the part that does not produce the sound) is what actually causes that device to sound as great it does and which actually creates its tremendously high value - not the sound producing strings which are easily replaced and have a much lower value.  

     

    There's really no better way to convince yourself of what the pod can do than simply to listen and sit back and enjoy audio presented to you in the pod. Sometimes all you need is a few minutes to really tell, but for many - why limit that experience to just a few minutes? Because the pod works literally with all stereo audio (not just new or specially recorded immersive 3D audio), you can pull out your most favorite legacy recordings going back over 50 years or more and hear them like new again.

     

    The recording Time, by the way, is easy to hear where the individual sounds are located around the listener - including in back of the listener - while keeping in mind that these clock chimes are really expanding what "music" was considered previously limited to - it now includes nearly all three dimensionally placed real world "sounds" like game designers do.

     

    Please let me know your thoughts!  (There are other helpful ways to explain how the shape of the pod works like it does) 

    I really think gaming, using DSP, where the sounds are designed to come from around the listener, is very different from music. 
     

    I’m trying to understand what the Immerse 360 does and how it relates to accurately reproducing music. I have zero problems with people liking it or hating it, I’m just focusing on accuracy. 
     

    If the Immerse 360 is accurate, then there should be many recordings where the sound is only presented in front of the listener, on a soundstage similar to a real stage. For example, here’s a track from Foo Fighters. 
     

    https://music.apple.com/us/album/all-my-life/538257183?i=538257185


     


    I’m also trying to distinguish the differences between Immerse 360 and the Bacch SP. Bacch is all DSP and while it presents an immersive style sound from two speakers, it has nothing to do with accurately reproducing what’s on the recording. It makes an image the designer thinks you want to hear. 
     

    To be honest, the Immerse 360 website and the examples given so far with words that have fuzzy definitions, don’t give me confidence that the company is willing to discuss it using straight forward language. That’s just my take. I’m not suggesting the product is bad or good or that any of the language choices are done with deceit in mind. 

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    Some quick notations that might help to understand if the TigerFox does indeed reproduce sounds accurately around the listener  

     

    Do high performance headphones position sounds from two channel audio in their proper locations around the listener? (understanding that headphones normally place a tiny left speaker in one's left ear and a tiny right speaker in one's right ear - understanding also that the Immerse 360 pod places a left loudspeaker at a strategic left positioned location and a right loudspeaker at a strategic right location)


    If there is doubt that headphones do this, simply ask a competitive first person video gamer that uses (and relies on) a good pair of headphones to play - and win - their games.  They will tell you that they need to rely -  sometimes only - on the location around them of very subtle game changing sonic cues that are intentionally positioned into critical locations within the game's sonic landscape by the game designer in order to indicate to the player where key "life and death" sounds are located around them.

     

    (Many times the player cannot "see" the location of these important sounds which are placed in the game's landscape out of the gamer's view - understanding that humans can "see" with our eyes only about ⅓ of a real 360-degree landscape).

     

    Start here in the understanding of what two channel audio can spatially do.

     

    Then please consider objectively comparing headphone sound produced by speakers in ones ears to the sound produced by even relatively low cost loudspeakers set up within the Immerse 360 pod.  You'll hear those same sounds with the 360 pod now positioned not just around your ears like with headphones but physically expanded out and positioned at their same spatial locations within a realistic 360-degree hemispherical soundscape that is now positioned physically around your whole  body.  

     

    Incidentally, the soundboard wall of the Immerse 360 pod is constructed out of the same polymeric material that many modern loudspeaker diaphragms are made of (the part of the speakers that actually reproduce the sound itself.

     

    As to the importance of physically touching the speakers to the wall, I've found that that's open-ended at this time but actually not needed many times in my speaker testings and listening sessions. The critical part is the shape of the surrounding soundboard wall and its position in reference the the golden audiophile triangulation (more later on what that shape really is).

    It is helpful to understand for reference the importance of soundboards over history in the design and manufacturing of musical instruments. (Soundboards do not actually produce the sound but they critically improve the sound made by the sound producing component - often improving it to a much higher level).  More later on this, but as an example, the surrounding acoustic soundboard that makes up the Stradivarius musical instrument violin (the part that does not produce the sound) is what actually causes that device to sound as great it does and which actually creates its tremendously high value - not the sound producing strings which are easily replaced and have a much lower value.  

