Today, SRS Labs is launching SRS HD Audio Lab software:
"...It allows the user to select audio content (music, movie or game) and then choose the speaker type (Headphone, Internal notebook speakers, or external speakers) to dial in amazing sound tailored for your listening preference...
"...personalize the sound...deep, rich bass, offer 3D enhancement for stereo and mono content, restore the clarity to vocals and high frequency sounds, and more.
"SRS HD Audio Lab also allows users to take advantage of surround content regardless of their speaker arrangement..."
Take note of the system requirements: initially I installed the software on a computer that did not have a comparable processor, and noticed the software seemed to fail to modify the audio enough for reasonable use on that computer.
SYSTEM REQUIREMENTS
• Microsoft Windows XP SP3 / Vista SP1 / 7 (32bit or 64bit)
• Intel Pentium 4 3.0Ghz / AMD Athlon 3200+
(A dual core CPU is recommended)
• 1GB System RAM
(2GB is recommended for Windows Vista or higher)
• 60MB Hard Disk Space
(Up to 500MB can be used with Microsoft .NET Framework
installation)
• DirectX 9.0c capable video card with 128MB VRAM
Customizable audio features:
SRS 3D - a "3D" stereo enhancement for mono or stereo content
SRS 3D Center Control - extracts and positions (audio) dialog in the
foreground or background of the mix
SRS TruBass - adjusts the bass output for more or less bass response
Speaker Size - adjusts the audio to the quality, or limitations, of the
size of the speaker (larger speakers give better quality; this control
can make cheap speakers sound better)
SRS FOCUS - "raises or lowers the audio field" (for clarity)
SRS Definition - highlights the high frequency details...can sharpen,
or smooth, the sound
Limiter Level – prevents speakers from being over driven...
for most setups, this option doesn’t need to be adjusted
Adjustments are availble for 2.0, 2.1, 5.1, and 7.1 speaker configurations. SRS Circle Surround II creates multichannel surround sound from mono and stereo audio sources for them to be played over a 5.1 or 6.1 speaker playback system.
SRS Circle Surround II Headphone can enable 5.1 reproduction from stereo, or surround, encoded content...
I have not tried a external speaker system with the software. When using the software with the speakers on my Alienware Area 51 M9750 notebook computer, I was able to make the audio cleaner and clearer. Using Sony MDR-CD180 and SteelSeries Siberia headphones is when I best experienced the features the SRS software had to offer...using the Advance Controls allowed me to get the best performance possible from the headphones.
If you often use a computer to listen to music for enjoyment, this software can make it a much better experience.
{UPDATE...AFTER I HAD WRITTEN THE PREVIOUS}
I had disabled the software from loading at boot. After restarting my computer I noticed no audio would play. In the Sound properties, I found a "SRS HD Audio Lab" playback device had been added and was enabled. I enabled "Speakers" (in an attempt to bypass the SRS software), but was not able to engage sound.
After looking at some of the other software I have installed, I suspect there may be a conflict between the SRS HD Audio Lab...and the Realtek HD Audio Manager that was provided with the computer: when I disable the SRS software, it no longer interacts with the Realtek software...probably causing no audio between the two applications.
Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts
Tuesday, July 20, 2010
Friday, May 7, 2010
Total Rock, Total Rewards Rock Band Competition
Until June 13th, venues will host Rock Band Bar Nights. Some of the locations are in: San Diego (CA), San Jose (CA), Los Angeles (CA), Denver (CO), Washington (DC), Miami (FL), Buford (GA), Chicago (IL), Joliet (IL), Boston (MA), Atlantic City (NJ), Stateline (NV), Las Vegas (NV), New York (NY), Columbus (OH), Windsor (ON), Erie (PA), Dallas (TX), and Seattle (WA). Top scoring bands (from each bar night) will get a chance to enter and compete in the 2010 Total Rock, Total Rewards Rock Band Competition on July 1 and 2 at Bally’s Atlantic City hotel and casino. There, the winning band will receive $10,000 and meet Ringo Starr.
If you need a band member, there's a place on the "Rock Band Total Rock - Total Rewards" website where you might be able to locate one.
(For those who can’t get out to a qualifying location...)
There is a sweepstakes you can enter for you and up to three others to ride a private XOJet round trip to Atlantic City, and have two rooms from June 30 to July 4. And, you and your band will have the option of competing in the Total Rock Total Rewards Rock Band Big Event...and also win tickets to the Ringo Starr and His All Starr Band concert at Caesars Atlantic City on July 3. You can enter every day, once a day, until the giveaway ends...
