As has been rumoured for the past week or so, Apple Music is adding support for lossless audio, as well as and Dolby Atmos-powered 3D audio (aka Apple’s Spatial Audio).
The service’s 75 million-strong catalogue will be available in CD quality (16-bit/44.1kHz) or hi-res (24-bit/48-192kHz). There will be 20 million songs in lossless audio at launch, with the full 75 million available by the end of the year.
Meanwhile, “thousands” of tracks will be available in Apple’s Spatial Audio tech (as previously featured in its AirPods Pro and AirPods Max headphones). Spatial Audio adds “multidimensional sound and clarity”, making the audio sound much more immersive.
Both features will launch in June and won’t cost Apple Music subscribers any extra money. The monthly subscription cost remains £10 ($10, AU$10).
Apple has described the new features as Apple Music’s “biggest advancement ever in sound quality” – which we’d have to agree with.
Read all about: Spatial Audio, Dolby Atmos and hi-res audio
It’s not the first streaming service to support lossless, of course – Tidal, Qobuz, Deezer and Amazon Music HD all offer lossless listening. But it has pipped Spotify to the post, with the green giant not launching its own lossless tier, Spotify HiFi, until later in the year.
As expected, Apple’s lossless streams use ALAC (Apple Lossless Audio Codec) to offer more detail and informationion in a recording. That should mean higher audio quality, albeit also bigger file sizes – estimates put it at around 36MB of data for a three-minute track.
There are three tiers of lossless audio to accommodate different files sizes and situations in which you can play them: CD quality (16-bit/44.1kHz), 24-bit/48kHz, and 24-bit/192kHz. You can choose which quality you would to stream or download in through the Settings > Music > Audio Quality section of Apple Music. While music up to 24-bit/48kHz can be played natively on Apple devices, playing anything above that – 24-bit/96kHz or 24-bit/192kHz streams, for example – requires connecting an external DAC. Apple is calling these highest-quality streams ‘Hi-Resolution Lossless’.
Apple’s Spatial Audio, meanwhile, is enabled by Dolby Atmos for Apple Music. By default, Apple Music will automatically play Dolby Atmos tracks on all AirPods and Beats headphones with an H1 or W1 chip*, as well as the built-in speakers in the latest versions of the iPhone, iPad and Mac. Compatible devices, therefore, include the iPhone 12 family, AirPods 2 and Beats Powerbeats Pro. Playing from an Apple TV 4K into a Dolby Atmos device will work too.
What’s more, Apple’s Buddy Judge has now confirmed to us that Spatial Audio with Dolby Atmos will also work with all headphones. If you’re using non-Apple headphones you’ll simply have to switch the new Dolby Atmos setting to ‘Always On’ rather than the default ‘Automatic’.
At launch, there will be “thousands” of tracks available in Spatial Audio, and Apple says it will be adding new tracks “constantly”. It will also put together a set of Atmos playlists so you can easily find something to listen to. Albums available in Dolby Atmos will sport a badge on the detail page to make them easy to spot.
Apple says it’s working with artists and levels to produce more songs in Spatial Audio.
Now all we need is the heavily rumoured, suspiciously imminent AirPods 3 to drop this week…
One seemingly obvious use for Apple’s new $29 AirTag tracker is for pets. As a new dog owner, I wanted to add an AirTag to my dog’s existing leather collar, but the options currently available are lousy.
AirTags are small, but they’re not that small. Most AirTag holders currently available from Apple and its partners assume I’m okay with dangling a 0.39-ounce (11-gram) pendant off my medium-sized beagle’s neck. I’m not, which is how I came up with the idea for a DIY neoprene sleeve that keeps the IP67 water- and dust-resistant AirTag snuggly attached to Hank’s existing collar.
I’m not going to suggest that AirTags are the best way to track your pets — they’re not. But they’re relatively cheap, unlike dedicated GPS / GSM pet trackers that require monthly subscriptions. Apple’s Find My network coverage is also more limited. Nevertheless, an AirTag is better than nothing, especially in populated areas where any nearby iPhone can alert you to your missing pet’s location.
Why not buy?
A few companies have already announced AirTag accessories designed specifically for pets. The problem is that none of them are currently shipping, and most are downright expensive.
There’s the $29.95 Nomad Rugged Pet Tag case, which can be engraved with your phone number for an extra $19.95. But it’s still just a pendant and doesn’t ship until August. There’s the €19.95AUD Studio Proper DogTag that fits snuggly to existing collars but doesn’t ship until the end of July. And finally, there’s the expensive $47.95 FollowPaw collar with built-in AirTag pocket, which doesn’t ship until June.
One day, I’ll probably buy a dedicated AirTag holder for my dog — one that fits snuggly to his existing collar and comes engraved with his name and my phone number so that I can remove his redundant dog tag. Until then, DIY seems like the best solution.
Materials needed
My AirTag sleeve is built from neoprene, a durable and stretchy material that’s easy to find. I’d suggest buying it from a local crafts or fabric store so you can check out the colors, thicknesses, and stretchiness in person. You might even be able to haggle for a few free scraps instead of buying in bulk as required by most Amazon sellers. The neoprene I used is 2mm thick and lacks any additional waterproofing, allowing it to be soft and stretchy.