     

    There's really no better way to convince yourself of what the pod can do than simply to listen and sit back and enjoy audio presented to you in the pod. Sometimes all you need is a few minutes to really tell, but for many - why limit that experience to just a few minutes? Because the pod works literally with all stereo audio (not just new or specially recorded immersive 3D audio), you can pull out your most favorite legacy recordings going back over 50 years or more and hear them like new again.

     

    The recording Time, by the way, is easy to hear where the individual sounds are located around the listener - including in back of the listener - while keeping in mind that these clock chimes are really expanding what "music" was considered previously limited to - it now includes nearly all three dimensionally placed real world "sounds" like game designers do.

     

    Please let me know your thoughts!  (There are other helpful ways to explain how the shape of the pod works like it does) 

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    The more I read on the TigerFox site the more I think the only way to understand the Immerse 360 is to start by having one measured, using in-ear microphones. 
     

    If anyone wants to submit a unit for measurement, I’ll see to it that it’s done accurately. 

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    "are you saying the vocals will only be heard behind the listener, even though the sound is coming from the front and only two speakers?"

     

    Yes would be my immediate answer.  I'll test this recording in the pod and get back.

     

    Quick answer before that, using any number of speakers that sound great in the Immerse 360, but not actually test hearing this specific recording yet, I have heard vocals in many different recordings (going back many years) coming only from directly in back of me when sitting in the pod's listener location. NO part of that vocal sound, by the way, was heard coming from the speakers location which are physically located only 36" directly in front of me.

     

    Please explain what is objectively needed to relay the information that you would like discussed.

     

    The site was worded more for general audience and audio newbies - and we removed a 100 page Tech page because most people got lost within it. We're considering reducing it down to a white paper but in the meantime, let me know your specific questions and I will be as direct, objective and helpful as I can.  

     

    It may not be understood exactly how it works but as mentioned the shape of the soundboard pod is most important in relation to the speaker-listener triangulation that is exactly proportionally positioned within it.

     

    The pod really is a new audio technology that needs to be studied and heard to be believed. Let me know what I can do to help make that happen for you.  I think you'll be

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    This discussion ties in directly with an audio direction I have been pursuing for perhaps 9-10 months now and expect to spend at least another year on (with EOL implications, I'm 76 years old) Heretofore, I've had large speakers, and do believe that they have been historically the easier path to good sound given adequate room size. I am a DIYer but that has been the case for all my audio(phile) experience (1969 to present).

     

    Initially my move to smaller speakers was motivated by my recognition that growing difficulties would arise in construction and movement of large heavy speakers, and the likelihood that we would move into a smaller residence with lower maintenance requirements for I and my wife. As I started this adjustment, I was also following Chris' immersive environment explorations and concluded that there was a thread worth pursuing -- full-range/wide-range drivers. Doing without crossovers, at least in the 100hz to 10khz range removes alot of the complexity in achieving coherence particularly when considering lateral and speaker distance configuration.  My current target involves 3-5 fullrange speakers using a Schiit Syn preamp. I built and have been using two Markaudio Alpair 11MS drivers in small Nostromo cabinets, so I will build 1-3 more to fill out the installation after I get the Syn. The Nostromos are much, much better dynamically than I expected.  A long-term goal for 25 years has been playing stereo through three channels with better-than-simple-summing center-channel upmixing.

     

    Bringing my discussion to this thread -- I can't help but think using high-quality modern widerange drivers in sealed 'boxes' with an appropriate subwoofer could be the ultimately most coherent configuration for the Tigerfox environment.

     

    Perhaps Rick has heard of or actually listened to such as system in his booth?

     

    Skip

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    6 hours ago, ROPolka said:

    Do high performance headphones position sounds from two channel audio in their proper locations around the listener?


    I am sure the multiple authors you referred in your patent already explained about headphones difference. Without pinna, the will be no externalization and sound will be confined in side the head. By using pinna filter either generic or personalized then you have the externalization and stage become life size.
     

    6 hours ago, The Computer Audiophile said:

    Christina Aguilera’s Stripped in 12 channel Atmos has tracks with her vocals only in the rear channels. Playing the two channel Atmos version, from two front speakers in the Immerse 360, are you saying the vocals will only be heard behind the listener, even though the sound is coming from the front and only two speakers?

