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Gold plated is far from overkill. Maybe not even cable risers (https://i.pinimg.com/originals/3c/fb/05/3cfb059ec7fde97d4090...) are overkill in the audiophile community. Maybe not even your personal electricity pylon (https://thevinylfactory.com/news/japanese-audiophiles-person...) is overkill.


I hope Apple are using an audiophile-optimised memcpy() function: https://www.audioasylum.com/forums/pcaudio/messages/11/11997...

> found that a function called memcpy was the culprit, most memory players use memcpy and this is one of the reasons why memory play sounds worse ie digital sounding. Fortunately there is an optimised version of memcpy from http://www.agner.org/optimize/, using this version removes the hard edge produced by memcpy.


Or making sure they are using literals instead of variables, and using gotos: https://www.audioasylum.com/forums/pcaudio/messages/12/12050...


The trouble with this threads is they straddle a gaping chasm between complete delusion, or amazing trolling.

Just imagine if stuff was like this though and computing were more 'analogue' -- each of those 15 layers of JavaScript transpiling just degraded the quality of the end result slightly.


I have such a hard time imagining that thread being serious. Poe's law is in effect. Like seriously. What is going on with that thread?


Really weird things happen with half-knowledge and fixed ideas built on it. If you "know" it'll sound different, it will sound different to you. Combine that with actual, unrelated variations and maybe a bug that fits the pattern at some point...


This shit always gets me. I don't care how much you spend on electrostatic speakers, granite slabs, acoustic treatments, and magic speaker wire — your room will never, ever sound as good as a decent pair of headphones.

That said there absolutely is a case for high-bitrate, losslessly-compressed, DRM-free, watermark-free audio as the standard, and that is sampling and remixing. Slowing down a 320 kbps mp3 by just 50% sounds like shit.


Some of the people concerned about room response are listening to surround-sound classical recordings. In works that involve a spatial element -- for example an orchestra in front and players that move around the hall (or are embedded within the audience), creating a 360° soundstage -- headphones just don't preserve that as well as actual speakers.


Headphones with a proper HRTF preserve that perfectly fine better than any actual speaker setup ever can. The typical demo for this functionality is https://www.youtube.com/watch?v=IUDTlvagjJA


Recordings have to be specially recorded and processed for that. There are however many older recordings that were made without the use of such technology and are expected to be played on speakers in 5.0.


You can apply the same virtually as well: simulate a raytraced environment with 5.0 speakers and furniture, simulate an HRTF, and generate the resulting 2.0 audio.

It's possible to do this in a way that's not in any way distinguishable from a real 5.0 setup


I don’t think it is realistic to expect an ordinary home listener of some old SACD 5.0 recording to carry out some elaborate simulation involving the specific furniture in his home, just to listen to something on headphones.


The user themselves not, but if you have some apple homepods and airpods max, they can build the same model and actually do that (and that's part of their spatial audio).

Dolby provides a similar system, but with a generic room simulation, as do several others.


You joke but I wouldn't want to risk dirtying $10,000 cables by putting them on the floor.




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