If sewing isn’t an option, then you’ll need some neoprene glue. As an avid surfer, I had easy access to scraps of neoprene, which I could assemble into a tube with the neoprene glue in my wetsuit repair kit. For everyone else, you can expect the glue and neoprene to cost no more than $10 in total.
Steps
Cut the neoprene into a rectangle about 2 to 3 inches (5.1 to 7.6 cm) in length and wide enough to wrap snugly around your pet’s existing collar with enough overlapping material to either glue or sew it into place. A longer tube might help prevent the AirTag from popping out over time.
Hold in place until glue dries (or snip threads if sewn).
Or better yet, put a heavy box on top of it (grab a coffee if sewing).
Voila… AirTag sleeve.
Shape into a tube that just fits the width of the pet collar and then glue or sew the neoprene into shape.
First insert the collar into the sleeve then work the AirTag into one end.
The neoprene will snap back into position once inserted.
Move the AirTag sleeve to the desired position on the collar.
Slide the collar through the tube, then slowly work the AirTag into one end of the neoprene sleeve until it is centered. It helps to rotate the AirTag as you go.
Faced with new competition from Apple, Amazon today announced that it will no longer charge an added fee for the “HD” tier of Amazon Music that lets customers stream audio at CD quality and above. From now on, lossless audio will be available to all Amazon Music Unlimited subscribers at no extra charge. Billboard was first to report the development.
This makes Amazon the first company to offer lossless music at the industry’s standard $9.99 subscription rate. Amazon Music Unlimited is even cheaper ($7.99 per month) for Prime customers. And yes, the high-quality audio will also now be available for customers paying that price. Family plans are eligible for Amazon Music HD at no added cost, but student plans are exempt. Before Amazon entered the picture, the going rate for a lossless music subscription was $19.99; that’s what Tidal continues to charge.
What’s making this change possible? Well, as Billboard points out, with all the music streaming heavyweights now going in on lossless audio, music labels care more about pushing up subscriber count totals across these services than the higher subscription premiums that they previously demanded for hi-res audio.
The price drop for Amazon Music HD comes on the very same day Apple announced the launch of lossless audio on Apple Music. Apple teased significant news over the weekend after rumors began swirling late last week about the possibility. The company’s Apple Music Android app spilled the details a bit early and signaled that an announcement could be imminent.
Amazon Music HD has been performing strongly for Amazon. A previous Billboard report said the service is up 100 percent year over year. The service offers over 70 million songs in CD quality, with over 7 million exceeding that and available in “ultra HD” quality.
The iOS app for conservative-leaning social media platform Parler is back in the Apple App Store today, after what the company says were “months of productive dialogue with Apple.”
“The entire Parler team has worked hard to address Apple’s concerns without compromising our core mission,” Parler interim CEO Mark Meckler said in a statement emailed to The Verge on Monday. “Anything allowed on the Parler network but not in the iOS app will remain accessible through our web-based and Android versions. This is a win-win for Parler, its users, and free speech.”
Parler, which bills itself as a free speech alternative to Facebook or Twitter, was banned by Apple, Google, and Amazon following the January 6th insurrection at the US Capitol. The companies said Parler had not adequately handled violent threats and hateful content on its platform that encouraged the riot.
Apple reaccepted Parler last month, after initially rejecting its application for re-entry in March; Apple said at the time Parler still had “highly objectionable content,” including Nazi imagery and other hate symbols. Parler says its algorithm can now “automatically detect violent or inciting content, while still preserving user privacy. Such content has always violated Parler’s guidelines.”
Parler remains banned in Google’s Play Store, although users can still sideload the app on Android. Parler sued Amazon, which had provided the site’s web hosting, but the suit has so far not fared well in court.
As Meckler noted in his statement, Parler’s iOS app adheres to Apple’s requirements and “excludes some content that Parler otherwise allows,” the company said in a press release. “However, that content is still visible, at the user’s discretion, on the web-based and Android versions of the platform.”
After the January deplatforming, Parler struggled to resurface on the web. Former CEO John Matze said at one point even the company’s vendors and lawyers had “ditched” him. Matze was fired in February, he said, by a board that included Rebekah Mercer, of the prominent conservative Mercer family.
Christopher Stringer, an ex-Apple designer who worked on everything from the HomePod to the original iPhone during his 22 year-stint at the company, has unveiled his new startup’s debut speaker. It’s called the Cell Alpha, a futuristic Death Star-shaped connected speaker with an emphasis on spatial audio. It costs $1,799, or $1,969 if you want the model with a floorstanding base.
The Cell Alpha has woofers on its top and bottom arranged into a “force-balanced” configuration. These are paired with three mid-range drivers that are distributed around its equator, where they’re presumably joined by a small thermal exhaust port — the Cell Alpha’s only known weakness. Jokes aside, Stringer’s company Syng claims this three-driver configuration (dubbed “The Triphone”) is able to project sound with “pinpoint accuracy” around a room.
Syng is making big claims about the spatial audio capabilities of the Cell Alpha. It’s styling it as the world’s first “Triphonic” speaker, because it offers spatial audio capabilities beyond the stereo audio that’s long been the traditional standard. In practical terms it’s supposed to allow the speaker to fill an entire room with surround sound audio, creating the impression that specific sounds or instruments are coming from distinct areas of the room. There are three microphones built into the speaker’s stand to measure the geometry of the space it’s in, similar to the HomePod, which helps it create the impression of surround sound using just a single speaker.