     One is object based audio and another is channel based. I am skeptical that it could do so but listeners can be convinced to believe so. I have witnessed this in so called room device which did nothing but listeners were convinced they were hearing the sound as described by designer. 
     

    5 hours ago, The Computer Audiophile said:

    I’m also trying to distinguish the differences between Immerse 360 and the Bacch SP. Bacch is all DSP and while it presents an immersive style sound from two speakers, it has nothing to do with accurately reproducing what’s on the recording. It makes an image the designer thinks you want to hear.


    This is so wrong and misleading. The object is to deliver the exact ILD and ITD of each channel without corruption.  Occasionally, in the hands of novice you get weird positioning but the problem is the recording itself and that too can be addressed. 
     

    5 hours ago, ROPolka said:

    As to the importance of physically touching the speakers to the wall, I've found that that's open-ended at this time but actually not needed many times in my speaker testings and listening sessions.

     Thanks for confirming this point. I think it is a novel approach to mask the IAC errors but it could be technically explained. 
     

    Once again, thank you for your time. 
     

    ST

     

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    3 minutes ago, STC said:

    This is so wrong and misleading. The object is to deliver the exact ILD and ITD of each channel without corruption.  Occasionally, in the hands of novice you get weird positioning but the problem is the recording itself and that too can be addressed. 

     

    When I've sat through Bacch SP demos and heard Sonny Rollins playing almost behind me, I concluded it has nothing to do with accurately reproducing the source material. How could it? The music was never meant to sound like that and never released in a format to sound like that. DSP is causing the wrap-around effect. Neat effect, but effect nonetheless. 

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    17 minutes ago, The Computer Audiophile said:

     

    When I've sat through Bacch SP demos and heard Sonny Rollins playing almost behind me, I concluded it has nothing to do with accurately reproducing the source material. How could it? The music was never meant to sound like that and never released in a format to sound like that. DSP is causing the wrap-around effect. Neat effect, but effect nonetheless. 


    I have read another review of BACCH SP and when he describe the sound I knew it was not correctly setup. The concept of BACCH is solid but implementation requires precise adjustments. Problem is BACCH trying to please the 60 degrees crowd and under such implementation you need to be an audiophile to get it correctly done. I cannot afford BACCH but technically it supposed to function like any other XTC with added advantage of head tracking.  I have read his early development papers including the IR approach for cancellation. But at 60 degrees speakers position you are going to have phassy effect if they still want to achieve what it supposed to do at 20 or lesser degrees speaker position. Was Choueiri there during the demo?

     

    Mind telling which Sonny Rollins album and track you listened to.

     

    Thank you. 
    ST

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    56 minutes ago, STC said:

    Was Choueiri there during the demo?

    He setup the demo specifically for me and customized it for my ears etc...

     

    Can't remember which Rollins album. 

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    13 minutes ago, The Computer Audiophile said:

    He setup the demo specifically for me and customized it for my ears etc...

     

    Can't remember which Rollins album. 

     
    You are not the first one!😂😂😂

     

    There was another place where his setup didn’t work either.  60 degree solution is not feasible for all, IMO.  Not to say not workable but requires elaborate setting up.
     

    Thanks, Chris.  

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    3 minutes ago, STC said:

     
    You are not the first one!😂😂😂

     

    There was another place where his setup didn’t work either.  60 degree solution is not feasible for all, IMO.  Not to say not workable but requires elaborate setting up.
     

    Thanks, Chris.  

    I should also say that I thought the demo was really cool, but I don't believe it has anything to do with accuracy to what's on the recording. 

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    7 hours ago, Skip Pack said:

    Bringing my discussion to this thread -- I can't help but think using high-quality modern widerange drivers in sealed 'boxes' with an appropriate subwoofer could be the ultimately most coherent configuration for the Tigerfox environment.

     

    Perhaps Rick has heard of or actually listened to such as system in his booth?

    Hey Skip: Here's my thoughts.

     

    If you're considering using two speaker "boxes" (simply a stereo left and right), this was what the Immerse 360 system was designed for. No need for a center channel, additional speakers, their added wiring or their needed added electronics. This keeps the system as simple, clean, and as connection free as possible, which as you know, is an audiophile basic from way back.

