google’s-nest-mini-is-only-$19-at-adorama

Google’s Nest Mini is only $19 at Adorama

Whether you’ve fully committed to the smart home ecosystem or are just dabbling in the space for the first time, picking up a smart speaker is a no-brainer for most people. If you haven’t yet grabbed an Amazon or Google smart speaker, however, Adorama is taking $31 off the Google Nest Mini as part of its latest flash sale through Sunday, May 9th. Simply use the promo code EXTRAOFF11 at checkout to knock an additional $11 off the listed sale price and receive free shipping.

Like its predecessor, the Google Nest Mini offers a range of voice-activated features, only with bolder sound, capacitive touch zones, and an improved design that allows you to hang the device on your wall. At the core of the fabric-lined puck is Google Assistant, which allows you quickly set reminders, stream music, control your smart lights, and carry out a range of other tasks with nothing more than a quick “Hey, Google.”

The sound isn’t as robust as, say, the Google Nest Audio, but this marks the lowest price we’ve seen on the Nest Mini this year. It’s even available in two colors, chalk or charcoal.

Google Nest Mini

Google Nest Mini

  • $19
  • $49
  • 62% off

Prices taken at time of publishing.

The Nest Mini is Google’s smallest Assistant smart speaker, and it can fit almost anywhere in your home. Through Sunday, May 9th, Adorama is offering an additional $11 off the sale price at checkout with promo code EXTRAOFF11.


  • $19


    at Adorama

If you’re looking for additional Mother’s Day gift ideas — and don’t mind opting for in-store pickup — we’ve also rounded up a set of eclectic ideas, from bath balms and AirPods to a classic pair of sandals.

google-assistant-will-sing-you-a-song-about-getting-vaccinated

Google Assistant will sing you a song about getting vaccinated

Many of us are excited that COVID-19 vaccines are now widely available in the US, and it seems like Google Assistant is joining in. In fact, it’s got a song to share about it (via Android Police).

You can listen to the song yourself by asking Google Assistant to “sing the vaccine song,” but I’ve also recorded it. Take a listen.

Okay, hmm… where to start? I’ll give the music some props. It’s got a fun beat with a kind of crispy-sounding snare. I’d also call the synths “tastefully restrained.” Assistant will also, I discovered, sing the song in either a male- or female-sounding voice, depending on your settings. The range!

Unfortunately, the lyrics aren’t great. If you’re not able to listen, here’s a sample:

To be fair, the subject matter doesn’t lend itself well to song.

Yeah, the presentation isn’t really helped by the emoji that punctuate each line. I can fully support the message: my hat’s off to the people who worked hard on developing the vaccines, and we should all get it so we can return back to normal. But I don’t think the best messenger is a digital assistant. I also doubt it’ll be that convincing to people who are distrustful of the vaccine.

(Also, who’s pining for handshakes to come back?)

I’m feeling a strong four to a light five on this one.

sonos-move-review:-should-you-buy-it-over-roam?

Sonos Move review: Should you buy it over Roam?

(Pocket-lint) – Sonos offers multiple speakers within its portfolio, but as great as they are, none had been portable, none had been water-resistant, and none had offered Bluetooth audio support. The Sonos Move, however, changed all of that. 

While Sonos previously focused on offering speakers designed for the home that require mains power and use a mesh Wi-Fi network to talk to each other, the Sonos Move was the first portable Bluetooth smart speaker marking the beginning of Sonos outside of the home.

Move was first, but since its release, there is also now the smaller, and more portable Sonos Roam to consider if you’re in the market for a Bluetooth Sonos speaker. You can read our full Sonos Roam review separately, but here we are focusing on the larger, more powerful, Sonos Move.

  • Sonos Move vs Sonos Roam: What’s the difference?

Design

  • IP56 water- and dust-resistant design
  • Capacitive touch controls
  • Integrated handle
  • Measures: 240 x 160 x 126mm
  • Weighs: 3kg

Sonos plays close attention to design and all its latest speakers – from the 2015 Play:5 to the Sonos Arc – share similar design features, like capacitive touch controls, black and white colour options and plastic detailing.

Pocket-lint

The Sonos Move has the same design ethos as these newer Sonos speakers, with rounded edges, capacitive controls and an almost identical top to the Sonos One – albeit oval shaped and with repositioned controls – but it raises the stakes when it comes to durability.

While the design of the Sonos Move clearly resembles the Sonos portfolio, it offers an IP56 water and dust resistance and it is one tough little cookie – although it’s not actually that little. Sonos says the Move can withstand pretty much every obstacle life might throw at it, whether that be sand, water or a drop on concrete, and while we didn’t fancy testing the last of those, it’s clear this speaker is able to hold its own.

