Official Video Text  Transcript

This video explains 360 Reality Audio, an immersive sound experience provided by Sony.

 

The video begins with a notification prompting viewers to put headphones on to enjoy the full immersive music experience.

 

An introductory voice-over explains the creative process that drives humans to develop new technologies and ways of creating. This is accompanied by an animated graphic, demonstrating how individual sounds such as vocals, chorus and instruments might be individually placed around a listener, in a 360 spherical field supported with innovations like Sony’s object-based 360 Spatial Sound technology. Images of audio mixing desks and the conceptual mapping of different sounds, applying different positional information to each sound source in relation to the listener. The intent is to deliver new creative possibilities, with a precision so that artists can express their music exactly as they intended.

 

This is followed by a 30 second audio demonstration where the viewers can listen to 360 Reality Audio, and compare it with conventional stereo. Viewers are reminded the full experience can be had by wearing their own headphones. An animated graphic of a headphone-wearing figure, and then a rotating figure at the centre of a globe of spatial sound, visually represents the difference in sound immersion.

 

Next, the video explains that 360 Reality Audio is realised through collaboration among the music industry, distribution services, and product manufacturers, and involves three main processes: production, distribution, and playback. The creation process is represented against a background of undulating blue particles, on top of which the process of Creating > Streaming > Playback are represented by icons and images of arranging sound sources on a computer screen, a collage of familiar album cover images, and a woman relaxing on a sofa and listening to music with headphones on.

 

As the voice over begins to describe the creation process, video of Grammy Award-winning producer Keith Harris is shown putting on Sony headphones to use the 360 Reality Audio production tool, 360 WalkMix Creator™. His intuitively placement of vocals and instrument sounds in the 360 spherical field. Screenshots of the software demonstrate a similarly intuitive method of moving sounds, as shots show Harris moving to the energy of his creation and works with a keyboard and audio mixer. A montage of photos introduces studios, in major cities around the world, involved in 360 Reality Audio content production.

 

The studio images then transition to a collage of album art images, across a wide and rapidly growing range of genres and artists, which are available in 360 Reality Audio for streaming.

A smartphone in landscape orientation, with soundwaves spreading from either side of the screen, shows a music video playback interface as the voiceover describes the new opportunities arising from the ability to combine both 360 Reality Audio and video content together for more immersive and present ways to experience live music via streams.

 

A series of logos of popular music streaming services appear to highlight the availability of 360 Reality Audio right now.

  

Finally the voiceover explains how 360 Reality Audio can be enjoyed with various styles of headphones and 360 Reality Audio Certified Speakers. The experience is illustrated with an image of a woman wearing headphones and enjoying sound sources arranged in the 360 spherical field around her head, then an illustration of a living room where immersive sound can be enjoyed through speakers along with a big screen TV to display a live music performance.

 

The video ends with a sampling of the well-known and highly-respected hardware brands building 360 Reality Audio products, followed by the tag line “So immersive. So real”, then the 360 Reality Audio motion logo and the Sony animated logo.