     

    As far as adding a sub (or even two), go for it with the Immerse 360! As previously mentioned, the positioning of the sub isn't at all as important as the 2 speaker - listener triangulation. Let me know if you'd like me to add some photos of where subs have been traditionally positioned near the pod's entrance but it's nothing to be worried about. They'll work great. The sub(s) can be placed on the floor next to the entrance of the pod out of the way.

     

    The pod as well increases the speaker's bass as experienced by the listener in the pod in quite a noticeable way - so much so that most listeners are happy with listening to most types of music just using their speakers alone (speakers with drivers 6 inches and over) without an added sub.

     

    Note that the design of the Immerse 360's positioning mat exactly positions the listener and the 2 speakers in their correct relationship to each other and relative to the shape and positioning of the surrounding soundboard wall. This pre-set system gives the best repeatable positioning of these components quickly without the need for measurements and multiple movements.

     

    Thanks for your question! Hope this helps. Let me know your added questions!

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    I think I misled in my first post here. Yes, I have been working on a 3 or 5 system, but my sense is that just two good wide/full range single driver speakers, possibly with a well coordinated sub might be a very good solution  in the Immerse 360.  The quality of the crossover particularly with respect to inter-driver spacing is critical when you are that close to them. I'm sure the really good 2-way standmounts can do a great job, but I imagine any number of speakers that sound very nice (with little surround effect) at 6+ feet may not work so well as close as they need to be in your remarkable environment. 

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    2 hours ago, STC said:
    10 hours ago, The Computer Audiophile said:

    are you saying the vocals will only be heard behind the listener, even though the sound is coming from the front and only two speakers?

     One is object based audio and another is channel based. I am skeptical that it could do so but listeners can be convinced to believe so. I have witnessed this in so called room device which did nothing but listeners were convinced they were hearing the sound as described by designer.

    Yes, I have seen these so called "room devices" that present a view of the soundscape or room with the sounds shown in their "correct" locations. These visual positioning cues are needed and often used in video games because gamers mostly use headphones which do not accurately convey the location of sounds that are positioned either directly in back, directly overhead or directly in front of the listener.

     

    I've heard headphone manufacturers say the reason is because the speakers in headphones are positioned on each side of the head and "out of view" of these 3 areas around the head. So, if headphone users close their eyes and hear a generic sound, they seem to guess wrong most of the time as to where sounds positioned in these locations are coming from.

     

    This is one of the things that gamers tell me that they like a lot when comparing headphone-produced sounds with the same sounds produced with the Immerse 360. That is, they can actually tell with their eyes closed where sounds positioned in these locations are coming from.

     

    To get around this built-in technical problem with headphones, most of the sounds designed into video games are not positioned in any of these 3 locations.

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    56 minutes ago, The Computer Audiophile said:

    I should also say that I thought the demo was really cool, but I don't believe it has anything to do with accuracy to what's on the recording. 


    I think I remember about the Sonny Rollins CD. I think it was something like hard left and right panned sound. Over cancellation can result in the sound being placed right to the ears in the case of hard panned sound. The problem is during cancellation they didn’t take ( IMO) take into account that most stereo recording mastered to provide 60 degrees stage. If they are going to rely on clean cancellation hard panned recording going to sound weird with sound coming at the extreme left or right and some would even say behind. Correct cancellation should take into account of weird wrap around sound . I guess they didn’t. 

     

     

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    17 minutes ago, ROPolka said:

    I've heard headphone manufacturers say the reason is because the speakers in headphones are positioned on each side of the head and "out of view" of these 3 areas around the head. So, if headphone users close their eyes and hear a generic sound, they seem to guess wrong most of the time as to where sounds positioned in these locations are coming from.


    Headphones cannot provide outside the head experience because the role of pinna is eliminated. Without pinna filtering the frequencies reaching the ears, the brain cannot tell if the sound is coming from front or back or top or bottom. The unique shape of the pinna alters the frequency response depending from which direction they are coming from.  Localization by pinna is a learning process as brain needs to learn the difference in the FR coming from different direction. I am not sure how the headphone manufacturer justify their position by using visual aid for localization.  