While Syng says one speaker is capable of offering surround sound, anyone with $5,397 to spend can pair three Cell Alpha speakers together in a single room to get “the fullest expression of Triphonic audio.” According to a report from the Financial Times, Syng hopes to generate revenue from licensing out its audio technology in addition to selling hardware.
In terms of connectivity, Syng says the Cell Alpha supports AirPlay 2 and Spotify Connect over Wi-Fi. Physical connectivity is handled by a pair of USB-C ports, and Syng also says it’s planning on releasing a USB-C to HDMI cable to let the Cell Alpha connect to TVs (it can also output sound from a TV using AirPlay). A companion Syng Space app is available for setup and playback control.
Syng currently has around 50 employees according to Wired, and is reported to have raised $15 million in funding. The FT’s report last year said these employees include ex-Apple designers and engineers, as well as former Nest, Ring, Nike, and Facebook employees. Others have reportedly joined from the audio companies Harman and Bowers & Wilkins.
The Cell Alpha is available to purchase now from Syng’s website. As of this writing, shipping is expected in six to eight weeks.
Barely two weeks after strong suggestions of an Apple Music Hi-Fi tier began circulating – an Apple offering to combat the hotly-anticipated Spotify HiFi – it seems we may not have to wait much longer.
Apple is said to be planning a new HiFi tier for its Apple Music streaming service (which some sources claim will coincide with the launch of its AirPods 3 true wireless earbuds) and a few clues have now been spotted within the Apple Music source code.
As noted by 9to5Mac, new references to ‘Lossless’ and ‘Hi Res Lossless’ have appeared within the source code of the Apple Music web app, as have the words ‘Dolby Audio’ and ‘Dolby Atmos’.
These new mentions presumably indicate that tracks in Apple Music will soon be available in two higher-quality lossless formats. This corresponds with a report from 9to5Google, which claims that Apple Music for Android is readying support for two ‘lossless’ bit rates: 24-bit/48kHz and 24-bit/192kHz.
The strings in the Android app suggest that the highest quality lossless stream will consume up to 36MB of data for a single three-minute track – but there’s apparently no mention of Dolby Atmos or Dolby Audio in the code of Apple Music 3.6 for Android. To clarify: Apple had made a reference to both, in iOS 14.6 beta 1, but then removed any mention of a high-fidelity service in beta 2.
The mentions of ‘Dolby Atmos’ and ‘Dolby Audio’ in the Apple Music web app could mean that some songs will be labelled in this way and may support Apple’s Spatial Audio feature found in AirPods Pro and AirPods Max.
If high-quality streaming does indeed arrive with iOS 14.6 (set to drop in late May or early June) there’s every chance the Cupertino giant will beat arch rival Spotify to the punch.
MORE:
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It seems Spotify HiFi is missing something – but will it matter?
Read up on the best music streaming services 2021: free streams to hi-res audio
Apple is teasing a major Apple Music announcement. “Get ready,” a post in the service’s Browse tab reads, “music is about to change forever.” Tapping the image reveals an animated video, though it just consists of the music streaming service’s logo spinning in place. The teaser, first reported by MacRumors, is believed to refer to Apple Music’s rumored lossless and hi-res music streaming features.
A launch of the new higher quality streaming is believed to be imminent after code referencing “Lossless” and “Hi Res Lossless” streaming tiers appeared in the service’s Android and web apps. According to code in the Android app, the lossless tier will support music streaming at 24-bit/48Hz (a small step up from regular CD-quality 16-bit/44.1kHz), while the hi-res lossless tier will stream at 24-bit/192 kHz.
Code in the Android app warns that these higher quality tiers will required more storage space and data to stream compared to existing quality. Apple Music’s current high quality tier consumes 6 MB of data for a 3-minute song, but this could rise to 36 MB with lossless, and 145 MB with hi-res lossless.
The benefit, of course, should be better sounding audio, similar to what’s already offered by the likes of Tidal, Amazon Music HD, and Deezer. Spotify has also announced its own lossless HiFi tier which is due to launch later this year.
As well as lossless and hi-res streaming, code snippets also include mentions of “Dolby Audio” and “Dolby Atmos,” 9to5Mac reports. The speculation is that the AirPods’ Spatial Audio features could be used in conjunction with Dolby’s surround sound technology.
Apple’s teaser doesn’t say when we should expect an official announcement, but some rumors suggest an announcement as early as Tuesday.
Rumours have been building over the past few weeks around the launch of a new Apple Music HiFi tier alongside the third generation of Apple AirPods, and we’ve now had a potential launch-date leak as well.
According to rumours site AppleTrack, we can expect the announcement to land on May 18 in the US (well ahead of the tech giant’s June 7 WWDC event) via a press release rather than the usual launch show event.
This date coincides with Google’s I/O event, at which it will likely announce the new Google Pixel 6, so it would make sense for Apple to try and steal some of its competitor’s thunder by revealing its own big products on that day.
No information is concrete at this stage, but from past leaks we’re expecting this CD-quality music tier to cost the same as the regular individual Apple Music subscription – $9.99 / £9.99 / AU$11.99.
AirPods 3: release date, price, design, leaks and news
Apple teaser
As MacRumors has discovered, Apple itself is pushing out some teaser material that lends extra weight to the imminent launch of its HiFi streaming tier.