If you need a band member, there's a place on the "Rock Band Total Rock - Total Rewards" website where you might be able to locate one.
(For those who can’t get out to a qualifying location...)
There is a sweepstakes you can enter for you and up to three others to ride a private XOJet round trip to Atlantic City, and have two rooms from June 30 to July 4. And, you and your band will have the option of competing in the Total Rock Total Rewards Rock Band Big Event...and also win tickets to the Ringo Starr and His All Starr Band concert at Caesars Atlantic City on July 3. You can enter every day, once a day, until the giveaway ends...
Saturday, May 1, 2010
9 to 5: Days in Porn, review
I received a "screener" before the DVD will be available to the public.
From their website:
"...It’s a documentary that gives you an inside look into the world of porn by portraying the lives of 10 people from the industry that we spent over a year getting to know."
It was completed in July 2008 so, based on some time frames given throughout the documentary, I assume the filming began around January of 2007. (Keep that in mind as you read about the "newcomer" below...)
Most of the adult businesses are based in California in the San Fernando Valley...also known as "Porn Valley". Since the 1970s it has become the place from which most of the product available in the United States of America has roots. The documentary covers: the companies that produce pornography, the distributors of the product, the producers, the agents, the actors, and the directors.
A husband and wife who are both actors are followed, as well as some who are new to the business and those who have been around since the '70s.
I was very interested in what veterans of the industry had to say...their experiences, suggestions, etcetera...so that I can compare that with those who are currently in the business.
Sharon Mitchell was an adult actress for over twenty-five years, appeared in over two thousand movies, and performed as a dancer. After being attacked by a fan she became a Clinical Sexologist, obtained a doctorate in Human Sexuality, and is a certified counselor (specializing in STDs and Chemical Dependency). She also operates AIM Healthcare, a non-profit organization in Encino (California) that tests for STDs and provides counseling services for issues that are related to substance abuse.
Mitchell makes a point that those who participate in pornography are the misfits and renegades of society. (I agree. And believe that those who enjoy it probably can also wear those labels...)
Another veteran, Nina Hartley, gives her opinions about the business. And "newcomers" have their own opinions...
In this, Sasha Grey is "The Rookie": she began her career in 2006, and this documentary is being made before she became very popular and well known.
Her first agent, Mark Spiegler, is shown as he goes through his day of managing his talent; her at-the-time boyfriend...now fiance...Ian Cinnamon also expresses his thoughts and feelings.
Not surprising is that sisters have worked in the industry together, such as Mia and Ava Rose. To me they clearly love eachother, and Mia gains strength and feels comfortable having Ava around (when she was...you'll understand this comment when you see the scene I'm referring to).
I assume we all expect those who are related to this type of business will be discriminated against. But for someone to have their World of Warcraft account terminated shocked me! It appears to me that Blizzard/WoW was being nit-picky...after learning of her existance in their universe. (Porn stars need guilds, too...)
There's some conversation about the types of expectations that those who are inexeperienced in sexual activities (virgins, et alia) will have based on what they see in some productions. Will they consider what is seen as behavior(s) expected of them, and is considerd the norm? That's a good question.
Three major reasons are given that women work (as actresses) in the industry. As I remember, the reasons were given by Mitchell. I wish all participants in the documentary had been asked why they chose adult entertainment as a career...
There was mention of what actresses aren't warned about before they begin performing, and how some performers can be used and abused: used by agents, producers, etcetera. I wanted to know more about what had happened, and how they were swindled or taken advantage of. I'm sure others who might enter this field need to know this information, as well.
Working hard and planning financially for the future was mentioned, but not examined. Some idea is given about the amount of money that can be earned. But what I didn't learn about, that I'm very interested in, are those who properly managed their business for lifelong financial success:
How much did they make?
How often did they make certain amounts?
What did they do with the money after it had been received?
Who successfully provided for the future, and how did they do it?
If you've wondered what it's like to work in adult entertainment, or have thought about being in the business, this DVD is for you! There are very graphic scenarios, and they need to...and should...be included: the reality needs to be shown with no softening of the view.
Between segments music is played as if it's being broadcast on a radio station. KQDJ is the call sign that was given, but I believe it's fictional because I cannot find any information about it ever existing at the frequency that was announced.
As of the time of this posting, I did not find any information on their website about the music that was used, and where I can get more information on it. Maybe it will later be available...
