From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #4777 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Friday, August 14 2020 Volume 14 : Number 4777 Today's Subjects: ----------------- All the Medicinal Plants of North America ["**The Lost Book Of Remedies**] ---------------------------------------------------------------------- Date: Fri, 14 Aug 2020 10:22:01 -0400 From: "**The Lost Book Of Remedies**" <**TheLostBookOfRemedies**@skyscrap.buzz> Subject: All the Medicinal Plants of North America All the Medicinal Plants of North America http://skyscrap.buzz/EHMJCzuAjpXTcuXJ6GiXP_4chSNlpL1_Aos-wzaM3_CiuKii http://skyscrap.buzz/iv4LUJcIEVvqNy4QFATfWipqnQOYpqPRnNxAB4xjbAMvn7GI Headphones can prevent other people from hearing the sound, either for privacy or to prevent disturbing others, as in listening in a public library. They can also provide a level of sound fidelity greater than loudspeakers of similar cost. Part of their ability to do so comes from the lack of any need to perform room correction treatments with headphones. High-quality headphones can have an extremely flat low-frequency response down to 20 Hz within 3 dB. While a loudspeaker must use a relatively large (often 15" or 18") speaker driver to reproduce low frequencies, headphones can accurately reproduce bass and sub-bass frequencies with speaker drivers only 40-50 millimeters wide (or much smaller, as is the case with in-ear monitor headphones). Headphones' impressive low-frequency performance is possible because they are so much closer to the ear that they only need to move relatively small volumes of air. Marketed claims such as 'frequency response 4 Hz to 20 kHz' are usually overstatements; the product's response at frequencies lower than 20 Hz is typically very small. Headphones are also useful for video games that use 3D positional audio processing algorithms, as they allow players to better judge the position of an off-screen sound source (such as the footsteps of an opponent or their gunfire). Although modern headphones have been particularly widely sold and used for listening to stereo recordings since the release of the Walkman, there is subjective debate regarding the nature of their reproduction of stereo sound. Stereo recordings represent the position of horizontal depth cues (stereo separation) via volume and phase differences of the sound in question between the two channels. When the sounds from two speakers mix, they create the phase difference the brain uses to locate direction. Through most headphones, because the right and left channels do not combine in this manner, the illusion of the phantom center can be perceived as lost. Hard panned sounds are also heard only in one ear rather than from one side. Binaural recordings use a different microphone technique to encode direction directly as phase, with very little amplitude difference below 2 kHz, often using a dummy head. They can produce a surprisingly lifelike spatial impression through headphones. Commercial recordings almost always use stereo recording, rather than binaural, because loudspeaker listening is more common than headphone listening. It is possible to change the spatial effects of stereo sound on headphones, to better approximate the presentation of speaker reproduction, by using frequency-dependent cross-feed between the channels. Headsets can have ergonomic benefits over traditional telephone handsets. They allow call center agents to maintain better posture without needing to hand-hold a handset or tilt their head sideways to cradle ------------------------------ End of alt.music.moxy-fruvous digest V14 #4777 **********************************************