In the company’s Music app, a teaser video has begun to appear in the app’s Browse tab, with a ‘coming soon’ message alongside the text, “Get ready—music is about to change forever”.
While this doesn’t necessarily support the specific May 18 date, or even explicitly refer to the HiFi tier, it does strongly indicate we’ll be seeing it arrive soon, and coupled with recent rumours we expect we might. Either way, we’ll find out on Tuesday.
(Pocket-lint) – The true wireless earphones market is getting pretty saturated these days. That means it’s becoming harder and harder for any audio company to stand out. So how does one make a pair that people will notice and care about?
Master & Dynamic’s approach for the past couple of years has been to build a pair of ‘buds that doesn’t look like the rest, while also delivering a very different, dynamic sound from the drivers. With the MW08 that continues, but the experience is a little more refined.
What came before?
Master & Dynamic launched into the true wireless market with the MW07, before following it up with the ANC-equipped MW07 Plus and sport-focused MW07 Go.
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: MW07 PlusMW07 Plus
The non-Go editions were recognisable by their use of marbled acrylic. They looked like they were designed to match tortoiseshell sunglasses, but with the latest MW08 that has changed for more premium materials.
Best true wireless earbuds for wire-free Bluetooth audio
Master & Dynamic has also enhanced the MW08’s active noise-cancelling (ANC), sound quality and battery life, promising to be far better than any of the previous models.
Design
Ceramic design
9g weight per bud
IPX5 water resistance
Colour options: Black, blue, white, brown
With the MW08 it’s clear there’s a focus on design. You can’t go wrong with ceramic. It’s lovely, shiny and extremely durable.
These ‘buds are among the nicest looking we’ve tested. They’re also a little smaller than the MW07 Plus, which makes them more compact and less of an attention seeker when placed in the ears. That’s not to say they don’t still retain that M&D flavour. The shape is still that unique half-circle-half-square design – it’s just more restrained this time around.
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The internal design has been tweaked too, allowing each ‘buds design to be more ergonomic than before – and so better fitting inside the ear canal. They feel secure and comfy, without the need for use any in-ear fins or grips to keep them from falling out. These ‘buds are precision designed to comfortably fit inside the ear and just stays there.
Granted, we didn’t feel the fit was so secure that we’d risk wearing these ‘buds during a run or workout, but for most instances we can’t imagine them falling out and getting lost. It’s a nice, neat, compact shape.
Open the case and show them to someone for the first time and they may just invoke comparisons to cufflinks. There’s a precision and polished look. It’s more restrained than previous models, but the quality is easy to see.
The ceramic plate is built on top of an aluminium frame – which also acts as the external antenna for strong wireless performance – and the buds sit neatly in their stainless steel case when stowed away.
This case is one of the only elements that’s changed drastically from the previous versions. There’s still a polished steel option, but you also get matte black and polished dark grey ‘graphite’ options. Which one you get depends on which colour ‘buds you want: black, blue, white, brown.
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More importantly, Master & Dynamic switched the lid to a new position, making it smaller, but more durable-feeling at the same time. By comparison, the large flip-open lid on the old cases feels quite flimsy now. The new case feels sturdier, while retaining its very portable size, and comes with a little carry pouch too – which you will probably need to use if you buy the polished steel version.
One thing that hasn’t changed is the tried-and-tested physical button layout. One earbud features the volume up/down buttons; the other features the multi-purpose key. That makes it simple to adjust the volume level and simple to play/pause. We prefer it to most touch-sensitive alternatives, which often trigger too easily when you want them to.
Battery life, noise cancelling, app controls
Active Noise Cancelling (ANC) and ambient modes
12 hours playtime outside case (42 hours total)
In-ear detection/auto pause
Free M&D app for control
Bluetooth 5.2 + aptX
So the design is sublime, so that usually means you compromise on performance somehow, right? Well, no, not this time.
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Master & Dynamic’s latest pair of tether-free ‘buds has market-leading battery life. The manufacturer claims up to 12 hours of music playback from a fully charged pair (or 10 hours with the ANC switched on). In real-world use, you’re unlikely to get exactly those figures – we’ve been getting close but a little under – but there’s no battery anxiety here.
You can listen to music for three hours straight and barely even touch the battery. During testing we did this on a few consecutive days and didn’t manage to run out of battery, or need to plug the case in to charge it.
If you commute to work – or will be in the near future – this will comfortably get you through a work week without much trouble. With the battery in the case and battery in the ‘buds you can get up to 42 hours total, which is quite frankly astonishing.
Combine that battery performance with strong wireless performance and good quality calls and you have a set of ‘buds that’s not just pretty and well-made, but will keep up with the challenges of daily life.
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In all of our testing there’s only one area that we think needs improving: the ANC. The manufacturer’s take on noise-cancelling doesn’t quite perform as well as, say, the Apple AirPods Pro or Bose QuietComfort Earbuds. That said, M&D’s implementation does make a clear difference, handily cutting out most of the noise around you – it’s just less ‘strong’ than those rivals.
We found it worked well to cut out the noise of chatter around us while listening, but walking alongside busy roads, it still let in the sound of tyres rumbling over the asphalt, for example. Granted, it made such sounds quieter, but we could still hear them. And this was with the maximum level of ANC activated.