     

    SmythRealizer mimics the changes of the frequency response to create real space with headphones. I think Samsung apps now takes picture of your pinna to create the filter for externalization of sound. 
     

    cheers!

    ST

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    18 minutes ago, Skip Pack said:

    I imagine any number of speakers that sound very nice (with little surround effect) as 6+ feet may not work so well as close as they need to be in your remarkable environment.

    With respect to the size and positioning of speakers and their drivers in the Immerse 360, what we found most important for "working well"  or not with listening within the close-range pod were that the drivers not be positioned far apart from each other in the layout of the speaker, that the tweeter and driver should be close to each other and best vertically above or below each other (if they are vertically offset from each other - the tweeters of the left and right speakers should be closer toward in the left and right setup), the speakers shouldn't be positioned in their horizontal (on side) position, and that many drivers in each speaker are not needed and do not seem to help - if anything they reduce Immerse 360's near-field experience.

     

    It was interesting to me that, even though larger speakers are not needed and seem outsized for the size of the Immerse 360, I've had several users rave to me about their positioning very large speakers in the pod including adding 2 subwoofers which actually filled-up the opening of the pod.

     

    To alleviate entering and exiting the pod, instead of having to move any of these, they simply moved one of the walls away from the side of the speakers, exited through that opening and when they returned, simply moved the wall back into place next to the speaker (an easy 5 second process).

     

    I hope this helps - let me know added questions.

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    3 hours ago, STC said:

    I’m also trying to distinguish the differences between Immerse 360 and the Bacch SP. Bacch is all DSP and while it presents an immersive style sound from two speakers, it has nothing to do with accurately reproducing what’s on the recording. It makes an image the designer thinks you want to hear.

    Accuracy of the recording is important!. Thank you!

     

    Just a note that, even tho immersive sound from conventional two channel audio is the objective, the technologies of the Immerse 360 and Beach-like systems are very far apart from each other. Almost total opposites in so many ways.

     

    One is exclusively digital based and the Immerse 360 is pure acoustic based. I can't image the difficulty of designing a digital system to obtain accuracy of a recording as there are so many ways it could go off or wrong.

     

    Conversely, with the Immerse 360, the dare-I-say "natural" result of using purified sound itself (audio is not corrupted up by the room, speakers or lack of knowledge of the listener) is the automatic revelation of the true original accurate recording itself. 

     

    Where "purified audio" here means audio that's been cleaned-up to where the traditional huge sound reproduction problems of playing back two channel in a room have been removed or corrected - including removing the room itself to where it is not the massive acoustic "elephant" that it was, to where the speaker's powerfully corrupting crosstalk have been completely corrected, and to where the listener is not in change anymore of positioning the speakers and the listener in their perfect golden triangle locations.

     

    The accuracy of the Immerse 360, therefore - and logically - is accuracy beyond the normal accuracy that's been limited with normal two channel playback in a room. The acoustic result of this is accuracy beyond what was even heard or experienced before in two channel playback.

     

    That truth is what I believe the definition of accuracy is, especially for an acoustic designer.

     

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    40 minutes ago, ROPolka said:

    Accuracy of the recording is important!. Thank you!

     

    Just a note that, even tho immersive sound from conventional two channel audio is the objective, the technologies of the Immerse 360 and Beach-like systems are very far apart from each other. Almost total opposites in so many ways.

     

    One is exclusively digital based and the Immerse 360 is pure acoustic based. I can't image the difficulty of designing a digital system to obtain accuracy of a recording as there are so many ways it could go off or wrong.

     

    Conversely, with the Immerse 360, the dare-I-say "natural" result of using purified sound itself (audio is not corrupted up by the room, speakers or lack of knowledge of the listener) is the automatic revelation of the true original accurate recording itself. 

     

    Where "purified audio" here means audio that's been cleaned-up to where the traditional huge sound reproduction problems of playing back two channel in a room have been removed or corrected - including removing the room itself to where it is not the massive acoustic "elephant" that it was, to where the speaker's powerfully corrupting crosstalk have been completely corrected, and to where the listener is not in change anymore of positioning the speakers and the listener in their perfect golden triangle locations.

