The big difference between someone with mics on their head and the aliens from A Quiet Place is the aliens are stronger, faster, and willing to throw themselves into a wall to get a kill. If Sam had the same aggression as those aliens, he likely would have gotten more kills, but humans have caution and self-preservation, so he walked more slowly and cautiously to avoid hurting himself. The aliens don't give a crap lol
They do have caution and self-preservation as they are living creatures. Their threshold of harming themselves is just higher. Nude Emperor penguin can easily jump into freezing cold sea water and swim for several weeks. Human similarly equipped would die in minutes from same water.
I think Sam's caution was from not wanting to break the mic setup. If he ran into a wall, it would've hurt a little but he'd be fine. But the mic setup might've been broken, and that's not something he can risk. So his movements were slow and careful because of that. And yet, he did an amazing job. With pure sound, he consistently located the others and he got one of them each round.
Maybe partially lit like a broken down building whose wiring and lighting is partially shot due to whatever plotpoint catastrophy. Flickering lights and all
I think they need to actually set that up, and play more rounds. I love tjis concept, because there's a Korean game called zombie that is basically this, but no tasks or special gear.
So, Sam...I have a new approach for you. Some context, my Dad was born blind and was a bit of a champion for the blind community. As such, he received a number of technologies over the years that were intended to assist the blind community. One of them (from like the late 80s/early 90s) was a device that emitted ultrasonic frequencies and converted them to stereo sound. This was all done via a very clunky glasses/headphones device. But, I remember using it just for fun. It essentially allowed you to echo-locate things around you. Really solid things like walls would be converted into a high pitched static...while "softer" things like a hanging branch over the sidewalk would sound more muffled. If you really want to replicate the aliens from A Quiet Place...I think you'd want to replicate not only their elevated hearing, but also their ability to "see" via echolocation. I think this can be done with a little research. I can tell you first hand that I played around with this device and could navigate around my house and yard without peeking. Anyway...just a thought.
You should try setting up a vr headset with a render of the studio where the walls only appear when you're close to better reassemble echo location and let Sam move around without fear of bumping into walls and door frames
@@MrMiguel211i don’t want to be that guy so I want to emphasize this isn’t an attack, but Framestore the company that worked on over 300 vfx shots has over 3000 employees across their different locations around the globe and that isn’t counting freelance artists they’ll take on at times of heavy load. While they might not have that much time, I doubt corridors production pipeline is slower than a huge blockbuster movie’s. Again just sharing my opinion and not trying to be an um, actually person 👍🏼
Also not trying to discount either company I just see a lot of people comparing the professional vfx industry to the anime industry and the horrors you hear from those companies
@@legocreators I'm just going to say that the anime industry is the peak of entertainment crunch culture built up over decades. The comparisons to that are VALID, but usually exaggerated just to prove a point that crunch culture in general is bad for 99% of people. While yes there will be crunch when you work on several big projects in a large company unless they hire more than what would logically make sense for their profits (Not a justification, just an objective fact) it is undoubtedly nowhere near as bad as the anime industry where it is a usually 3-6 month cycle of crunch based on a weekly release cycle where actual visual production will often start within the same year of release and episodes are often worked on up until the day they're due... for the mid tier productions. Now take something like JJK, Frieren (Based), or Mushoku Tensei and you have uhhhh *VERY serious work windows. With LOTS of employees working for not very much more money than the lower average salary person.* Meanwhile VFX artists for big studios typically (Not always) have a lot more time to work on each shot and get paid objectively more money. Is there crunch? Yes. Am I trying to minimize what they go through or the immense amount of knowledge and work they have to put into production? No. But even with all that is it as bad as the anime industry? More often than not, *hell* no. Outside of Kyoani, he anime industry has had a problem for years now of an aging workforce behind the scenes because new employees realize how rough it is and understandably back out. You have to have an immense passion for the art to even stick it out long enough to get acclimated. The animation industry already filters people out globally and the anime industry in particular filters an even higher percentage. Shit's rough out there man.
So, sound localisation was literally the topic of my PhD. Really enjoyed this video. Some context: There are 4 main types of cues we use for localisation. Spectral filtering by our pinnae (the flappy bits of our ears that we see), interaural level differences (difference in sound level between ears), interaural time differences (difference in timing between ears), and dynamic cues (how those interaural differences change as we move). By using head-mounted microphones, Sam is getting rid of the unique spectral filtering that his ears do, simply by being the shape they are. These are cues that he's learned over his whole life, but are mainly used to give him information about the height of a sound. You could get round this by using in-ear microphones, but the compression (see below) would still alter this. You can learn new pinna cues, but it takes about a fortnight of constant use to get back to your natural ability. The level-difference cues are trickier to work out. Normally, we compare the difference in level between our ears since our head creates a shadow for the ear facing away from the sound. But where the mics are mounted, he'll have lost that effect. However, I don't know how directional those microphones are. Buuut, the bigger issue is the “limiter”. I don't know whether it was a hard limit, or a linear compression, or something else that was used to prevent Sam from destroying his hearing, but it makes level differences much smaller than they should be. This is something that can happen with hearing aids too, and can actually cause sounds to feel like they're at the opposite side from where they really are. So to the main event, time difference. A sound off to the left will reach the left ear before the right one (and vice versa). For lower pitched sounds, we can detect these tiny differences and use them to figure out the direction. Cranking the volume up won't affect this. But the fact that those mics are further apart than Sam's ears likely means he had a “zoomed in” perception of direction, which is probably what really made this possible for him after taking away all those other cues.
And since I didn't mention the dynamic cues in the main explanation, their main use is that front/back are ambiguous with just the binaural cues. But when we turn our heads (even by a small amount) the cues will change one way or the other depending on if the sound is in front or behind. Given that the microphones are directional, these aren't going to have been as important here.
@@benja_mint I think a chunk of it was Sam's knowledge of the space around him. That meant once he detected a sound, it was easier to figure out what it was and therefore where
Not sure about dogs but I know Cats also use their long eyebrows and whiskers to sense vibrations on the air, so no matter how quiet you are they still feel the vibrations of you getting closer to it.
