
Two time Grammy nominee and two time Latin Grammy winner Bruce Sugar has worked with many music legends over a 30 year career in Los Angeles. Bruce has engineered and mixed projects for Ringo Starr, Joe Walsh, Ozzy Osbourne, and has recorded everyone from Mick Jagger to Paul McCartney. Recently Bruce has specialized in mixing immersive music in the Atmos format.

Sofía Rei is a vocalist, composer, producer, and educator who fuses South American folk with jazz, pop, classical, and electronic music. She has released seven acclaimed albums and toured extensively worldwide. Her collaborators include John Zorn, Bobby McFerrin, Marc Ribot, Susana Baca, and Geoffrey Keezer, with whom she earned a Grammy nomination. Based in New York since 2005, Rei is a professor at NYU’s Clive Davis Institute. A passionate advocate for South American music, her work reflects a bold exploration of cultural identity and sonic innovation.

Eli Crews works primarily out of his Hudson Valley studio Spillway Sound. He started working professionally in record production in the Bay Area in the late 1990s, later serving as the head engineer at Figure 8 Recording in Brooklyn, NY from 2014-2020. He recorded and/or mixed two Grammy-nominated albums (Laurie Anderson, Tony Trischka), and he was an engineer for the Oscar-nominated score for Everything Everywhere All at Once by the band Son Lux. Other artists he has worked with include Tune-Yards, Gotye, and Wilco guitarist Nels Cline.

Grammy Award-Winner Engineer and Multi-Platinum Producer Snipe Young, coined “The Sauce Man” by Theron “Neff U” Feemster, has either engineered, written, produced for, and/or sound-designed for the likes of Nicki Minaj, Flo Rida, Sofia Reyes, Kendrick Lamar, Ghostface Killah, The Game, Dr. Dre, Beyoncé, Chris Brown, Justin Bieber, Nickelodeon, ABC’s Black-ish, Oceans 8, Fox’s Empire and Star, Eamon, ZZ Ward, Vans, Hoka, and Lincoln.
Have you ever noticed that when listening to truly great music, the audio has a tactile quality? A sense of realness and being. Like if you reach out and try to feel it, your brain thinks it’s going to be there. When all the cards line up right, you feel as if you’re really in the room with a band, sitting near the stage and can feel the vibrations of the bass, the subtle variations in the musicians’ touch, the singers’ voices, all unique as a fingerprint. Great headphones, truly beyond-the-pale, audio-nirvana-producing headphones, make it feel like you’re really there. The qualities of sound reproduction that mimic really being there are called resolution, transparency, and transient response. Explore the ephemeral with us as we give you a crash course.
Looking at headphones in a broad sense, the sound you hear is produced when a diaphragm is pushed back and forth through the air, creating pressure waves that your brain interprets as sound. When your headphones produce music in the audible range, the diaphragm must change directions and create those pressure waves more than 20,000 times per second!
Think of it like you're in your car, taking hairpin turns as fast as you can. Every single time your car (the diaphragm of the headphones) changes direction, it needs to overcome its own inertia by slowing down before it can go in the other direction. If your diaphragm/car is unable to change directions, it may overshoot or make a wide turn, which in turn will affect how accurately you can steer the bend in the road (i.e. the sound wave being reproduced). A misrepresentation of this sound wave (the bend in the road) changes the perception of sound and results in a loss of accuracy and timing, also called resolution, just like a car would lose traction and have to compensate for its turn. Losing resolution means you will not be able to hear the stop and start of notes clearly, and details will be blurred.
Newton’s laws of motion have proven to be somewhat troublesome for headphones. The physics governing the diaphragm’s ability to faithfully follow the music signals by accelerating and decelerating is very simple and largely dependent on one thing; its Inertia. Taking a quick trip back to high school (sorry), Inertia is the tendency of an object to remain in a constant state, and to resist any change in speed or direction as was described by Sir Isaac Newton as his first law of motion in Philosophiæ Naturalis Principia Mathematica.
What does inertia have to do with headphones? Well, back to our car analogy, if you’re trying to get to the end of the racetrack as quickly as possible around those turns, would you rather drive a motorcycle or a semi-truck? The more mass the diaphragm of your headphone has, the greater its inertia, which means the harder it is to stop and change directions. If the diaphragm has lower mass, it can have a much higher acceleration for the same amount of force applied. Dynamic drivers (like those found in most headphones on the market) use diaphragms with a mass tens of times greater than the ultra-light and thin membranes used in Audeze’s planar magnetic drivers. Because of all that extra weight, dynamic drivers are utterly incapable of accelerating as fast as the extremely light drivers used in all Audeze headphones.
The measurement of a transducer’s (the assembly of the diaphragm and magnets) ability to vibrate back and forth accurately is called its transient response. A transient is an abrupt change in signal, and is also called an impulse response. If you place a theoretically perfect microphone next to a headphone transducer with theoretically perfect impulse response time, you would be unable to distinguish the difference between the original and recorded impulse. It would appear as if the transducer is “transparent” or non existent, as it does not affect the sound in any way, only faithfully follows the input. Basically saying a source of audio output is transparent means it sounds like there was never a recording in the first place, that you were there in the studio.