One feature that works well is the auto-pause – which activates when the ‘buds are removed from the ears. As soon as you take one earbud out, it automatically pauses whatever you’re listening to, thanks to an optical sensor on board. Sadly, it doesn’t then automatically resume when you reinsert the ‘bud, but pressing the play/pause button once resolves that.
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This is controlled in the all-new M&D Connect app, which lets you see battery level and adjust noise cancelling/ambient sound. This is also where you see if there are any firmware updates available. Sadly, there’s no equalisation (EQ) adjustment because – like any other company that has its own idea of what great sound is – it has already set that for you and doesn’t allow you to deviate from that.
Sound
11mm Beryllium drivers
There’s an unmistakeable quality about Master & Dynamic’s sound and – as the company name suggests – it’s dynamic. M&D doesn’t go for that studio clean and flat approach, or airy, breathy quality. Instead, you get lots of bass, lots of clarity and punch from the high-end, without losing the subtle details in a mix.
The end result is a sound that makes you want to get up and groove along to the bass and drums in any soundtrack. It’ll makes you want to go and listen to all your favourite songs again. It might even make you appreciate songs you didn’t think you liked before.
Saying ‘lots of bass’ often conjures up the picture of big, boomy sound that dominates the audio. In this instance, however, that’s not what it’s like at all. It’s well controlled and shaped bass that forms a big part of the sound profile, but without detracting from the impact of the vocals.
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Listening to the MW08 and we often felt like the higher-frequency percussive sounds – like shakers, tambourines and hi-hats – cut through the mix somehow and form a big part of the sound. This can sometimes lead to a little sibilance on high impact sounds like forcefully annunciated Ts, Ps, and Ses in vocals, but it’s not as bad as it was in previous MW-series ‘buds.
This sound seems a bit more balanced than the company’s older ‘buds – probably because of the new 11mm drivers. These new drivers also seem incredibly responsive. Short, staccato notes are punchy and tight, whether they be pizzicato strings in an orchestral piece or just finger clicking in the background.
The other great quality of the sound is that it has a sense of space. It feels almost like being surrounded by the sound, rather than having it pumped directly into your ears from a few millimetres away. The soundstage is impressively wide, and combined with the dynamic properties of M&D’s audio it makes for an unmissable experience.
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A really good example to hear all these elements is the orchestral version of Space by Biffy Clyro. There’s those clear lead vocals, and the prominent piano leading the instruments. But despite that piano, you still can clearly hear the plucked cello and bass strings in the background, while it all retains that real feel of being recorded in a big wide open space. Bowed strings then perfectly swell and drop in crescendos in the chorus, while the subtle percussion beats on somewhere in the distance. It’s sublime.
While call quality isn’t the foremost function of the MW08, they’re well-equipped with a six-mic array and offer clear calls even in slightly windy conditions. The external mics can filter out wind tearing noises, so there’s nothing to detract from any of that listening experience.
Best USB-C headphones for Android phones 2021
By Dan Grabham
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Verdict
In a market full of plastic buds, the Master & Dynamic MW08 feel really special. The combination of ceramic, aluminium and a stainless steel case make them unlike anything else on the market.
We’ve long appreciated M&D’s unique take on sound too. It’s high-impact and exciting. It was never technically perfect, but it’s always a great fun listen. We’re glad that with the MW08 the company has retained what makes it M&D, but also focused on improving areas that make this a truly excellent product.
The 12 hour battery life is market-leading, while the ANC performance is decent enough – although not quite incredible. Plus, now the company has an app for controlling features.
The M&D MW08 is the MW series’ coming of age – and it makes pretty much every other pair of wireless earbuds seem boring by comparison.
Also consider
Pocket-lint
Bose QC Earbuds
Bose’s flagship ‘buds are fantastic, although physically large. Sound has that typical spacious and breathy Bose quality with great detail and lift in the mids giving a full and balanced sound. The noise-cancelling is stronger than the M&D too.
Read our review
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Grado GT220
Grado’s approach to the true wireless in-ears market is very focused and measured. There’s no ANC here, but you do get truly stellar sound quality and the passive noise isolation is strong enough you might not even miss the ANC anyway.
According to a Reuters report, a group of four U.S. senators might unveil their $52-billion microelectronics industry backing proposal on Friday or early next week. The chip industry support plan is set to include funding of R&D and production and the establishment of national programs. The $52 billion five-year plan pales in comparison to South Korea’s intention to support its semiconductor industry with $450 billion over the next 10 years. Still, the real question is if we can compare the plans directly.
$52 Billion U.S. Semiconductor Bill
Various companies in the U.S. design the vast majority of chips used globally, yet only 12% of semiconductors are produced on American soil. The microelectronics industry funding bill is designed to at least partially change that and bring more chip production back to the USA.
The U.S. semiconductor industry funding law is developed by senators Mark Kelly, John Cornyn, Mark Warner, and Tom Cotton. According to a draft document seen by Reuters, the plan is expected to include $39 billion in production and R&D incentives and $10.5 billion to implement various national programs over a five-year period. Among the government-supported R&D initiatives are the National Semiconductor Technology Center and National Advanced Packaging Manufacturing Program.
The chip industry supporting bill will be a part of a bigger $110 billion effort to fund U.S. technology research in a bid to better compete with China. The same bill is also set to include semiconductor requirements of this year’s National Defense Authorization Act, which will obviously somewhat help the American microelectronics industry, too.
