This has got to be one of the most painful product pieces I think I’ve ever seen. It starts out pretty poorly, but just wait ’till she starts singing …
This has got to be one of the most painful product pieces I think I’ve ever seen. It starts out pretty poorly, but just wait ’till she starts singing …
A friend’s recently asked me how I made my home theatre sound so good. I’ve spent quite a bit of time setting up my home theatre system. Some would call it an obsession, I call it getting the most out of my system.
A surprising number of people are happy to drop a few thousand on a decent sound system and leave it there. After all, you’ve paid your money, it should sound good, shouldn’t it? It did in the store, after all - why should it be any different in the home?
Things aren’t quite that simple. Acoustics are a fickle beast and are notoriously sensitive to environmental conditions. Something as simple as shifting the angle of a single speaker by less than five degrees can easily change the position of the entire soundstage, voices can pop in and out of focus, and instruments can float around the room. Home theatre configuration is key to getting a good sound. And, it doesn’t stop there - you can actually make your speakers sound a whole order of magnitude better by understanding how your room characteristics affect the sound.
The best starting point is to just make sure your speakers are in the right places. If it’s a home theatre, follow the Dolby Guide. Key (and sometimes easy) points:
Follow those, and you’re off to a good start. From there, the next most important things are understanding how:
Some people try to run their systems from a corner or in a non-symmetrical room. Neither is normally good nor easy to fix. You can actually get some acoustic benefits from a non-symmetrical room, but in most situations, it just degrades the quality.
We went to Hanging Rock, Mt. Macedon, and Rupertswood Mansion on the weekend, per my suggestion, to try and get some decent shots. No luck - landscapes are amazingly hard to capture. The day wasn’t too bad, but the photos were very definitely disappointing:
I got a few decent shots, but nowhere near my zoo visit. I’m trying to recover some of the more average ones by playing around with black and white filters, but it’s like trying to polish a turd. OK, maybe not that bad, but it’s close.
I figure I’ll hit the city this weekend and try to get some late afternoon / early evening shots. Might take the tripod, too.
Other stuff I did over the weekend:
Stuff I need to do:
Originally courtesy of PC Gamer:
Worth a laugh. He doesn’t mention Old Man Murray’s excellent take on what caused the death of adventure games, but there’s plenty of gold in there already.
Came across this link via King Lud IC, a gamer / game designer from Virginia:
The fourth wall is the invisible divide that separates the viewer from that being viewed. Subjects that break the fourth wall show self-awareness, such as in Contact DS (not mentioned in the Wikipedia article) when the professor talks directly to you, the player. Depending on how it’s handled, it’s either a cheap gag or a very effective post-modernist trick to change the perception of the viewer.
In games? Mostly a cheap gag. Still, it’s interesting to see the discussion.