I like to listen to music with headphones while lying down. Some songs sound “wrong”, and I understand that is because the original recording was made for an upright head.

So if an instrument or voice was supposed to sound like it was in front of you, now it sounds like it’s coming from someone crawling across my ceiling.

It’s an insignificant and stupid problem so I don’t know what to search for lmao

  • sad_detective_man@sopuli.xyz
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    9 days ago

    The song is playing in stereo. Depending on the device you’re listening to you can change it to play in mono.

    On a computer there’s an option called “balance” you can change the distribution of the sound so all of it will come out of the side that you’re not laying on. Some phones may have this option too, I don’t think android does.

    • real_squids@sopuli.xyz
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      9 days ago

      Android does have that, at least 10 and newer. It’s under accessibility options, near the bottom, same as mono audio

    • IronKrill@lemmy.ca
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      8 days ago

      They seem to mean rotating the sound, not balancing the L and R. Imagine laying on your back. An airplane rolls overhead on the soundtrack. It sounds like it’s coming from your headboard rather than the sky, because your head is flat. The OP wants the sound to still be in the sky, essentially rotating the soundscape forwards 90 degrees.

    • BassTurd@lemmy.world
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      9 days ago

      Android and pixel buds to the same. I’m not sure if the buds are required to use it or just android.

  • Praxinoscope@lemmy.zip
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    6 days ago

    Some newer headphones, like the Samsung Galaxy Buds 4 Pro that I just got, have 360 audio with head tracking. So, if you turn that on while you’re upright, then lay down, the audio should compensate for your movement.

    • planktonOP
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      9 days ago

      I tried that, it doesn’t work

      Something about the timing of the sound going to each ear

      • Devadander@lemmy.world
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        9 days ago

        You’re wearing headphones, the timing doesn’t change whether you’re upright or laying down. There’s nothing to fix, because this perceived problem is caused by you physically laying down. In-room speakers may provide what you’re trying to achieve. Otherwise, close your eyes and get lost in the music, so what if it’s coming from the ceiling? lol

        • ChaoticNeutralCzech@feddit.org
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          6 days ago

          Yes, the timing and balance does not change whether the source is directly in front of, behind, above or below you, but people still tell these apart somehow. I think it’s the frequency response of sound from different directions reflecting off earlobes.

        • planktonOP
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          9 days ago

          I know the timing is the same. I’m asking if there is a technique that can emulate different timings with an existing recording or master

  • ViatorOmnium@piefed.social
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    9 days ago

    Try to look for earphones with 3D head tracking. They work better for horizontal movement, but they might also help if you are lying down.

    • planktonOP
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      8 days ago

      my sleep paralysis demon will sing sweet nothings to me 🙂‍↕️

  • SGforce@lemmy.ca
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    9 days ago

    Many years ago soundcard drivers used to include things that could do this. Something like a “virtual surround sound” where you could place the speakers in a simulated spot. I don’t know if anyone has continued doing that on that front, but it can absolutely be done in a game engine. So if you’re willing to learn a little game development you could theoretically throw something together that could place virtual speakers in a 3d space.

  • etherphon@piefed.world
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    9 days ago

    You can look for something called headphone crossfeed, there are DSP plugins for a number of music players for this, you can use these plugins to simulate the stereo field of speakers using headphones by having some of the signal from each channel bleed into the other, since of course when you are listening to speakers, that’s what’s happening unless you have your speakers very close to your head.