@@deathpie24i dont think it works with your own finger. Most people are subconsciously aware of where their own limbs are even without seeing or hearing it
@kirtil5177 While that is true, you can still substitute it with another object The point is that you can sense it even if you can not see it You can start with your own finger and then switch it out Have someone else try it on you as well to have a control experiment
I think a great next edition for this would be using your guys’ 3D VR rendition of the office and replicate it so that sam can see his surroundings like echo-location but still have to track down the people by sound. Then he could REALLY chase them down!!
A cool addition to this would have been a VR headset that was displaying a 3D scanned environment of the studio. That way he could see where he was walking around and not be limited by the fear of hurting himself. They’d still be invisible and he’d have to rely on his ears to find them. The monsters in the movies didn’t care if the bumped into the corner of a desk so they weren’t limited by their fear.
@@AltonVHearing aids are pretty sensitive but they usually have no treble response (mine are limited to 6500Hz), and the miniscule transducer that transfers audio being picked up by the single mic on each hearing aid (as well as the AGC and mic capsule itself) adds a layer of coloration and distortion that, to the average Joe who doesn't suffer from hearing loss, would think they sound robotic (in a subtle way) and artificial. You get used to it after a while, but hearing aids were never designed to restore hearing to such individuals at a Hi-Fi level. They were simply made to amplify the specific frequencies at which each individual suffers from hearing loss, and they are certainly improving with time, but they're not perfect. They're ridiculously expensive (easily costing thousands for a pair), and for that price level you can get a really good pair of binaural in-ear microphones that are on a totally different level compared to even a typical XY config. stereo microphone. If you want to how how eerily good such mics can sound, I'd recommend you watch Oluv's Gadgets' video on the "JBL Partybox 1000 - Outdoor Sound Demo".
I recently finished a class on perception as part of my neuroscience major. One really interesting thing I learned is that while many animals have far better hearing in terms of frequency range and overall sensitivity, this is only because humans traded that for something else. Humans have unparalleled auditory acuity and clarity. Our inner ears and auditory cortexes are highly tuned for an incredible degree of detail. For instance, you can be in a loud room full of people talking and yet your friend can call your name from across the room and you can hear them distinctly, locate them based on that utterance, tell who they are solely based on voice, tell what mood they are in based on their tone, and tell the level of urgency/importance in their voice. Most animals would fail at even hearing such a call in the first place, while almost all other animals would fail in trying to do anything more than locating the speaker. This ability is the result of the highly complex social lives and even more complex languages of humans
A lot of people had auditory processing issues keeping them from differentiating between different people talking though. A friend that is right in front of me will have to yell if we're in a large public area with a lot of people I ended up getting my hearing checked, and I'm not hard of hearing, I actually have better than average hearing and the dpctor's device couldn't test how quiet and high of a frequency I could hear
this is such a cool idea! I think trying this out with a 360º mic may yield interesting results. Sam can only hear what's in front of him with the set up whereas the monsters would be able to have an entire spatial auditory image
haha hes got his usual cosmere shirt on, always rooting for him. dragonsteel/bridge 4/rafo, hes always got dope stormlight shirts haha i cant believe that audible ad he did for mistborn and warbreaker was like a decade ago
I think part of it comes down to the fact that the monsters are willing to get hurt, or maybe they don't really get hurt from running into walls and such, as compared to most people. We'd rather not run face first into a wall or the corner of a desk on accident, which slows our speed when doing something like this, where the monsters would just full sprint at whatever noises they heard.
The pinnae, or outer ear, is the primary 3d location device in humans. The reflections off of the outer ear help us determine triangulation. Analog Binaural recording demonstrates this well. When i was in a psychoacoustics class in an audio engineering program in the early 90’s, it was demonstrated with a dummy head with ‘average’ shape sculpted pinnae for ears and lav mic’s in the location of the ear drums. The instructor put a piece of paper on top of the head while we listened with headphones and it actually sounded as if the paper was on top of our own heads due to recording the comb filtering effect of the outer ear reflections. Same with location when the instructor walked to different locations while speaking. Beyond left and right, you could determine front/back. Without pinnae we can hear stereo, but the pinnae help provide up/down and front/back directionality providing spacial triangulation.
Destin from Smarter Every Day did a video about this once. He blindfolded his son and made he recognize the source of a sound, which he did with no problem. Later, Destin placed playd'oh (I think) to distort the shape of his son's pinnaes. He was clueless and unable to point the direction of the sound!
I have about 80 decibels of hearing loss in my left ear (my right ear is normal), so I'm basically deaf in my left ear. What's interesting is I can still locate sounds above, below, and behind me. I just can't locate sounds that are around me in a left/right sort of thing. Unfortunately this means for me: virtual 3d audio doesn't work for us mono hearing folks.
@@Isnogood12 Yes and no. It's worth remembering that we don't get direction for free with sound. We calculated it, and that can go wrong. Our ability varies with sound type, frequency, and direction. Aside from that, we do get some cues of distance. In a reverberant space that we know, we can use the timings of echoes and the direct sound to get a better idea of where in the space a sound is, almost like having extra ears. In an anechoic environment, we can use the fact that the air absorbs different frequencies differently as a rough gauge of distance. And the pinna cues and interaural differences can vary from near field to far field.
Honestly this video put such a smile on my face. Corridor looks like such a fun place to work. It legit looks like just a bunch of adults who still have that childish whimsy in them allowing them to essentially play fun games like blind tag as adults xD
At the end, sam talking about gulp being so recognizable is quite true. Our hearing is very much geared towards hearing minute details in specofic kinds of sounds, like speech. So the recognition of speech and similar human sounds is much further than other sounds a human might make (unclipping bags or velcro). When learning stealth stuff in the military, its very "dont speak" even if you can be quieter than other things. Since brains can recognize speech at lower volumes/greater distances.
I think the best part of the movie, was that it looked like you guys had a blast. Either you are really good actors or can be really happy enjoying your job :)
I think it’s fair to assume the creatures would also have superior audio-spatial processing, so I kind of thought you’d take it up a notch and use some kind of screen to visualize your audio input
I would say that getting one is still a win. As animals/monsters that have had this hearing all their lives, they have honed in to what they are hunting. They have had years to perfect the ability to pinpoint and adjust to the sounds their prey makes. Sam is going into this as a beginner, I am sure over time, he will perfect his hearing ability.