“There is an urgent need for our economic and national security to provide funding to swiftly implement these critical programs,” the summary of the bill seen by Reuters reportedly reads. “The Chinese Communist Party is aggressively investing over $150 billion in semiconductor manufacturing so they can control this key technology.”
Typically, when a semiconductor company builds a fab in the U.S. and Europe, it gets incentives from federal and local governments. As a result, expect states to provide incentives to companies like Intel, so in the end, these chipmakers will get considerably more than $39 billion. Yet, even when federal and state chip funding initiatives are combined, the total sum will be considerably lower than South Korea’s planned spending on its microelectronics industry.
$450 Billion South Korean Chip Plan
Earlier this week South Korea unveiled an intention to support its local chip industry with $450 billion over the next 10 years.
Historically, automotive and chemical/petrochemical products were South Korea’s main export items. Today, semiconductor sales account for around 14.6% of Korea’s exports and represent the largest exports category. Furthermore, since chips enable the vast majority of today’s products, from mice to TVs and from smartphones to vehicles, the importance of the semiconductor industry is hard to overestimate, especially for South Korea.
There is a catch, though. Samsung and SK Hynix — Korea’s largest chip companies — mostly export commodity DRAM and 3D NAND memory chips, not advanced logic chips, like CPUs and SoCs. Samsung, of course, has leading-edge process technologies, yet it produces chips developed by others and in different parts of the world. In fact, there aren’t many designers of sophisticated processors in South Korea – even parts of Samsung’s Exynos SoCs are designed in the USA.
The multifaceted $450 billion plan is set to change this. In a bid to revamp its domestic semiconductor industry, South Korea intends to help train 36,000 engineers between 2022 and 2031 and contribute $133 billion (1.5 trillion won) to semiconductor R&D programs. Furthermore, the country will help chip designers, manufacturers, and suppliers with tax breaks, lower interest rates, eased regulations, and strengthened infrastructure (which includes ensuring adequate water and power supply for chip makers), reports Bloomberg. South Korea has already gained endorsements from ASML and LAM Research that announced plans to expand their presence in the country.
In general, South Korea wants to build a vertically integrated semiconductor industry that will include leading-edge R&D operations, the development of world-class processors, and the production of chips using the most advanced fabrication technologies.
Different Goals
While the U.S. and South Korean semiconductor industry supporting plans are both unveiled in May and are aimed at the same industry, they are designed for different purposes, and to that end should not be compared directly as they pursue different goals.
American companies like AMD and Nvidia are focused on developing advanced logic chips that they can sell for thousands of U.S. dollars per unit and earn great margins. Some other U.S.-based companies like Apple and Tesla design chips so they could add unique capabilities to their products, such as smartphones, PCs, and automobiles. Manufacturing in the USA is something that these companies might prefer, yet their business efforts are focused on the development of products (which includes hardware and software) that they actually sell, not on the production of microelectronics.
For the U.S. as a country, manufacturing advanced semiconductors at home makes a lot of sense both from commercial and national security points of view. The USA already has the world’s leading developers of CPUs, GPUs, SoCs, and process technologies. Hence, the $52 billion bill is mostly designed to support domestic manufacturing, perhaps not the most lucrative (yet crucially important) portion of the global semiconductor supply chain. Considering that companies like TSMC and Samsung spend around $30 billion a year on capital expenditures (i.e., building new fabs and upgrading existing ones), $39 billion planned to help U.S. chip production over a five-year period is not much, though.
South Korea is the world’s leading producer of commodity memory chips. In contrast, it is not known for leading-edge microprocessors and system-on-chips. Refocusing the industry from commodities to premium products requires investments in education, the attraction of foreign companies and talent, and stimulating local chip designers, all while helping Samsung and SK Hynix to remain the world’s leading makers of memory and logic chips.
South Korea’s plan is much more ambitious and much more complex than the one U.S. senators are about to announce, which is why it costs a lot more money.
There are two big questions here. Can the U.S. remain on top of the global semiconductor supply chain now that other countries are pouring in hundreds of billions in their microelectronics industries? Can South Korea buy its way into the major league with money? Only time will tell.
Despite new guidance from the Centers for Disease Control and Prevention, Apple will keep its mandatory mask policy in place at its US retail stores for the time being, Bloomberg reported. The company informed stores that it is continuing to evaluate COVID-19-related health and safety measures, but that the policy requiring customers and employees at its Apple stores would stay in effect.
The CDC announced Thursday that people who had been fully vaccinated against the coronavirus could do away with wearing masks indoors and outdoors, and did not have to continue social distancing. There are some exceptions to the CDC guidance, which recommends people continue masking on public transit, airplanes, and trains, and in health care settings such as a doctor’s office. Immunocompromised people are advised to consult their healthcare professional before discontinuing masks, and someone who develops new COVID-19 symptoms should start wearing masks again to be safe.
Some retail stores across the US began lifting their mask requirements on Friday, with large companies including Walmart, Trader Joe’s, and Costco updating their policies. But Target and CVS were among the retailers who said they would keep their mask requirements in place as they assessed the CDC guidance.
In its stores that have reopened— some are open on a limited basis — Apple currently requires customers and store employees to wear masks, and provides masks for customers that don’t have their own. The company’s FAQ page also says it requires temperature checks before anyone is allowed to enter an Apple store.