The runtime is over 90 minutes.
For bonus clips, go to http://blog.9to5-themovie.com/
The DVD can be purchased at http://www.amazon.com/9-5-Days-Sasha-Grey/dp/B003804YQA
Friday, August 7, 2009
where advertising will decline
...some of the predictions in the Communications Industry Forecast from the private equity firm Veronis Suhler Stevenson, scheduled for release on Tuesday.
The segments where advertising will decline most rapidly in 2009...are newspapers (down 18.7 percent, to $35.5 billion); consumer magazines (down 14.8 percent, to $11 billion); radio (down 11.7 percent, to $15.8 billion); and broadcast television (down 10.1 percent, to $43.0 billion). Veronis Suhler expects a few sectors to increase their advertising dollars this year, including mobile (up 18.1 percent, to $1.3 billion) and the Internet (up 9.2 percent, to $23.8 billion).
“...Newspapers, consumer magazines, TV and radio are shrinking and will not, in that period of time, get back to what they saw before...”
...the media industry...is expected to be the third-fastest-growing economic sector over the next five years, after mining and construction....it will be drawn from areas like word-of-mouth marketing and public relations (with a 9.2 percent compound annual growth rate from 2008 through 2013), branded entertainment (9.3 percent) and the Internet and mobile devices (10.2 percent).
...Some of the fastest-growing ones are creative strategies that have lately gained favor among marketers. They include paid product placement, with a compound annual growth rate from 2008 to 2013 of 17.6 percent; e-mail marketing and in-game advertisements (both 18.5 percent); mobile advertising outside of texting (33 percent); paid interactive television gaming (38.7 percent); mobile advertising and content tied to broadcast television (35.5 percent); mobile gaming and advertising (46.2 percent); and Internet and mobile home video downloads (34.4 percent).
Hollywood will have troubles ahead...DVD sales...declined 5.8 percent in 2008, and they are expected to shrink to $ 19.5 billion by 2013, well below 2008’s level of $24 billion...box-office ticket sales...will dip and rise over the next few years, the overall trend is positive...
Monday, July 6, 2009
How Teens Use Media
I was able to glance over the "June 2009, How Teens Use Media" report from Nielsen...
------------------------------------------------------------------------------
Media Consumption of a Typical U.S. Teenager as measured by Nielsen
"...there is no 'typical' teen-age consumer, just as really there is no typical consumer overall..."
------------------------------------------------------------------------------
Myth: Teens use media—10 screens at a time
Reality: Teens are more likely than adults to use their media one at a time
-----------------------------------------------------------------------------
Myth: Teens are abandoning TV for new media
Reality: ...They’re watching more TV than ever
"In the U.S., there’s been a slight shift in teen TV viewing from broadcast to ad-supported cable..."
3 hours, 20 minutes per day
"The most popular genres for U.S. teens are Evening Animation, Participation/Variety and General Drama. Family Guy and American Dad drive the animation category...American Idol...the top U.S. program among teens in 2008—as it was for everyone else..."
Myth: Avid commercial skippers, teens favor the DVR
Reality: Teens prefer their TV live
-------------------------------------------------------------------------
PC use
52 minutes daily (including applications)
Myth: Teens use the Internet in wildly different ways than adults
Reality: Teens flock to many of the same categories and sites as adults
Myth: Teens are the most avid users of the Internet
Reality: Teens browse less than half as much as the typical user
Internet, 23 minutes
Myth: Teens are driving the growth of online video
Reality: They watch less online video than their elders
Online video...If they watched, watched 6 minutes per day
---------------------------------------------------------------------------
Myth: Teens are the biggest gamers of all
Reality: Teens account for just 23% of the console audience and less than 10% of PC game minutes
The most anticipated video game among gamers 13–17 since 2005 has been Halo 3...Grand Theft Auto IV tied Guitar Hero: Aerosmith for the second most anticipated video game. Mario Party 7 (33%) and Guitar Hero: World Tour (32%) round out the list of the fve most anticipated games...
Console Gaming, 25 minutes daily
Reality: More than a quarter of U.S. teens say they read a daily newspaper and more than a third say they read on Sunday
"...older teens 18–20 measured by Scarborough Research were less likely to read a daily paper than average, but still more than a quarter (29%) of U.S. persons 18–20 say they read a daily newspaper on an average day. About a third, 34%, say they read a paper on an average Sunday.