     

    The accuracy of the Immerse 360, therefore - and logically - is accuracy beyond the normal accuracy that's been limited with normal two channel playback in a room. The acoustic result of this is accuracy beyond what was even heard or experienced before in two channel playback.

     

    That truth is what I believe the definition of accuracy is, especially for an acoustic designer.

     


    How come this was misquoted? I didn’t say that!  
     

    Anyway, accuracy according to what? We do not have a reference. Toole described this as ‘circle of confusion’. Your 30 degree to the left sound could be 40 degrees to the mastering engineer. Someone can claim that the system is producing the accurate sound ( I am not referring to FR and confine to localization only), they need to be sure the sound is reproduced with the exact ITD and ILD as heard and capture by the mics. The reproduction should produce exactly the same placement within reasonable stage. 
     

    If you ask Miller or Choueiri or Glasgal about the reproduction they would insist that correct based on measurement but if you ask the mastering engineers they would insist that not what it supposed to be. But common sense would tell you that Sonny Rollins shouldn’t sound at your extreme left with 3D but setup that wrongly done would show that because that was mathematically correct. Technically, sound just coming from one channel should be at the extreme left. but that’s wrong. What is accurate here?

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    As far as audio accuracy goes, which I believe includes a realism component, a spatial positioning component, an audio quality component and a natural ambient immersive component seems to me to be not able to be heard or experienced with all the commonly known and so far very difficult to remove sound reproduction problems of the room, the speakers, the positioning of the listener and the electronics used.

     

    In other words, audio that's been massively cleaned-up to where the difficult sound reproduction problems of playing back two channel in a room have been removed, to where crosstalk corruption from the speakers has been completely corrected and to where the listener and speakers are correctly sweet spot triangulated would logically be audio that not only sounds more accurate to the listener with a given set of electronics but that in fact is more accurate by definition.

     

    The Immerse 360 sound positioning pod removes the sound corrupting reflections of the room and the normal loss of massive quantities of indirect sound from the speakers into the room (including the loss of the sound information that's hidden within that lost sound that's otherwise not heard). It cancels crosstalk completely removing its sound distortions, and the pod automatically triangulates the speakers and listener into the magic triangulated sweet spot location.

     

    The result is loudspeaker sound that's so clear and clean that you've never heard it before that "accurately" presented to you. Pod listeners report experiencing an improved quality of sound (to where $150 speakers sound like $4,000 speakers), significant improvement in the realism of sound (to where they emotionally feel present within a real ambient space), and sound positioning that extends not just left and right and in front of and behind a pair of stereo speakers, but that completely is able to hemispherically surround their entire body in direction, depth, and, yes, even height.

     

    To be truly objective, one must experience first-hand a revolutionary (and somewhat radical and disruptive) new technology. And then try to figure it out. That's just my hope.

     

    Your thoughts?

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    @The Computer Audiophile Thank your for raising the questions that came to my mind as well. I agree that in-ear microphones would be the best way to compare the Immersive 360 to an actual multi-channel setup.

     

    On the topic of accuracy: Hi-fi traditionally aims for reproducing music "the way the artist intended". It's impossible to know what the musician(s) intended (many of them don't care too much about their exact placement in the mix anyway), so the artist in this sentence is the mastering engineer. Mixing and mastering engineers usually intend that their work sounds as good as possible on any sound system, but it's reasonable to try and get as close as possible to what they heard. Maybe we can even reproduce some more details with the very best electronics and speakers, but the general concept should be the same in my opinion.

     

    When we look at mastering rooms for two-channel recordings, almost all of them are set up in a traditional stereo triangle. In most cases, the rest of the room is a compromise of having as much absorption as possible with the amount of reflective surfaces needed for humans to feel comfortable. (Check out Northward Acoustics' Front-To-Back Room Concept to see what's considered state of the art in this field). So the goal is to hear as much direct sound from the speakers and as little reflections from the room as possible. The Tigerfox Immersive 360 does the exact opposite - it adds lots of reflections all around the listener. I imagine that the resulting effect can be fascinating and also may sound better (subjectively) than the usual wall/window reflections in a typical domestic room. But the claim that this sound is more accurate and "cleaned up" seems far-fetched to me. I don't thing mixing/mastering engineers imagine sounds coming from behind when working on two-channel music - everything they hear takes place in front of them.

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