Apple did not immediately reply to a request for comment Saturday.
As part of iOS 14.5, Apple’s App Tracking Transparency forces developers to ask permission for something they used to be able to do for free: track iOS users. Today, Twitter is joining the ranks of other developers and adding a prompt that asks users to enable tracking on iOS (via MacRumors).
Twitter’s main justification for listening to its request is straightforward — having the feature enabled allows it to serve “better” ads. The company includes a link to settings so you can make those changes, but read Twitter’s explanation before you decide:
Keep ads relevant to you by allowing Twitter to track data from other companies on this device, like apps you use and websites you visit.
The company also includes a link to a support post in the Twitter help center which explains why it has to ask for permission, includes a link to its current App Privacy Policy, and goes over what enabling or disabling tracking does in iOS.
It’s a surprisingly low-key attempt to get users to allow Twitter to track them, considering the company highlighted Apple’s addition of App Tracking Transparency in iOS 14.5 as a potential risk in its recent earnings statement (PDF):
We continue to expect total revenue to grow faster than expenses in 2021, assuming the global pandemic continues to improve and that we see modest impact from the rollout of changes associated with iOS 14.5. How much faster will depend on various factors, including our execution on our direct response roadmap and macroeconomic factors.
Facebook and Instagram took a far more aggressive approach to convince users its use of ad tracking is on the up-and-up — even going as far as including a vague threat that enabling tracking will “help keep Facebook/Instagram free of charge.”
Companies like Twitter and Facebook rely on tracking users to support their separate, often very lucrative ad businesses. After all, it’s usually ad sales that pay for free social networks, and customer data helps to target those ads. As a company that’s more interested in selling hardware and subscription services, Apple doesn’t really have to worry about things like that, but brash changes like the new tracking permissions can leave developers scrambling.
App Tracking Transparency has proven popular, though — around 96 percent of US users are opting out of tracking according to some recent surveys. And with Google considering developing its own methods for blocking tracking on Android, we might just have to get used to apps coming to us and begging for free data.
Massively popular game creation tool Roblox is now a massively popular experience creation tool Roblox, possibly in response to the ongoing Epic v. Apple trial.
Roblox allows a variety of user-created projects on its platform, and until earlier this week, these were all grouped under a tab called “Games” on Roblox’s website. Roblox creators could create and manage “games” through an editor, and individual games had a user limit called “max players.”
That’s all changed now. The “Games” tab now reads “Discover” on the web, although it still points to an address of “roblox.com/games.” Developers can create and manage “experiences,” and experiences have “max people” allowed. The word “game” has been replaced by “experience” across nearly the entire Roblox website, and the iOS and Android apps now have a Discover tab instead of a Games tab — although both apps are currently classed as games in their respective stores. Roblox acknowledged a message from The Verge, but it didn’t offer an explanation for the latest change by press time.
Roblox has used the term “experience” in place of “game” before, and CEO David Baszucki called Roblox a “metaverse” rather than a gaming platform last year. But this change happened days after a legal fight over whether Roblox experiences are games — and by extension, whether Roblox itself should be allowed on the iOS App Store.
The Epic v. Apple antitrust trial has produced a weeks-long, frequently hilarious debate over the definition of a video game. Epic wants to prove that its shooter Fortnite is a “metaverse” rather than a game, pushing the trial’s scope to cover Apple’s entire App Store instead of just games. Apple wants to prove that Epic is an almost purely game-related company and that the App Store maintains consistent, user-friendly policies distinguishing “apps” from “games.” It also wants to defend a ban on “stores within a store” on iOS.
Roblox blurs the line between a large social game and a game engine or sales platform. Users don’t enter a single virtual world like Second Life; they launch individual experiences created by users. Developers can sell items within those experiences, and there are full-fledged game studios that build with Roblox instead of, say, the Unity or Unreal engines. But all of this activity happens within a single Roblox app, instead of as a series of separately packaged games.
Apple has apparently worried about this fuzziness. In a 2017 email, Apple marketing head Trystan Kosmynka said he was “surprised” that Roblox (which he referred to as “Roboblox”) had been approved for the App Store. The email chain indicates that App Store reviewers raised concerns in 2014, but Roblox was approved without ever resolving the issues. Epic brought the decision up again in court, hoping to cast doubt on Apple’s App Store review process.
Instead, Kosmynka justified the choice by saying that neither Roblox nor its user-built projects should be defined as games. “If you think of a game or app, games are incredibly dynamic, games have a beginning, an end, there’s challenges in place,” he testified. “I look at the experiences that are in Roblox similar to the experiences that are in Minecraft. These are maps. These are worlds. And they have boundaries in terms of what they’re capable of.” Kosmynka said Apple considered Roblox itself an app (rather than a game) because the company used that label in the App Store, although this doesn’t appear to be accurate.
Besides the crucial factors of “beginning,” “end,” and “challenges,” Kosmynka seemingly argued that these experiences weren’t games because Roblox contained their code in a safe, Apple-vetted Roblox sandbox — making them less objectionable than standalone installable games. But Apple doesn’t use that same logic for cloud gaming services, which stream video of games from remote servers. In fact, it requires these services to list each game as a separate app. That would probably be a nightmare for Roblox, where experiences range from full-fledged professional projects to tiny personal spaces.