(Which brings me to the section where I rant) IF YOU GIVE THEM A REASON TO READ IT, MAYBE THEY WILL!!! No different than TV, radio, vodcasts/podcasts: give them, your audience, a reason to be interested in your content! Show an interest in them, and their interests...
Newspaper, 1 in 4 read
I remember the joy of perusing and reading the newpaper with my great-grandparents. I intentionally would not pay for cable television to force my children to look at the newpaper I would bring home.
---------------------------------------------------------------------
Reality: Radio is the top source of music consumption for 16% of teens globally and the secondary source for another 21%.
"In the U.S., a 2008 study by Scarborough Research showed that 'Pop Contemporary Hit Radio' was the most popular format among older teens 18–20 (listened to by 40% of this segment), followed by Rhythmic Contemporary and Country..."
Reality: Advertisers are more likely to target teens with messages about health and beauty
Myth: U.S. teens are the world’s couch potatoes
Reality: Far from true…South Africans and Indonesians take the prize
Myth: The only way to reach teens over their phone is texting
Reality: Teens text at incredible rates, but are EARLY ADOPTERS OF ALL MOBILE MEDIA
Myth: The silver screen is too old-fashioned and expensive for today’s teens
Reality: Teens go to the movies more than any other age group
-----------------------------------------------------------------------
It seems that this demographic is no different than any other: if you want them, you will need to put in the effort and "fight for them".
------------------------------------------------------------------------------
Media Consumption of a Typical U.S. Teenager as measured by Nielsen
"...there is no 'typical' teen-age consumer, just as really there is no typical consumer overall..."
------------------------------------------------------------------------------
Myth: Teens use media—10 screens at a time
Reality: Teens are more likely than adults to use their media one at a time
-----------------------------------------------------------------------------
Myth: Teens are abandoning TV for new media
Reality: ...They’re watching more TV than ever
"In the U.S., there’s been a slight shift in teen TV viewing from broadcast to ad-supported cable..."
3 hours, 20 minutes per day
"The most popular genres for U.S. teens are Evening Animation, Participation/Variety and General Drama. Family Guy and American Dad drive the animation category...American Idol...the top U.S. program among teens in 2008—as it was for everyone else..."
Myth: Avid commercial skippers, teens favor the DVR
Reality: Teens prefer their TV live
-------------------------------------------------------------------------
PC use
52 minutes daily (including applications)
Myth: Teens use the Internet in wildly different ways than adults
Reality: Teens flock to many of the same categories and sites as adults
Myth: Teens are the most avid users of the Internet
Reality: Teens browse less than half as much as the typical user
Internet, 23 minutes
Myth: Teens are driving the growth of online video
Reality: They watch less online video than their elders
Online video...If they watched, watched 6 minutes per day
---------------------------------------------------------------------------
Myth: Teens are the biggest gamers of all
Reality: Teens account for just 23% of the console audience and less than 10% of PC game minutes
The most anticipated video game among gamers 13–17 since 2005 has been Halo 3...Grand Theft Auto IV tied Guitar Hero: Aerosmith for the second most anticipated video game. Mario Party 7 (33%) and Guitar Hero: World Tour (32%) round out the list of the fve most anticipated games...
Console Gaming, 25 minutes daily
Reality: More than a quarter of U.S. teens say they read a daily newspaper and more than a third say they read on Sunday
"...older teens 18–20 measured by Scarborough Research were less likely to read a daily paper than average, but still more than a quarter (29%) of U.S. persons 18–20 say they read a daily newspaper on an average day. About a third, 34%, say they read a paper on an average Sunday.
(Which brings me to the section where I rant) IF YOU GIVE THEM A REASON TO READ IT, MAYBE THEY WILL!!! No different than TV, radio, vodcasts/podcasts: give them, your audience, a reason to be interested in your content! Show an interest in them, and their interests...
Newspaper, 1 in 4 read
I remember the joy of perusing and reading the newpaper with my great-grandparents. I intentionally would not pay for cable television to force my children to look at the newpaper I would bring home.
---------------------------------------------------------------------
Reality: Radio is the top source of music consumption for 16% of teens globally and the secondary source for another 21%.
"In the U.S., a 2008 study by Scarborough Research showed that 'Pop Contemporary Hit Radio' was the most popular format among older teens 18–20 (listened to by 40% of this segment), followed by Rhythmic Contemporary and Country..."