I think what makes the creatures from ‘a quiet place’ so scary is that they have the heightened hearing but also that they’re super fast and super durable. They don’t have to worry too much about bumping into things as they run
I once plucked some strings on my guitar and I swear I could see the vibrations coming from the strings and flowing through the space in my room! Well…uh, granted I was high af on acid, but it was still cool!!!
The monsters in the movie are way faster than people, right? In the game, everyone should have to walk at a medium or slow pace to mimic the disparity.
@@rayhan4502 The thing in the video. It's very game-like. It's like them Node IRL games they used to make. Also some Corridor Crew ones. Though the only ones I could think of off the top of my head are the prison simulator and the drone prisoner chase games.
This was much more entertaining than the video parodying the Quiet Place. I wonder just how precise you could get after wearing the helmet for a longer period of time
actually dolphins DO visualize sound. They have studied this. You can communicate the shape of a complex object through only the use of sound and the dolphin can then search for an object that meets that sonar signature and retrieve it.
I’ve read someone in a youtube comment write that some *people* can end up “seeing” a representation of what they perceive through hearing? “seeing” as in, they report the subjective experience being as if they saw something. Of course, “someone writing a youtube comment” isn’t a great source for this, and “a youtube comment where someone remembers another youtube comment on a different video, weeks ago” is an even worse source. So, you definitely should not take my comment as significant evidence that what it describes is a real thing that happens. But maybe enough evidence that it could be worth looking to see if there is any substantial evidence easily available? I believe the video the comment I saw was on the video by “The Thought Emporium” that was also about navigating through audio by a helmet kind of like in this video. Looking it up, I do find more trustworthy sources saying that human echolocation uses visual cortex, but haven’t found clear confirmation of the “subjectively similar to sight” claim. For that, I think you would need someone who had been sighted recently enough (perhaps even currently) but who had a lot of practice with echolocation-while-not-seeing-with-eyes.
4:34 Although the two are often interchangeable, what Sam's describing here is a compressor; a limiter only attenuates the overall signal peaks based on a threshold (say, unity gain) whereas a compressor squashes the dynamic range between quiet and loud. I imagine he would have both on his signal chain though 😀
Well a limiter is a type of compressor. A compressor simply applies gain reduction when a signal exceeds a threshold. A limiter specifically though is often characterized by a very high compression ratio and an extremely fast attack and release time, usually used with the intention of transparently attenuating peaks, although they can be used less subtly as an effect as well. When the term compressor is used as opposed to limiter, that usually implies a much lower compression ratio, much slower attack time, and a somewhat slower release time. All compressors, limiter or not, will reduce dynamic range though. In this case, Sam was probably just using his recording device's built-in limiter for monitoring
3:34 22dB is a LOT. The Decibel scale is logarithmic, so each point is based on part of an exponential growth (this would be amplitude, so the growth factor is 10¹/²⁰ where increasing the amplitude 10 times is equal to 20dB.) If the "monster" had hearing that is 22dB then it hears about 11 times better than a human, meaning that tgwy hear things 11 times louder than a human could.
Taking that into consideration, that a human can hear a gunshot outdoors (depending on weapon and conditions) anywhere from 2 miles away to 8 miles away. So imagine drawing the attention of every one of those things in a 22 mile radius, or possibly as far as a 88 mile radius. Oh, and they're armored. And hella strong
@@tearstoneactual9773 They must use lots of brain capacity to filter such sensory stimuli and ironically enough they should be very sensitive to loud sounds and frequencies. Analogue: spend lots of time in dark to get your eyes very adjusted and then go to very brightly lit space. It hurts a lot. Maybe sounds humans think weak are so loud they cause pain and they attack everything that hurts them.
It is generally accepted that an increase of 10dB results in a doubling of perceived loudness. So a difference of 22dB would be a little over four times as loud.
3db is a doubling of sound energy, counting this out gives you a roughly 10x increase in sound energy for every 10db, 22db would be a nearly 200 times increase in energy. As others have mentioned, our hearing is non-linear, and a 10db increase sounds roughly twice as loud. Making 22db a perceived 4-5 times increase
You should use a VR headset to be able to see the hearing, like have echolocation as well so you don't run into things. It could also label the direction sound came from.
Good thing you guys had music blasting the whole time so the viewers don't know anything thats happening or if the mic thingy even works! Great Editing!
The scene at the beginning is very creepy like the ears for eyes, and I’d love to make one of these and play a game with them like in the woods at night or something that would be creepy
This seems like a really fun game! Maybe put the mic rig in a crash cage on a durable robot and have a blindfolded human remote control it? In a destructable environment. So no worries about bumping into or destroying anything, run! It would pose an interesting challenge since the more debris is created, the more natural distractions there would be. Or play in the dark since the monster doesn't get to see with echolocation, to even the playing field.
This was so much fun to watch. Considering that a species as such may evolve like “Daredevil” to actually visualise from the soundscape, I am convinced that they can be a lot more lethal than the movies give credit to them.
This would make an amazing VR game, have it do like a daredevil style radar when ever a sound is made. A few environmental things that make sound naturally, like bird tweeting lighting up a portion or player steps on glass in the game, but also distractions as well a alarm clock by a mannequin, players could even try and sit so still they look like a mannequin, lots of ideas.
"there are two of them, on either side of our head" either refers to both sides, not both at the same time and "two" already says there are only two :P (sorry i know you only made a joke)
Thought about the same. Super hearing like they showed in the movie would be defeatable with just really loud noises. Like, set a radio on ear-hurting or even permanently damaging volume, and those monsters would have it 11 times worse.
We ourselves have a mechanism that protects our ears in case of loud noises, look up "Tensor tympani muscle" if interested. The idea is so central that I doubt the writers have neglected that detail, but to be honest I haven't seen any of that content.
@@TheKrister2 Think it was more frequency than anything because how the movie resolves the problem wouldn't make much sense if it was due to loudness. Like the usage of guns would probably be permanently damaging for creatures with that sensitivity of hearing especially indoors.I mean realistically horror movies like these fall apart once you start thinking about them at all. Like the military would probably dealt with them quite swiftly if it was a matter of loudness.
