GOODSOUND!GoodSound! "Features" Archives

Published August 1, 2002

 

Headphones: Part Two

In the first part of our two-part series on headphones, we discussed the two major categories of headphones -- electrostatic and dynamic -- and how they work. We also explored a variety of the most common headphone types, from open-air 'phones to canal 'phones, and we also touched on hearing damage, which can easily take place when listening to headphones. So if you're looking for a good starting place for your search for a good pair of headphones, please take a look at that article before continuing with this one.

In this second half of our series, we're going to look at some exciting technologies that might well improve your headphone listening: wireless 'phones, surround-sound headphones, and cans that cancel unwanted noise when you're listening to music or when you want to hear nothing at all. We'll also go over some headphone accessories that can enhance your listening experience: jacks, cables, and amps designed especially for 'phones.

One of the problems with the headphones we looked at in the first half of this series is that they all reproduce sound in stereo (two channels). Music from the left channel is fed into your left ear and music from the right channel is fed into your right ear. Most people hear music reproduced this way as though it were coming from inside their heads. You probably know this feeling well -- the sound seems as though it's being generated in the center of your brain rather than in front of you, as it does when you listen to your stereo at home, or from all around you, as when you listen to a home-theater system.

Isn't that spatial?

One headphone technology that has made real strides in its ability to realistically reproduce sound -- get it outside of your head -- is spatial simulation. Several headphones attempt to accomplish this through locating the earspeakers in front of the ear, instead of firing directly into it.

The German manufacturer Ultrasone puts out a line of in-front 'phones, ranging in price from about $100 to about $600. These headphones deliver two- or four-channel sound by positioning the transducers off-center and in front of your ears so that the sound seems to radiate from somewhere in front of your head rather than inside it.

Surround 'phones represent another way of eliminating that center-of-the-head sensation. Surround 'phones, as you've probably guessed, are designed to replicate the multichannel experience you get when watching a DVD in a home theater. These headphones generally come with a processor, which can either synthesize surround sound from two-channel sources or channel true surround to your headphones' small drivers.

Acoustic Research's $229 900MHz wireless headphones have a built-in Dolby Digital processor "virtually identical to that of a movie theater or a live musical performance," according to the manufacturer. We haven't tested these particular 'phones so we can't determine the validity of the claim, but we do know that many similar types of cans, even with all of their processors and psychoacoustic tricks, still fall quite a bit short of what a home theater can deliver. On the other hand, what they do accomplish can be satisfying in its own right.

A lot of new A/V receivers can give you a hint of what these surround 'phones can sound like. Take a look at your receiver and see if you have digital signal processing (DSP) modes, such as Concert Hall, Cathedral, Nightclub, or Singing in the Shower modes. Notice how many of them, when engaged, give a sense of artificial spaciousness to your music? Simple algorithms in the digital processor move the sound back and forth between the left and right channels, add time delays to parts of the sound (giving it a bit of echo), or employ other, similar digital tricks that affect how your brain perceives sound.

A popular offshoot of the surround 'phones is the new noise-cancellation headphone. The problem, as with the surrounds, is that the engineers of these things have lots of pretty descriptions of how they work, but the fact is they usually don't live up to the techno-hype. Noise-cancellation 'phones are often purchased by folks who travel a lot on planes and buses or who have small, bipedal noise-generators of the organic variety (kids). The noise-cancellation 'phones have small microphones built-in to receive outside noises, which are then analyzed by signal-processing electronics, which then generate out-of-phase (and, therefore, canceling) soundwaves inside your headphones. Some of the higher-priced models ($100 and up) certainly reduce the amount of noise leaking into your ears from the outside, especially on the low end of the aural spectrum where the disturbing rumbles of airplane engines lurk. Unfortunately, they can also cancel out some of the bass in your music, making your tunes sound abnormally bright due to the lack of low-frequency notes, leaving you with muffled-sounding or unbalanced music. Don't dismiss noise-canceling 'phones, however. Even a 10dB reduction in steady-state noise on a cross-country flight can pay huge dividends in how well rested you feel at the end of the day. Compared with making travel easier and more comfortable, reduced fidelity may seem a small price to pay.

