bits&chirps
Introducing a new technology to radically improve the music listening experience on mobile through VR for Music
CONFIDENTIAL AND PROPRIETARYAny use of this material without specific permission of Bits & Chirps is strictly prohibited.
Santiago, Chile 2017General Information Deck
By 2017, no product has been able to accomplish that1.
We want to play music on our phones and headphones, as if it was live, with the artist in front of me, with such realism that we’re unable to distinguish from reality, better than a stereo system.
In-ear headphonesPlanar headphones
High-end headphonesNoise cancelling
Lossless audio
HQ StreamingPortable DACsPortable amplifiersVR AudioSpatializers.
Some great technologies, but none able to reach that goal yet.
1 The Smyth-Research Realiser A8 is to our ears the closest to that goal, however is an expensive product, not designed for mainstrem or mobile.
(yep, we’ve tried everything, we are audio geeks)
Normal Stereo Current VR Audio Head Tracking + Basic geometric1
and materials modeling
VR Audio in 5 yearsHead Tracking + Advanced geometric1
and materials modeling
Minimum CPU processingNo extra hardwareNot what the artist intended
Spatialize audio, in 3DModerate CPU processingGreat impact for gamingNot enough quality for music
Great impact, quality and realism for musicExcessive CPU processing/energy for devices of today.
1 Propagation, room occlusion and reflections physics
++-
+++-
+-
To get there, we would need to overcome technical complexities that the VR industry estimates could take up to 5 years.
“The computational demand of implementations are so high that only certain sort of constrained virtual spaces will be practical for five years.”M. Abrash - Chief Scientist, OculusOculus Connect on 3D Audio, Oct. 16
To get the quality and realism using the computing capabilities of today, we had to approach the problem from a different perspective.
SynthesizingVirtualRoom 3DAcoustics
Measuring & Reconstructing Real World 3D Acoustics
Reduced computing requirementsVastly increased quality(real data instead of modeling and lengthy fine tuning)
Very precise measurement techniques and processing
••
•
What are the benefits of this approach
At the cost of
from to
The good news is: It works, like magic.Choose your song, hear as if the band is alive, just in front of you
Bluetooth sensorCapable of tracking the head position, so no matter where you look, the music stays fixed in 3D space
iOS Stage AppFast enough to run on a phone, accurate enough to reconstruct a stage, with absolute detail
HeadphonesCalibrated to eliminate unwanted frequency distortions
Functional prototype
The Stage Selection allows to listen on different concert stages and studios, let’s say...Beyonce on the MET Opera, sure!
Each stage accurately retains the original acoustic signature completely with head tracking for total immersion.
Back orchestraAlmost 20 feet above the orchestra
floor, this seat has an airy soundstage; music reverberates along the entire house creating a
magnificent soundstage
Spatialization is great, but realism means to also hear the stage and its acoustic signature, as a key of the live music experience
Stage selection requires commercial agreements for commercial use.
iPhone AppStore
2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 and beyond
Retina Slimerdesign
Larger screens
3D Touch
Touch ID
We strongly believe this technology has the potential to become a big feature for mobile phones.
VR for music is capable of:
All 3 are Ingredients for an important feature
—generate a powerful wow factor, similar to VR—create a huge desire to own it (and show off)—radically improve the listening experience
What’snext?
Example: Apple important iPhone features history:
Key PointsWe have developed a new algorithm, iOS app and sensor capable of recreating live music using VR techniques specially designed for music
The algorithm, implemented as an iOS app runs on modern devices, with reduced CPU-energy consumption.
We believe this technology could create a great impact as it’s easy to produce, it’s desirable and opens the door for additional great VR music content
1
2
3Now, why are you reading this? :)
This tech was not developed by a large corporation but by 3 people on a startup from Santiago, Chile (that’s 6.000 miles from Silicon Valley). We want this tech to succeed, and while we’re already starting conversations with industry players, we want you to try it, give us your opinion and somehow be part of what could become a feature that people will be talking in the future.
We are a team from Chile that loves music, engineering and cutting edge technology.
Adolfo Fierro Beatriz Cañedo Matias Hosiasson
Electrical engineer with background on signal
processing and acoustics
BA with background on financial affairs and
purchasing.
Electrical engineer with background on automation, signal
processing and electronics.