@@TheSpoonyCroy Yeah or you just have to accept that the monsters hearing range is absolutely insane and they are fine with even very very very loud noises. You can just write they can isolate noises at will and ignore the rest. We do that ourselves by ignoring background noise all the time.
I want to see the team come up with some sort of VR sonar-esque system using this blind head-mic setup. Rather than emitting sound to image the space, is there a way to visualise audio input from the mics within the stereo field, in VR? Would require the addition of an accelerometer or something on the helmet to translate the wearer’s movement but most vr headsets have those right? Maybe the wearer would be seeing all black and sounds create visual noise. Higher amplitude = larger/brighter visual ping, different frequencies could be different colours to help contextualise what you’re ’seeing’. It would still be a fun challenge because the visualiser only clarifies stereo placement, volume and frequency input, it doesn’t give any 3-dimensional information like a real sonar system, so you’d still have to rely on your natural instincts for understanding when sounds are coming from different distances or from round corners etc. maybe more effort than it’s worth but I’d love a corridor crew/old school NODE or LAN party link up where they play some group games in an airsoft venue or an abandoned building
The big difference between someone with mics on their head and the aliens from A Quiet Place is the aliens are stronger, faster, and willing to throw themselves into a wall to get a kill. If Sam had the same aggression as those aliens, he likely would have gotten more kills, but humans have caution and self-preservation, so he walked more slowly and cautiously to avoid hurting himself. The aliens don't give a crap lol
They aggro on a lot of stuff too. They would have destroyed the microwave as soon as they could get to it.
They do have caution and self-preservation as they are living creatures. Their threshold of harming themselves is just higher. Nude Emperor penguin can easily jump into freezing cold sea water and swim for several weeks. Human similarly equipped would die in minutes from same water.
the difference is the aliens were born that way and spent whole lives without sight
I think Sam's caution was from not wanting to break the mic setup. If he ran into a wall, it would've hurt a little but he'd be fine. But the mic setup might've been broken, and that's not something he can risk. So his movements were slow and careful because of that.
And yet, he did an amazing job. With pure sound, he consistently located the others and he got one of them each round.
@@wanderingshade8383 Also the fact he was as inexperienced being "blind hunter" as his targets were being hunted by one.
It'd be cool if they tried this game in the dark, so the hearing person has an advantage.
Maybe partially lit like a broken down building whose wiring and lighting is partially shot due to whatever plotpoint catastrophy. Flickering lights and all
I think they need to actually set that up, and play more rounds. I love tjis concept, because there's a Korean game called zombie that is basically this, but no tasks or special gear.
I think if they had rules on clothing, like you have to wear shoes because whatever lore they create for this setting or something
@@nighpaw4651 that makes sense.
hearing person has the advantage. they cant die
Oh yea, that opening shot wasn't horrifying at all
Fr
Nothing short of just regular corridor crew shenanigans!
Straight nightmare fuel
"How about I shuffle the functions of every hole in your face?"
hear hear :D
So, Sam...I have a new approach for you. Some context, my Dad was born blind and was a bit of a champion for the blind community. As such, he received a number of technologies over the years that were intended to assist the blind community. One of them (from like the late 80s/early 90s) was a device that emitted ultrasonic frequencies and converted them to stereo sound. This was all done via a very clunky glasses/headphones device. But, I remember using it just for fun. It essentially allowed you to echo-locate things around you. Really solid things like walls would be converted into a high pitched static...while "softer" things like a hanging branch over the sidewalk would sound more muffled. If you really want to replicate the aliens from A Quiet Place...I think you'd want to replicate not only their elevated hearing, but also their ability to "see" via echolocation. I think this can be done with a little research. I can tell you first hand that I played around with this device and could navigate around my house and yard without peeking. Anyway...just a thought.
The thought emporium (youtube channel) did something very similar to this a few months ago if you haven't seen that video, pretty fascinating.
You should try setting up a vr headset with a render of the studio where the walls only appear when you're close to better reassemble echo location and let Sam move around without fear of bumping into walls and door frames
Trying to make a setup that uses actual echolocation to render the real world into VR would be so great
@@levismith5169 theu have pass through
@@levismith5169 That would be dope and sounds like a project they need to to do.
Jordan stress eating popcorn while Wren is being chased by a blind monster is a crazy visual.
ngl, those ears on eyes at the beginning are much better composited than the third eye of Dr. Strange lmao
That's because these guys are not crunched by companies to whip up incredibly time consuming VFX shots orders every nano second
@@MrMiguel211i don’t want to be that guy so I want to emphasize this isn’t an attack, but Framestore the company that worked on over 300 vfx shots has over 3000 employees across their different locations around the globe and that isn’t counting freelance artists they’ll take on at times of heavy load. While they might not have that much time, I doubt corridors production pipeline is slower than a huge blockbuster movie’s. Again just sharing my opinion and not trying to be an um, actually person 👍🏼
Also not trying to discount either company I just see a lot of people comparing the professional vfx industry to the anime industry and the horrors you hear from those companies
@@legocreators I'm just going to say that the anime industry is the peak of entertainment crunch culture built up over decades. The comparisons to that are VALID, but usually exaggerated just to prove a point that crunch culture in general is bad for 99% of people.
While yes there will be crunch when you work on several big projects in a large company unless they hire more than what would logically make sense for their profits (Not a justification, just an objective fact) it is undoubtedly nowhere near as bad as the anime industry where it is a usually 3-6 month cycle of crunch based on a weekly release cycle where actual visual production will often start within the same year of release and episodes are often worked on up until the day they're due... for the mid tier productions. Now take something like JJK, Frieren (Based), or Mushoku Tensei and you have uhhhh *VERY serious work windows. With LOTS of employees working for not very much more money than the lower average salary person.*
Meanwhile VFX artists for big studios typically (Not always) have a lot more time to work on each shot and get paid objectively more money. Is there crunch? Yes. Am I trying to minimize what they go through or the immense amount of knowledge and work they have to put into production? No. But even with all that is it as bad as the anime industry? More often than not, *hell* no. Outside of Kyoani, he anime industry has had a problem for years now of an aging workforce behind the scenes because new employees realize how rough it is and understandably back out. You have to have an immense passion for the art to even stick it out long enough to get acclimated. The animation industry already filters people out globally and the anime industry in particular filters an even higher percentage. Shit's rough out there man.
still makes me cringe in discomfort
"How'd work go, honey?"
