
Audio
This is where you will find all the pages tagged Audio.
High fidelity takes backseat to portability
Music lovers remember a familiar advertising image from the past: a man reclined in a chair, head back, blown away by music from his high-fidelity sound system.Like the Marlboro Man before him, Maxell's pitchman is now a relic.
With their ability to store vast libraries of music in your pocket, sleek digital music players have replaced bulky home stereo systems as the music gear of choice. But the sound quality of digital audio files is noticeably inferior to that of compact discs and even vinyl.
High fidelity takes backseat to portability - CNN.com
Microsoft to release Zune phone
I think the author is a bit enthusiastic about Microsoft's efforts in the MP# player market. They aren't even a contender.
According to a report from Daily Tech, Microsoft has told the FCC that it wants approval for a prototype wireless device that could be used to talk over the Internet.
Microsoft to release Zune phone
Mobile phone audio tours
In my investigations of handheld and mobile technology applications in libraries, I have came across a number of companies that have worked with museums and cultural landmarks to create tours, guides, and more that are accessible via a cell phone. You're probably familiar with how many museums will have a two or three digit number next to a piece of artwork, and you rent a player at a museum and type in the number of the item in front of you to hear a short audio clip with more information. You can follow the numerical sequnce for a specific tour, or do a self-guided tour in any order you choose. Well, instead of requiring people to rent the special machines, and requiring museums to manage the rentals and equipment, the latest trend is to make this audio content available through a mobile phone. Users dial a special phone number on their own mobile phone, and use the phone keypad to select the number of what they want to learn more about.
The Handheld Librarian: mobile phone audio tours
Mobile Phone Audio - Lessons Learned from Games and the Web
Producing audio for mobile devices today is like doing game audio in the 80's and Web audio in the 90's. The similarities are striking - severe bandwidth constraints, cross-platform incompatibilities, arcane technical limitations, a plethora of file formats. What have we learned from these past experiences that might help the mobile audio industry in the future?The Mobile Phone Audio group discussed questions such as: "If I knew then what I know now, what might I have done differently?" "What recommendations might we have for the mobile audio industry on how to make content providers' lives easier and more profitable, based on similar experiences developing game/web audio systems?" "How can we help mobile audio producers avoid some of the pitfalls and problems game/web audio producers have faced in similar situations?"