To achieve this, the bottom of the device is silicone with a clear coat of paint over the top to deter dust. Everything inside has been considered, too, from a custom-made polycarbonate basket case reinforced with glass for the mid-woofer, to the colour of the Move itself – it is Shadow Black and not just plain, absorbant black to take UV exposure into account. We had it outside in 25C with the sun shining directly on it for several hours but it didn’t feel too hot as a result. There’s a Lunar White model too, which are the same colour offerings as the Sonos Roam.

Pocket-lint

As we say, though, this portable speaker is not small. It’s wider and taller than the Sonos One and it weighs a hefty 3kg – so you’ll need a pretty decent-sized backpack to lug it around. The point is that you can bring it wherever you want, whether that’s your garden, the beach or a camping trip. At this scale we suspect it’ll be nearer to the home, for a garden party, while the smaller Sonos Roam is more suited to the park or beach.

On the rear of the Move is a Wi-Fi/Bluetooth toggle switch, a power button and a pairing button – the last of which all Sonos speakers except the Roam offer. The buttons are all positioned on an inward slant that allows for the convenient integrated handle – which is built into the design, rather than a separate strap or handle – to exist within this design format.

When the Sonos Move is on its Loop Dock charging cradle it looks like any other Sonos speaker and blends into the home. You’d never know it was portable from the front, giving it an element of surprise about it. If you’re thinking about buying a permanent in-home Sonos speaker but might want to occasionally take it out and about then we can see why this design makes perfect sense, though the same can definitely be said for the Roam too.

Pocket-lint

A USB Type-C port sits below the integrated handle and the buttons, as well as two charging pins below that for the Loop Dock – which the Sonos Move snaps into place on.

Hardware & Specs

  • Bluetooth and Bluetooth Low Energy
  • AirPlay 2 support
  • 45W power

The Sonos Move delivers 45W of power, coupled with Bluetooth for audio streaming capabilities rather than needing a mesh-connected device. The Sonos One, by comparison, doesn’t offer Bluetooth for audio streaming (only for quick setup), making the Move the first Sonos speaker to offer the technology, followed by the Roam. 

Pocket-lint

The Sonos Move also supports Apple’s AirPlay 2 – as per the Roam, Arc, Beam, One, Play:5, and the Sonos One SL (the voiceless version of the Sonos One) – which allows for easy streaming from an Apple device without the need to open the Sonos app. It’s quick, convenient and it offers Apple users integration with Siri for voice control too.

The Wi-Fi/Bluetooth toggle switch on the rear of the Sonos Move allows users to switch the speaker between modes – something the Roam does automatically. When the Move is ready to pair, the LED light on the top flashes blue then goes solid blue when pairing is successful. We paired our Apple iPhone 11 at the time of review with it in a matter of seconds and switching between the two modes is virtually instant, making it pain-free, even if the Roam does make this element more seamless.

Pocket-lint

The power button, meanwhile, allows users to switch the Sonos Move off entirely, otherwise it will stay in a low power mode when not being used – useful for quick wake-up if it’s grouped with another Sonos speaker or an alarm is set, for example. 

Features

  • Automatic Trueplay
  • Alexa and Google voice control

The Sonos Move functions as a typical Bluetooth speaker when in Bluetooth mode, allowing users to send music to it via a paired device, as you would the Ultimate Ears UE Megaboom 3, for example. In Bluetooth mode, the Move isn’t controlled via the Sonos app, with the control shifted to your device and the streaming service you are using instead.

When not in Bluetooth mode, the Move functions as a traditional Sonos speaker, but it appears with a battery indicator in the Sonos app. Functioning as a traditional Sonos speaker means you can group it with other Sonos speakers, control it through the Sonos app and access all the features that come with that app, including compatibility with over 100 music streaming services, stereo pairing and customisation of equalisation levels (EQ).

Sadly, you can’t use two Sonos Move speakers in a surround setup, as you can with all other Sonos speakers except the Sonos Roam, which also doesn’t offer the feature. Read our Sonos tips and tricks to learn more about the features offered by the Sonos system as a whole.

The Sonos Move also offers a feature called Automatic Trueplay. Trueplay is a software feature Sonos introduced with the Play:5 in 2015 and it allows users to tune their Sonos speakers according to its surroundings using an Apple iOS device. You can read all about it in our seperate feature.



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By Adrian Willings
·

Automatic Trueplay uses the four built-in microphones on the Sonos Move to listen to the sound produced by the speaker and tune it automatically according to its surroundings, making for a much simpler process than the original (where you had to walk around the room waving your iOS device up and down slowly, yep, really).

Pocket-lint

The Automatic Trueplay feature was introduced on the Move to combat the issues of moving a speaker from outside to inside and still ensuring it sounds good. An accelerometer helps the Sonos Move detect when it has been moved, allowing it to adjust itself within around 30 seconds to what it deems as the best for its new surroundings. You can turn it off in the Sonos app if you don’t want it though.