"We played hide and go seek"
"That's nice, wait what?"
I pee☹️...
@@Birdie2003 what 💀
@@MusicMachine123he pee☹️…
I pee☹️…
@endavenger8504 Excuse me, i'm a lady
So, sound localisation was literally the topic of my PhD. Really enjoyed this video. Some context:
There are 4 main types of cues we use for localisation. Spectral filtering by our pinnae (the flappy bits of our ears that we see), interaural level differences (difference in sound level between ears), interaural time differences (difference in timing between ears), and dynamic cues (how those interaural differences change as we move).
By using head-mounted microphones, Sam is getting rid of the unique spectral filtering that his ears do, simply by being the shape they are. These are cues that he's learned over his whole life, but are mainly used to give him information about the height of a sound. You could get round this by using in-ear microphones, but the compression (see below) would still alter this. You can learn new pinna cues, but it takes about a fortnight of constant use to get back to your natural ability.
The level-difference cues are trickier to work out. Normally, we compare the difference in level between our ears since our head creates a shadow for the ear facing away from the sound. But where the mics are mounted, he'll have lost that effect. However, I don't know how directional those microphones are. Buuut, the bigger issue is the “limiter”. I don't know whether it was a hard limit, or a linear compression, or something else that was used to prevent Sam from destroying his hearing, but it makes level differences much smaller than they should be. This is something that can happen with hearing aids too, and can actually cause sounds to feel like they're at the opposite side from where they really are.
So to the main event, time difference. A sound off to the left will reach the left ear before the right one (and vice versa). For lower pitched sounds, we can detect these tiny differences and use them to figure out the direction. Cranking the volume up won't affect this. But the fact that those mics are further apart than Sam's ears likely means he had a “zoomed in” perception of direction, which is probably what really made this possible for him after taking away all those other cues.
And since I didn't mention the dynamic cues in the main explanation, their main use is that front/back are ambiguous with just the binaural cues. But when we turn our heads (even by a small amount) the cues will change one way or the other depending on if the sound is in front or behind. Given that the microphones are directional, these aren't going to have been as important here.
for the reasons you mentioned, i did not expect this to work half as well as it did. it was pretty awesome.
@@benja_mint I think a chunk of it was Sam's knowledge of the space around him. That meant once he detected a sound, it was easier to figure out what it was and therefore where
Very cool. Thank you for your knowledge
Why every social media comment can't be like this? This is cool man..!
Not sure about dogs but I know Cats also use their long eyebrows and whiskers to sense vibrations on the air, so no matter how quiet you are they still feel the vibrations of you getting closer to it.
Slowly put your finger near the bridge of your nose, between your eyes
May feel weird
Not do it with your eyes closed
@@deathpie24i dont think it works with your own finger. Most people are subconsciously aware of where their own limbs are even without seeing or hearing it
@kirtil5177 While that is true, you can still substitute it with another object
The point is that you can sense it even if you can not see it
You can start with your own finger and then switch it out
Have someone else try it on you as well to have a control experiment
@@deathpie24 what supposed to happen?
@@deathpie24you can command the hand it’s not really fair you can always expect the hands location by feeling it
I think a great next edition for this would be using your guys’ 3D VR rendition of the office and replicate it so that sam can see his surroundings like echo-location but still have to track down the people by sound. Then he could REALLY chase them down!!
this is a GOOD idea, if he can move around the rooms more confidently it should work so much better
Brilliant!!
Also could allow for him to move at the same speed as the creatures!
I like this, I really do think this is the move
That would be awesome
A cool addition to this would have been a VR headset that was displaying a 3D scanned environment of the studio. That way he could see where he was walking around and not be limited by the fear of hurting himself. They’d still be invisible and he’d have to rely on his ears to find them. The monsters in the movies didn’t care if the bumped into the corner of a desk so they weren’t limited by their fear.
That head rig is so cool! We've got lots of tech to enhance vision, first time seeing something for sound. Also, thanks the shoutout Sam!
Hearing aids?
Good tactical earphones would do just that, in a slimmer form factor
@@AltonVHearing aids are pretty sensitive but they usually have no treble response (mine are limited to 6500Hz), and the miniscule transducer that transfers audio being picked up by the single mic on each hearing aid (as well as the AGC and mic capsule itself) adds a layer of coloration and distortion that, to the average Joe who doesn't suffer from hearing loss, would think they sound robotic (in a subtle way) and artificial. You get used to it after a while, but hearing aids were never designed to restore hearing to such individuals at a Hi-Fi level. They were simply made to amplify the specific frequencies at which each individual suffers from hearing loss, and they are certainly improving with time, but they're not perfect. They're ridiculously expensive (easily costing thousands for a pair), and for that price level you can get a really good pair of binaural in-ear microphones that are on a totally different level compared to even a typical XY config. stereo microphone. If you want to how how eerily good such mics can sound, I'd recommend you watch Oluv's Gadgets' video on the "JBL Partybox 1000 - Outdoor Sound Demo".
@@brigganthewolf1461 I never said that they are perfect
New escape room v2.0
I recently finished a class on perception as part of my neuroscience major. One really interesting thing I learned is that while many animals have far better hearing in terms of frequency range and overall sensitivity, this is only because humans traded that for something else.
Humans have unparalleled auditory acuity and clarity. Our inner ears and auditory cortexes are highly tuned for an incredible degree of detail.
For instance, you can be in a loud room full of people talking and yet your friend can call your name from across the room and you can hear them distinctly, locate them based on that utterance, tell who they are solely based on voice, tell what mood they are in based on their tone, and tell the level of urgency/importance in their voice.
Most animals would fail at even hearing such a call in the first place, while almost all other animals would fail in trying to do anything more than locating the speaker.