Yet another headphone innovation that has gained popularity in recent years is wireless technology. The two types of wireless 'phones are those that use RF (radio frequency) signals and those that use infrared signals. The former can transmit further (about 100', though manufacturers often claim much greater distances) and don't have to be in the line of sight of the unit's base. The latter transmits up to 30' and do have to be in the line of sight of the base. The sound of some models of wireless headphones can be quite good, but definitely try before you buy -- and pay close attention to how well balanced the headsets are. Much of the convenience offered by wireless headphones can be offset by a bulky, poorly balanced headset that makes you sit in one position all night or risk having it fall off your head.

No matter which type of headphones you decide to get -- straightforward dynamic-driver 'phones, surrounds, noise canceling, or wireless cans -- you might well be able to improve the sound of them with some properly chosen accessories.

I think, therefore I amp

Perhaps the most important accessory, and no doubt the most expensive, for your headphones is a separate, dedicated amp. The vast majority are solid state, just like the vast majority of receivers and amps for home audio, but there are a few tube amps out there. (Sennheiser Orpheus headphones come with a tube amp -- the combo will set you back $15,000, however.)

Why would anyone buy an amp when most receivers, preamp-tuners, and integrated amps come with a handy headphone jack on the front panel? That good question is answered by another one: how many people buy a receiver based on how the music sounds coming out of the headphone jack? Answer: virtually no one. Therefore, manufacturers tend to regard headphone jacks and related electronics to be, at best, an afterthought. Even high-end gear can have surprisingly shoddy hookups for cans.

In addition, many fine headphones have massive power demands -- demands not even remotely met by the tiny little op-amps attached to most headphone jacks. AKG's phenomenal K 1000 model, for instance, requires a whopping 7 watts! A separate headphone amp is required if you want to hear what these headphones are capable of.

And if you listen to a lot of music through a portable device, consider that most portables limit the amount of power devoted to the headphone output (mainly to conserve battery power). So if you spend quite a bit of time listening to music through headphones at home or on the run, you might very well do yourself a favor by considering an amp.

Possibly the best reason for employing a headphone amplifier, however, is our old problem, that center-of-the-head sound. Many of the best headphone amplifiers utilize special electronic circuits that mimic the way we hear in free space. They add a little of the left channel's signal to the right and a little of the right channel's signal to the left, add some delay and equalization (which is based on the way sound wraps around our heads in normal hearing) and voila, natural from-the-front sound. Since everyone's hearing is different, no single approximation of natural sound works for everybody, however, so always listen to a spatial-restoration circuit before committing to buy it.

Headphone amps are available for portable devices (the HeadRoom AirHead amp is $119) and for at home (Musical Fidelity's X-Can V2 goes for $295), but you can also find models that cost a lot more.

Cable, guys

Everyone who has ever wired their stereo system with a spool of wire from a nationwide electronics dumporium, and then, later, gone out and purchased higher-quality cables, knows the good stuff does make a noticeable difference in the sound. The same can be true of headphone cables.

Of course, as soon as you open the infamous can of cable worms, phrases like "oxygen-free copper conductors and pure polyethylene dielectrics" come crawling out. No worries. Look up "What You Need to Know About Loudspeaker Cables" in our How To section and that'll give you some good ideas about speaker cable that'll help guide you through the purchase of headphone cables as well.

Big jacks and little jacks

If you find that you like the sound of the open-air headphones that came with your Walkman and you want to use them in your living room, plugged into your receiver, you're probably going to have to head back to that nationwide electronics dumporium. You're going to need a 1/4" (standard size on home audio gear) to 1/8" (standard on portable devices) adapter (also known as a miniplug to phonoplug adapter). And you'll need an adapter to go the other way if you want to use those big, comfy, good-sounding sealed headphones on your portable device.

The choices of headphones and accessories are plentiful. As always, try to get in as much auditioning time as possible before making your purchase.


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