What makes a headphone "fast"

Nov 29, 2004 at 3:12 PM Post #16 of 29
Well I just got slightly out classed
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Its the thought that counts aint it
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Nov 29, 2004 at 3:29 PM Post #17 of 29
Quote:

Originally Posted by GlowWorm
I would think that your source, and amp have more to do with it than the 'phones themself?


I agree. A very fast headphone can sound murky, bloated, and undetailed when not properly driven. This is due to the drivers just not getting enough power or signal strength from the source/amp.
 
Nov 29, 2004 at 5:33 PM Post #18 of 29
Quote:

Originally Posted by gsferrari
NOTE :
2] Coil Design :

A coil is a current carrying conductor that is placed in the magnetic field. Tha magnet is included when we talk about coil design.
- A larger and more powerful magnet will allow the driver to respond faster
to changes in input.
- A high resistance coil will be slower than a low resistance coil
- A heavier coil will respond slower than a lighter coil

All these are assuming that other conditions remain the same.



What if we took a strong magnet and placed it on the back of another magnet? Adding a stronger magnetic field to a good sounding driver. Maybe this could help the speed and make the driver a little faster.
 
Nov 29, 2004 at 5:40 PM Post #19 of 29
Quote:

Originally Posted by BowerR64
What if we took a strong magnet and placed it on the back of another magnet? Adding a stronger magnetic field to a good sounding driver. Maybe this could help the speed and make the driver a little faster.


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I'd be very surprised if that would actually work and if it does - without influencing all sound characteristics of a certain headphone. Somehow I believe that it can't be done without a lot of knowledge on how dynamic drivers work.
I think damping or modding the headphone chassis might yield quicker and more controllable results.
 
Nov 29, 2004 at 5:48 PM Post #20 of 29
Quote:

Originally Posted by GlowWorm
I would think that your source, and amp have more to do with it than the 'phones themself?


Ahh yes, the old "Crap in, crap out", it's amazing how so many discussions come back to this phase. Personally, I think we overlook this too much.

And gsferrari, I read your Theory, yeah. I also noticed you used a lot of big words, good job. It was a little long, so I didn't read it, but I gave you an A anyways
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[size=xx-small]^Anyone know what that's from?[/size]
 
Nov 29, 2004 at 5:54 PM Post #21 of 29
Quote:

Originally Posted by saint.panda
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I'd be very surprised if that would actually work and if it does - without influencing all sound characteristics of a certain headphone. Somehow I believe that it can't be done without a lot of knowledge on how dynamic drivers work.
I think damping or modding the headphone chassis might yield quicker and more controllable results.



Ive seen it done before but i didnt realize what they were doing till i read this post and put it all together. It could be a simple mod that would probobly have to be tested by listening to to hear if anything changes.

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I have tried to remove the second magnet but it is glued on with epoxy or somthing and i figure if i tried to force it the first magnet may pop loose and then the whole driver would be ruined.
 
Nov 29, 2004 at 6:09 PM Post #23 of 29
Quote:

Originally Posted by gsferrari
Inertia Factor = I know this should be considered but I cannot think of a formula


Inertia is determined by the mass of the moving parts. The heavier they are the more inertia they have and the slower they'll start & stop moving.

What you want for a fast driver is the smallest moving mass and as much force driving that mass as possible. There are various ways to do this, such as using neodymium magnets, lighter aluminum instead of copper in the voice coils, using superlight diaphragm materials, or getting rid of voice coils & magnets altogether and going with electrostatic designs.
 
Nov 29, 2004 at 9:24 PM Post #24 of 29
Quote:

Originally Posted by Thaddy
And gsferrari, I read your Theory, yeah. I also noticed you used a lot of big words, good job. It was a little long, so I didn't read it, but I gave you an A anyways
smily_headphones1.gif


[size=xx-small]^Anyone know what that's from?[/size]



Is that from the movie Orange County?
 
Nov 30, 2004 at 1:13 PM Post #26 of 29
Quote:

Originally Posted by Jam_Master_J
I've done a bit in sub design so I think I'm actually qualified to talk about this item. The drivers all move at the same speed of course, but the damping is generally the biggest factor.


So whats the difference between good damping and bad damping? Is it like motorcycle suspension? I.e. You want a progressive increase in damping/spring rate so that the suspension responds quickly to small changes, and larger changes are prevented the nearer it gets to full compression.
If so then the perfect damping would be one that is variable under load, that allows as much movement as possible except near the end of driver excursion, which would blur the sound, primarily the bass.
 
Nov 30, 2004 at 2:20 PM Post #27 of 29
From my reasoning :-


Excessive Damping - slower attack speed and faster decay speed
Insufficient Dampint - faster attack speed and slower decay speed
Correct Damping - fast attack and decay speeds without overshooting
 
Nov 30, 2004 at 3:34 PM Post #28 of 29
Quote:

Originally Posted by gsferrari
From my reasoning :-


Excessive Damping - slower attack speed and faster decay speed
Insufficient Dampint - faster attack speed and slower decay speed
Correct Damping - fast attack and decay speeds without overshooting



Listening to headphones sounds very dangerous with your descriptions
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Attack speed, I don't want to be attaked by my cans lol...ok bad joke
 

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