This ability is the result of the highly complex social lives and even more complex languages of humans
A lot of people had auditory processing issues keeping them from differentiating between different people talking though. A friend that is right in front of me will have to yell if we're in a large public area with a lot of people
I ended up getting my hearing checked, and I'm not hard of hearing, I actually have better than average hearing and the dpctor's device couldn't test how quiet and high of a frequency I could hear
imagine bending down to hide near these creatures and your knees crack cuz you're old af ☠
Old, brother im 19 and i gotta streach every time i wanna bend down or else i risk the chance of looking like the default ragdoll death
@@west7352 You mean like in Fallout 3? In that case, have you leaned to fly or are you just still in orbit? :D
my right knee has been popping since i was 13.... but it hasn't deteriorated much since, either. so i can't really complain much, lest i jinx myself
@@360.Tapestryjust go and see a doctor. I made the mistake to not see a doctor once and it ended up me being a chronic pain patient only a year later
Bro I’m 13 and my knees crack
this is such a cool idea! I think trying this out with a 360º mic may yield interesting results. Sam can only hear what's in front of him with the set up whereas the monsters would be able to have an entire spatial auditory image
13:55 Wren understood the assignment.
I hate it but all is fair.
haha hes got his usual cosmere shirt on, always rooting for him. dragonsteel/bridge 4/rafo, hes always got dope stormlight shirts haha
i cant believe that audible ad he did for mistborn and warbreaker was like a decade ago
@@KaladinVegapunk Didn't Wren pop in with BrandoSando's channel for a discussion on superpowers a couple of weeks back?
That's what you call, Lateral thinking.
I think part of it comes down to the fact that the monsters are willing to get hurt, or maybe they don't really get hurt from running into walls and such, as compared to most people. We'd rather not run face first into a wall or the corner of a desk on accident, which slows our speed when doing something like this, where the monsters would just full sprint at whatever noises they heard.
Just imagine an already blind person and have been living using their ears who's chill enough and will take it seriously to cooperate with this
That would be cool
Blind person with enhanced hearing chasing me. Oh no!
@@reaganmonkey8 be like the Don't Breathe movie
There are who already do; for example daniel kish. He uses clicks to navigate the world and can even ride a bicycle He did a ted talk about it too.
@@natan51 I think he's saying have someone who's actually blind and does that try this challenge
0:01 jumpscare
edit: i think this is the most likes i have ever gotten i cant belive people like something i made yipee
aaa
Wren: this will be easy
Sam: how easy will it be when I’m aiming a Glock at you
Wren: 😧😧😧😧
The rest of the crew randomly overhearing this: 😮😮😮😮
That shit out of context would be fucking hilarious haha
Best sponsorship segment I’ve ever seen 😂😂 5:05
The pinnae, or outer ear, is the primary 3d location device in humans. The reflections off of the outer ear help us determine triangulation. Analog Binaural recording demonstrates this well. When i was in a psychoacoustics class in an audio engineering program in the early 90’s, it was demonstrated with a dummy head with ‘average’ shape sculpted pinnae for ears and lav mic’s in the location of the ear drums. The instructor put a piece of paper on top of the head while we listened with headphones and it actually sounded as if the paper was on top of our own heads due to recording the comb filtering effect of the outer ear reflections. Same with location when the instructor walked to different locations while speaking. Beyond left and right, you could determine front/back. Without pinnae we can hear stereo, but the pinnae help provide up/down and front/back directionality providing spacial triangulation.
Destin from Smarter Every Day did a video about this once. He blindfolded his son and made he recognize the source of a sound, which he did with no problem. Later, Destin placed playd'oh (I think) to distort the shape of his son's pinnaes. He was clueless and unable to point the direction of the sound!
I have about 80 decibels of hearing loss in my left ear (my right ear is normal), so I'm basically deaf in my left ear. What's interesting is I can still locate sounds above, below, and behind me. I just can't locate sounds that are around me in a left/right sort of thing.
Unfortunately this means for me: virtual 3d audio doesn't work for us mono hearing folks.
Yeah, but the problem compared to vision is that hearing only has direction and volume as paremeters, while vision also has distance/depth.
This is how ASMR works.
@@Isnogood12 Yes and no. It's worth remembering that we don't get direction for free with sound. We calculated it, and that can go wrong. Our ability varies with sound type, frequency, and direction.
Aside from that, we do get some cues of distance. In a reverberant space that we know, we can use the timings of echoes and the direct sound to get a better idea of where in the space a sound is, almost like having extra ears. In an anechoic environment, we can use the fact that the air absorbs different frequencies differently as a rough gauge of distance. And the pinna cues and interaural differences can vary from near field to far field.
This sounds like a GREAT game to play at Halloween
Honestly this video put such a smile on my face. Corridor looks like such a fun place to work. It legit looks like just a bunch of adults who still have that childish whimsy in them allowing them to essentially play fun games like blind tag as adults xD
At the end, sam talking about gulp being so recognizable is quite true. Our hearing is very much geared towards hearing minute details in specofic kinds of sounds, like speech. So the recognition of speech and similar human sounds is much further than other sounds a human might make (unclipping bags or velcro). When learning stealth stuff in the military, its very "dont speak" even if you can be quieter than other things. Since brains can recognize speech at lower volumes/greater distances.
really missed these types of videos, this was really awesome and nostalgic, id be dead like dean LMAO cuz of the popping ankle joints LOL
ROFL, even
lmfaoo!
Omg it feels like it's been years since the last one!
I think the best part of the movie, was that it looked like you guys had a blast. Either you are really good actors or can be really happy enjoying your job :)
0:00 How I imagine people when they say "I'm all ears"
414 likes no comments let me fix that
The bean segment is beautiful and wonderful
I think it’s fair to assume the creatures would also have superior audio-spatial processing, so I kind of thought you’d take it up a notch and use some kind of screen to visualize your audio input
Jordan's ad spots for Vessi are so polished now, I no longer skip past them they are actually worth a watch on their own
I would say that getting one is still a win. As animals/monsters that have had this hearing all their lives, they have honed in to what they are hunting. They have had years to perfect the ability to pinpoint and adjust to the sounds their prey makes. Sam is going into this as a beginner, I am sure over time, he will perfect his hearing ability.