Reality: Advertisers are more likely to target teens with messages about health and beauty
Myth: U.S. teens are the world’s couch potatoes
Reality: Far from true…South Africans and Indonesians take the prize
Myth: The only way to reach teens over their phone is texting
Reality: Teens text at incredible rates, but are EARLY ADOPTERS OF ALL MOBILE MEDIA
Myth: The silver screen is too old-fashioned and expensive for today’s teens
Reality: Teens go to the movies more than any other age group
-----------------------------------------------------------------------
It seems that this demographic is no different than any other: if you want them, you will need to put in the effort and "fight for them".
Blogged with the Flock Browser
Sunday, May 10, 2009
SteelSeries headsets
We at TechtalkRadio have had the great pleasure of reviewing headphones from SteelSeries, and I do mean "pleasure"...
---------------------------------------------
The first set I tried was the SteelSeries 3H.

This is an entry-level product for gamers that is a foldable/collapsible, lightweight gaming headset designed for easy transport.
Headphones:
10 - 27.000 Hz frequency response
7.1 virtual surround sound
The "closed" headphones are optimized for specific gaming sounds like: gunfire, weapon reloads, footsteps, and other crucial sounds...
Microphone:
Retractable, non-directional microphone system
50 - 18.000 Hz frequency response
6.5 foot cable
The cord comes out of the right headphone. On the cord there is an "On/Off" switch for the headset, a mute switch, and "volume up" and "volume down" switches.
http://www.steelseries.com/us/products/audio/3h/information
------------------------------------------------
The SteelSeries 5H v2 USB headset is designed for gamers with onboard soundcards, and/or gamers who regularly find themselves playing at third party computers.
The "open", full-size, ear cushions fit around ears and are very comfortable. The headphones can be dismantled into three separate parts (so they can fit into a bag or a carrying case).

"...This headset was developed and optimized specifically for in-game sound frequencies found in the most popular shooters - making in-game sounds like footsteps, alerts and gunfire especially clear. You will be able to hear and pinpoint the location of your opponents...you can boost and lower frequencies of your own choosing, allowing optimization..."
Headphones
- Frequency response: 16 - 28.000 Hz
- Cable length: 10 feet
- Connectors: 1/8"
"...Our...soundcard...was designed for gamers who either use systems with (often crappy) on-board soundcards or players who travel a lot."
"The soundcard features a processor which frees up CPU power...More free CPU power equals more CPU power for your game application..."
- USB soundcard with 7.1 virtual surround
- Equalizer: 12 channels
- Operating systems: Win XP/Vista/Win 2000/Win 98/Win ME/Mac OS
Microphone
- Pull-out microphone system (it is much easier to grab and extend than the 3H...)
- Frequency response: 75 - 16.000 Hz
- Pick up pattern: Uni-directional
There is a seven foot extension cord for both the headphones and the microphone.

The SteelSeries USB Soundcard software provides options for:
7.1 virtual surround sound...
microphone boost...
environments (padded cell, auditorium, cave, arena, hanger, hallway, drugged, dizzy, psychotic, and more)...
an equalizer...
and karaoke functionality (with vocal cancellation).
--------------------------------------
The SteelSeries Siberia USB Headset was designed and...
"...developed in cooperation with professional gamers to ensure that the soundscape, specifications and comfort is suitable for long gaming sessions. But the SteelSeries Siberia USB full-size headset is also designed for multi-functionality.
"This headset is bundled with a USB soundcard featuring virtual 7.1 surround, extremely suitable for gaming, music and movies...The 12 channel equalizer allows for tweaking to personal preferences, while the built-in effects processor can provide ambiance and other effects.

"...this product has been designed so gamers can use it with their favorite MP3-player, handheld gaming device or practically any other kind of portable digital device.
"...the headset features a separate microphone (and a separate soundcard)...and comes with an additional extra long cord for use with stationary computers."

The choice of colors are black and white.

Headphone
- Frequency response: 18 - 28.000 Hz
- Impedance: 40 Ohm
- SPL@1kHz, 1V rms: 99 - 104 dB
- Jack: 1/8" (a 1/4" converter is included)
- Cable length: 9 feet (with extension cord)
I measured the cable coming from the headphones to be 3 feet long. (The extension cord is 6 feet long.)
The headphones use a suspension design to sit on your head. Because I have an obscenely large afro...unless I restrain my hair by tying it in a ponytail...I put the headphones on, and then take my hair out of the headphones.