Some Roblox users have left irritated messages on Twitter, Reddit, and other platforms. But Roblox has promoted itself as a general-purpose metaverse in the past. It’s got virtually nothing to gain by deliberately stepping into Apple’s minefield of iOS gaming rules, particularly after such an extended courtroom debate about its status. On iOS, it turns out, the only winning move is to not play — or at least not tell anyone you’re playing.
If you want a space gray Apple accessory, such as a Magic Mouse, Keyboard, or Trackpad, now is the time to get one because they’re being discontinued. On Apple’s store page, they’re currently for sale but with a “while supplies last” message (via MacRumors). Apple confirmed to The Verge that it will no longer sell the space gray accessories after stock runs out, but the silver variants will still be available.
The message is the same one that appeared on the iMac Pro before it was listed as “out of stock” for good. Now that Apple’s space gray desktop isn’t around, it seems that the company’s decided to stop making the space gray accessories. It’s a bit odd, given that Apple kept the color around when it introduced the M1 MacBooks, where external mice and keyboards might still be in demand. The discontinuation of the dark accessories does raise the question of whether it will stick around in the rumored redesign, though, or if Apple will go the colorful route it did with the new iMacs. (Let me buy a purple iPad Pro!)
This may also mean the death of the Apple-made black Lightning cable: Apple doesn’t sell it separately, it’s only included with the space gray accessories. Truly, it’s nothing special, but it is an accessory that wasn’t available for purchase otherwise. I look forward to selling mine on eBay for some ridiculous price in 10 years.
Apple might have bigger plans for next week than initially thought. The new iMac, iPad Pro, and Apple TV 4K are all set to start shipping to early preorder customers on or around May 21st, but now it seems there could be two surprise announcements: a hi-fi streaming tier of Apple Music, and maybe even AirPods 3.
The Apple Music part seems extremely likely when you factor in a report from 9to5Google. Digging into the latest Apple Music for Android beta app, they discovered direct references to high-resolution audio that didn’t exist previously
These are the prompts found in the app’s code, though they’re not user-facing quite yet:
Lossless audio files preserve every detail of the original file. Turning this on will consume significantly more data.
Lossless audio files will use significantly more space on your device. 10 GB of space could store approximately: – 3000 songs at high quality – 1000 songs with lossless – 200 songs with hi-res lossless
Lossless streaming will consume significantly more data. A 3-minute song will be approximately: – 1.5 MB with high efficiency- 6 MB with high quality at 256 kbps- 36 MB with lossless at 24-bit/48 kHz- 145 MB with hi-res lossless at 24-bit/192 kHzSupport varies and depends on song availability, network conditions, and connected speaker or headphone capability.
It doesn’t get much more direct and clear than that, with Apple warning about both the higher data consumption of streaming lossless music and the added storage space that will be necessary to download it for offline listening. The fact that Apple has now added this data to its Android app suggests that this could all be happening sooner than later. I say that because Apple’s Apple One bundle showed up in Apple Music for Android just days before its public announcement.
The Android app code also reveals that Apple Music will offer two choices for lossless playback:
Lossless ALAC up to 24-bit/48 kHz
High-Res Lossless ALAC up to 24-bit/192 kHz
So it sounds like Apple has every intention of matching what Tidal, Amazon Music HD, and services like Qobuz currently deliver. It’s also worth noting that there’ve been recent references to Dolby Atmos spatial audio in Apple Music on iOS, according to 9to5Mac.
Apple has for years stuck to its customary 256kbps AAC files for both iTunes and Apple Music. When iTunes Plus debuted all the way back in 2007, that was a substantial upgrade over heavily compressed MP3s that people were downloading from peer-to-peer apps like Napster and Limewire during the height of music piracy. And it’s still perfectly adequate. Mastering of tracks has just as much influence on the listening experience as encoding details do, and Apple has tried to play to this aspect with its “Apple Digital Masters,” which aim to get the most dynamic range and detail from songs on its platform.
But in terms of pure music fidelity, Apple has objectively been surpassed by companies like Tidal and Amazon over the last several years. My friend Micah Singleton has a great piece over at Billboard about how we’re entering the hi-fi era of the streaming music wars. Amazon Music HD is performing strongly, with subscriptions up 100 percent year over year. Spotify has also promised the launch of “Spotify HiFi” for later this year.
There’s money to be made, and the ingredients are all there: Apple now sells premium headphones in the AirPods Max, and wireless carriers continue to talk up the promise and speeds of their growing 5G networks. I can’t imagine 5G will be required for lossless Apple Music streaming, but it’s a nice flex of the technology right in the middle of the iPhone 12 cycle.
What about those AirPods 3, though?
There have already been quite a few leaks that revealed details about Apple’s next iteration of AirPods, but the real question has been around release timing. Yesterday, a report from a site called AppleTrack suggested that the new AirPods could be announced alongside this new lossless tier of Apple Music. I don’t quite follow the logic, myself; no one really thinks of regular AirPods as the right choice for audiophile listening, but maybe Apple just wants new hardware of some sort to launch in tandem with the new service.
Taken on its own, the AirPods rumor seems “sketchy” as 9to5Mac said. But the sudden discoveries about lossless audio in Apple Music for Android seem to add some fuel to the fire.
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