I mean even a loss would be a win the fact that he was able to semi track them shows that yea it could actually work.
I think what makes the creatures from ‘a quiet place’ so scary is that they have the heightened hearing but also that they’re super fast and super durable. They don’t have to worry too much about bumping into things as they run
I once plucked some strings on my guitar and I swear I could see the vibrations coming from the strings and flowing through the space in my room! Well…uh, granted I was high af on acid, but it was still cool!!!
That mustve been sick though!
1:18 lol i realized i was wearing my headphone wrong way!
😂 every video shoud have test for headphones
The monsters in the movie are way faster than people, right? In the game, everyone should have to walk at a medium or slow pace to mimic the disparity.
Also Sam was "blind" for a grand total of less than 24 hours (maybe), so he's extra slow.
And he also is easily hurt if he runs into something
Game?
@@rayhan4502 The thing in the video. It's very game-like. It's like them Node IRL games they used to make. Also some Corridor Crew ones. Though the only ones I could think of off the top of my head are the prison simulator and the drone prisoner chase games.
They also are worried about breaking monitors and stuff
1:19 this right here is peak TH-cam the audio actually being left and right is the best change to youtube
I really want this to become a regular show on your channel. Each ep can have different challenges. 🙏 SO ENTERTAINING!
A "Regular Show"? Like 🐦🦝
Erm regular show reference? Regular show? Mordecai? Rigby?
😂 well this has taken a unexpected Cartoon Network turn!
12:18 "Oh my god, I'm so hard!"
"Oh my God, that was so hard"
❔
My ears enjoyed watching this video
this is the first video i've seen from you guys, and this whole idea is great, and the sponsor segment is gorgeous yall are amazing
This is unironically one of the best videos you've ever made. So entertaining
Not me listening in mono cause I only have one earbud in 🤣🤣 1:12
This was much more entertaining than the video parodying the Quiet Place. I wonder just how precise you could get after wearing the helmet for a longer period of time
7:40 "Pause"
actually dolphins DO visualize sound. They have studied this. You can communicate the shape of a complex object through only the use of sound and the dolphin can then search for an object that meets that sonar signature and retrieve it.
I’ve read someone in a youtube comment write that some *people* can end up “seeing” a representation of what they perceive through hearing?
“seeing” as in, they report the subjective experience being as if they saw something.
Of course, “someone writing a youtube comment” isn’t a great source for this, and “a youtube comment where someone remembers another youtube comment on a different video, weeks ago” is an even worse source.
So, you definitely should not take my comment as significant evidence that what it describes is a real thing that happens.
But maybe enough evidence that it could be worth looking to see if there is any substantial evidence easily available?
I believe the video the comment I saw was on the video by “The Thought Emporium” that was also about navigating through audio by a helmet kind of like in this video.
Looking it up, I do find more trustworthy sources saying that human echolocation uses visual cortex, but haven’t found clear confirmation of the “subjectively similar to sight” claim.
For that, I think you would need someone who had been sighted recently enough (perhaps even currently) but who had a lot of practice with echolocation-while-not-seeing-with-eyes.
I don't normally say this in general but that ad read was so good
I love it when there's a good challenge involved.
I've seen a lot of these projects, and I like how they're approached differently by different teams.
"These fuckers come right off" was hilarious. Flexing the unzip pants/shorts duo. Incredible.
Really scratchin that Mythbusters itch with this one. Thanks guys
one of the best episodes ever! amusement parks should have something like this!
I cant explain how much i love this. This trueley reminds me why i love Corridor.
4:34 Although the two are often interchangeable, what Sam's describing here is a compressor; a limiter only attenuates the overall signal peaks based on a threshold (say, unity gain) whereas a compressor squashes the dynamic range between quiet and loud. I imagine he would have both on his signal chain though 😀
Well a limiter is a type of compressor. A compressor simply applies gain reduction when a signal exceeds a threshold. A limiter specifically though is often characterized by a very high compression ratio and an extremely fast attack and release time, usually used with the intention of transparently attenuating peaks, although they can be used less subtly as an effect as well. When the term compressor is used as opposed to limiter, that usually implies a much lower compression ratio, much slower attack time, and a somewhat slower release time. All compressors, limiter or not, will reduce dynamic range though. In this case, Sam was probably just using his recording device's built-in limiter for monitoring
These quiet videos are a blast.
Great job guys❕️
Jordan got Wren killed there haha! Great spot though behind the screen
easy, I mean, EASILY, top 5 videos of the channel.
6:34 unexpected turn
This is one of my favorite game activity videos I’ve seen y’all do.
3:34
22dB is a LOT. The Decibel scale is logarithmic, so each point is based on part of an exponential growth (this would be amplitude, so the growth factor is 10¹/²⁰ where increasing the amplitude 10 times is equal to 20dB.)
If the "monster" had hearing that is 22dB then it hears about 11 times better than a human, meaning that tgwy hear things 11 times louder than a human could.
Taking that into consideration, that a human can hear a gunshot outdoors (depending on weapon and conditions) anywhere from 2 miles away to 8 miles away. So imagine drawing the attention of every one of those things in a 22 mile radius, or possibly as far as a 88 mile radius. Oh, and they're armored. And hella strong
@@tearstoneactual9773 They must use lots of brain capacity to filter such sensory stimuli and ironically enough they should be very sensitive to loud sounds and frequencies. Analogue: spend lots of time in dark to get your eyes very adjusted and then go to very brightly lit space. It hurts a lot. Maybe sounds humans think weak are so loud they cause pain and they attack everything that hurts them.
It is generally accepted that an increase of 10dB results in a doubling of perceived loudness. So a difference of 22dB would be a little over four times as loud.
@@vksasdgaming9472 > they should be very sensitive to loud sounds
Yes, overloading them with loud sounds is a plot point in the movie.
3db is a doubling of sound energy, counting this out gives you a roughly 10x increase in sound energy for every 10db, 22db would be a nearly 200 times increase in energy.
As others have mentioned, our hearing is non-linear, and a 10db increase sounds roughly twice as loud. Making 22db a perceived 4-5 times increase
This is kind of like a classic node video and I'm really vibing with it.