Microphone
- Frequency response: 80 - 15.000 Hz
- Impedance: 2K Ohm
- Pick-up pattern: Uni-directional
- Sensitivity (1V/P@1 kHz): -38 dB
The microphone cord is 9.5 feet long (115 inches), and can be connected alongside of the headphone extension cord with the clips that are on the extension cord. There is an "on/off" switch on the microphone. It has a clip so you can attach it to clothing, or the supplied "screen hanger" (which can be attached to a surface/monitor with Velcro...which is also supplied).
---------------------------------------------
The first set I tried was the SteelSeries 3H.
This is an entry-level product for gamers that is a foldable/collapsible, lightweight gaming headset designed for easy transport.
Headphones:
10 - 27.000 Hz frequency response
7.1 virtual surround sound
The "closed" headphones are optimized for specific gaming sounds like: gunfire, weapon reloads, footsteps, and other crucial sounds...
Microphone:
Retractable, non-directional microphone system
50 - 18.000 Hz frequency response
6.5 foot cable
The cord comes out of the right headphone. On the cord there is an "On/Off" switch for the headset, a mute switch, and "volume up" and "volume down" switches.
http://www.steelseries.com/us/products/audio/3h/information
------------------------------------------------
The SteelSeries 5H v2 USB headset is designed for gamers with onboard soundcards, and/or gamers who regularly find themselves playing at third party computers.
The "open", full-size, ear cushions fit around ears and are very comfortable. The headphones can be dismantled into three separate parts (so they can fit into a bag or a carrying case).

"...This headset was developed and optimized specifically for in-game sound frequencies found in the most popular shooters - making in-game sounds like footsteps, alerts and gunfire especially clear. You will be able to hear and pinpoint the location of your opponents...you can boost and lower frequencies of your own choosing, allowing optimization..."
Headphones
- Frequency response: 16 - 28.000 Hz
- Cable length: 10 feet
- Connectors: 1/8"
"...Our...soundcard...was designed for gamers who either use systems with (often crappy) on-board soundcards or players who travel a lot."
"The soundcard features a processor which frees up CPU power...More free CPU power equals more CPU power for your game application..."
- USB soundcard with 7.1 virtual surround
- Equalizer: 12 channels
- Operating systems: Win XP/Vista/Win 2000/Win 98/Win ME/Mac OS
Microphone
- Pull-out microphone system (it is much easier to grab and extend than the 3H...)
- Frequency response: 75 - 16.000 Hz
- Pick up pattern: Uni-directional
There is a seven foot extension cord for both the headphones and the microphone.

The SteelSeries USB Soundcard software provides options for:
7.1 virtual surround sound...
microphone boost...
environments (padded cell, auditorium, cave, arena, hanger, hallway, drugged, dizzy, psychotic, and more)...
an equalizer...
and karaoke functionality (with vocal cancellation).
--------------------------------------
The SteelSeries Siberia USB Headset was designed and...
"...developed in cooperation with professional gamers to ensure that the soundscape, specifications and comfort is suitable for long gaming sessions. But the SteelSeries Siberia USB full-size headset is also designed for multi-functionality.
"This headset is bundled with a USB soundcard featuring virtual 7.1 surround, extremely suitable for gaming, music and movies...The 12 channel equalizer allows for tweaking to personal preferences, while the built-in effects processor can provide ambiance and other effects.
"...this product has been designed so gamers can use it with their favorite MP3-player, handheld gaming device or practically any other kind of portable digital device.
"...the headset features a separate microphone (and a separate soundcard)...and comes with an additional extra long cord for use with stationary computers."
The choice of colors are black and white.
Headphone
- Frequency response: 18 - 28.000 Hz
- Impedance: 40 Ohm
- SPL@1kHz, 1V rms: 99 - 104 dB
- Jack: 1/8" (a 1/4" converter is included)
- Cable length: 9 feet (with extension cord)
I measured the cable coming from the headphones to be 3 feet long. (The extension cord is 6 feet long.)
The headphones use a suspension design to sit on your head. Because I have an obscenely large afro...unless I restrain my hair by tying it in a ponytail...I put the headphones on, and then take my hair out of the headphones.
Microphone
- Frequency response: 80 - 15.000 Hz
- Impedance: 2K Ohm
- Pick-up pattern: Uni-directional
- Sensitivity (1V/P@1 kHz): -38 dB
The microphone cord is 9.5 feet long (115 inches), and can be connected alongside of the headphone extension cord with the clips that are on the extension cord. There is an "on/off" switch on the microphone. It has a clip so you can attach it to clothing, or the supplied "screen hanger" (which can be attached to a surface/monitor with Velcro...which is also supplied).
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