This was amazing and we need a sequel.
“How easy do you think it will be when I am aiming a Glock at you” dude that’s hilarious.
It’s at 6:35
I didn't need to sleep today, thanks ear-eye sam :]
I love these types of videos from you guys though :D
This is the best sponsored segment that I’ve ever seen.
This definitely does not abide by HR rules
Only if HR find out and we aren’t snitches 😂
You could tell they realized that with the air soft gun because next run suddenly everyone was geared up properly.
You should use a VR headset to be able to see the hearing, like have echolocation as well so you don't run into things.
It could also label the direction sound came from.
Good thing you guys had music blasting the whole time so the viewers don't know anything thats happening or if the mic thingy even works! Great Editing!
The scene at the beginning is very creepy like the ears for eyes, and I’d love to make one of these and play a game with them like in the woods at night or something that would be creepy
you have literally created a Minecraft Warden with a gun XD
This seems like a really fun game!
Maybe put the mic rig in a crash cage on a durable robot and have a blindfolded human remote control it? In a destructable environment. So no worries about bumping into or destroying anything, run! It would pose an interesting challenge since the more debris is created, the more natural distractions there would be.
Or play in the dark since the monster doesn't get to see with echolocation, to even the playing field.
Oh a Sam video!! Havent had one if those in a long time.
Aside from all the crazy vfx work these guys do, this looks like the most fun job in the world
Would've liked to see a control "group" doing the same games without enhanced hearing.
This was so much fun to watch. Considering that a species as such may evolve like “Daredevil” to actually visualise from the soundscape, I am convinced that they can be a lot more lethal than the movies give credit to them.
You've basically created those electronic shooting ear pro ear muffs, Lol
We used those during conscription, they're super cool :D
Feels like an old 2018 corridor crew video. Love it
7:23 went from wes to kanye wes
Lmao that's what I thought too 😂
😂
1:05 I recently moved my desk and this demonstration help me realize I accidentally swapped my speaker pugs. F-ing thank you!!!
Why is Luke Skywalker back? He's in literally every other episode!
This would make an amazing VR game, have it do like a daredevil style radar when ever a sound is made. A few environmental things that make sound naturally, like bird tweeting lighting up a portion or player steps on glass in the game, but also distractions as well a alarm clock by a mannequin, players could even try and sit so still they look like a mannequin, lots of ideas.
'House' did a cool episode on this where a female astronaut was hearing with her eyes.
She wasn't an astronaut yet.
🤓👆
🤓☝️
4:23 the feedback loop of him yelling from hearing his own voice too loud and hurting his ears more killed me 😂
Minecraft Warden in real life? :o
Needs better smell
Been wearing Vessis for the last 6 months, so good!
1:15 actually most people only have one ear on either side of their head 😂
"there are two of them, on either side of our head"
either refers to both sides, not both at the same time and "two" already says there are only two :P (sorry i know you only made a joke)
@@lavarsch was there a comma though.... 😁
@@dfgaJK yes, saying "there are two of them..." has to be followed by a comma.
@@lavarsch it was a joke, but now I'm curious to why there needs to be a comma for it to be grammatical correct?
Punctuation is an interesting thing an’t it
I can't quite put my finger on why, but I particularly love this video. I hope you guys had huge fun making it.
I missed these!
Just like the film Don't Breathe 2016
Wouldn't aliens with super sensitive hearing be incredibly easy to beat? Just bring em to an airport...
Thought about the same. Super hearing like they showed in the movie would be defeatable with just really loud noises. Like, set a radio on ear-hurting or even permanently damaging volume, and those monsters would have it 11 times worse.
We ourselves have a mechanism that protects our ears in case of loud noises, look up "Tensor tympani muscle" if interested.
The idea is so central that I doubt the writers have neglected that detail, but to be honest I haven't seen any of that content.
@@TheKrister2 i haven’t watched it in a while, but didn’t the deaf girl do that in the first movie with her hearing aid?
@@TheKrister2 Think it was more frequency than anything because how the movie resolves the problem wouldn't make much sense if it was due to loudness. Like the usage of guns would probably be permanently damaging for creatures with that sensitivity of hearing especially indoors.I mean realistically horror movies like these fall apart once you start thinking about them at all. Like the military would probably dealt with them quite swiftly if it was a matter of loudness.
@@TheSpoonyCroy Yeah or you just have to accept that the monsters hearing range is absolutely insane and they are fine with even very very very loud noises. You can just write they can isolate noises at will and ignore the rest. We do that ourselves by ignoring background noise all the time.
WE WANT MORE CHALLENGES LIKE THIS!!!! So fun to watch
3:44 hhmmmmmmmm
just watched both films thanks so much 😭
7:35 blackie chan
💀💀💀I’m literally dying
The timing on the release of this video is PERFECT.
I guess you forgot about shooter games, where you can win just by listening to your opponents movement. So yeah, you can "see" with your ears
This is the Quiet Place challenge but more movie accurate and more tense
Will kiss whoever can tell me the name of the song around 15:40
me?
sounds like spring gang go for gold
@@CatSharkGurl-Gay I’ve genuinely been looking for this song for years!! THANK YOUUU! 😘💋💋💋
@@finnbacon haha ❤️
I want to see the team come up with some sort of VR sonar-esque system using this blind head-mic setup. Rather than emitting sound to image the space, is there a way to visualise audio input from the mics within the stereo field, in VR? Would require the addition of an accelerometer or something on the helmet to translate the wearer’s movement but most vr headsets have those right? Maybe the wearer would be seeing all black and sounds create visual noise. Higher amplitude = larger/brighter visual ping, different frequencies could be different colours to help contextualise what you’re ’seeing’. It would still be a fun challenge because the visualiser only clarifies stereo placement, volume and frequency input, it doesn’t give any 3-dimensional information like a real sonar system, so you’d still have to rely on your natural instincts for understanding when sounds are coming from different distances or from round corners etc.
maybe more effort than it’s worth but I’d love a corridor crew/old school NODE or LAN party link up where they play some group games in an airsoft venue or an abandoned building