Additionally, the Sonos Move supports Google Assistant and Amazon Alexa voice control. As with the One, Beam, Arc and Roam, which offer the same control, you can’t have both assistants setup at the same time – but you will be able to switch between them as you please, as well as turn the microphone off (an LED light on the top of the Move indicates when the microphones are on). You can also choose to have Alexa on one compatible Sonos speaker and Google Assistant on another if you want.

When the voice assistants are setup, you get almost all the same features you would an Amazon Echo or Google Home or Nest speaker device, bar a couple, meaning you’ll be able to ask Alexa or Google anything you like, such as set a timer or alarm, control compatible smart home devices, or find out about your day or commute.

Pocket-lint

Voice control is only available when in Wi-Fi mode (AKA standard Sonos mode), but don’t mistake this for only when docked on the Loop Dock. For us, we get Wi-Fi in our garden at home and therefore we could use Google Assistant on the Move in the garden during a BBQ with friends, which was great.

Sound and performance

  • Two Class-D digital amplifiers, tweeter and mid-woofer
  • 10 hours battery life
  • Replaceable battery 

The Sonos Move has a downward-firing tweeter at the top of the speaker, coupled with a mid-range woofer inside. For those wondering why the company has used a downward-facing tweeter, Sonos told us it was to achieve evenly dispersed sound; there’s what the company calls a Wave Guide inside to enable this to happen.

Pocket-lint

Based on our experience at review and continued experience, the Sonos Move offers a great sound quality for its size and the sound is evenly dispersed. It’s on the bassy side, which is typical of Sonos speakers, but we see that as a good thing compared to other portables that can’t deliver in this regard.

There’s plenty of volume too – which you definitely need when outdoors – and the Move copes well with mid-range, treble and vocals. You don’t get as wide a soundscape as per the Play:5, but the Move sounds better than the Sonos One to our ears. That gives you an idea of its positioning in the range. It’s also more powerful than the Roam, which you would expect.

Sonos claims the battery will deliver 10 hours of music playback. We had the Sonos Move outside on Wi-Fi, on mid-volume for four hours and we only managed to drain the battery to 80 per cent, so we suspect this figure is based on use at louder volumes, thus you might get more out of it.

Pocket-lint

The battery can be replaced too – it will last around 900 charging cycles, which is around three years on average – after which it is recommended to replace it to continue to get longevity out of the device. Sonos offers a battery replacement kit that allows you to do this yourself.

Verdict

We waited a long time to see Sonos launch a portable speaker with Bluetooth streaming before Move was finally revealed. In fact, we asked co-founder Tom Cullen about a portable speaker back in 2015, so it’s something we’ve been pining after for a while and now we have two choices. 

The Move is bigger and heavier than we expected, and certainly not cheap, but with its price and size comes durability, toughness and performance – and that’s no bad thing, especially if you actually plan to make use of the Move’s portability. We also suspect many will use it as a sometime portable, not as a constant cart-around speaker.

There are other great portable Bluetooth speakers out there – including Sonos’ own Roam that is far smaller and better designed for constant portability – but there are none quite like the Sonos Move in terms of sound output and features, especially not for those already invested in the Sonos system. It’s the Bluetooth speaker Sonos fans were waiting for.

This article was first published on 5 September 2019 and has been republished to represent its full review status.

Also consider

Pocket-lint

Sonos Roam

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The Sonos Roam is the second portable, Bluetooth speaker from Sonos. It’s much smaller than the Move and while it isn’t as powerful, it offers some great features like automatic switching between Wi-Fi and Bluetooth, as well as a feature called Sound Swap.

  • Sonos Roam review

Pocket-lint

Sonos One

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The Sonos One isn’t portable like the Move, nor does it offer Bluetooth audio capabilities, but it is cheaper, it has built-in Google Assistant and Alexa capabilities, and it offers a good sound for its size. Two Sonos One speakers can also be used in a surround setup with a Sonos Arc, Sonos Beam and Sonos Sub.

  • Sonos One review

Pocket-lint

Ultimate Ears Megaboom 3

squirrel_widget_145462

The Megaboom 3 is quite a bit smaller and cheaper than the Sonos Move and it doesn’t offer the soundscape as a result of this, but it is completely waterproof, it offers decent bass for its size, and it is more portable than the Move. It’s that last point that’s a big sell here.

  • Ultimate Ears Megaboom 3 review

Pocket-lint

JBL Link Portable

Smaller and more compact than the Move, the Link Portable doesn’t deliver the same sound experience as a result, but there are plenty of features, including Google Assistant, AirPlay 2, Chromecast support and both Wi-Fi and Bluetooth. 

  • JBL Link Portable review

Writing by Britta O’Boyle.

the-art-of-making-simple-but-tough-rhythm-games

The art of making simple but tough rhythm games

Unbeatable.
Image: D-Cell Games

Unbeatable and Rhythm Doctor make the genre more accessible — and challenging

By

Alan Wen


From the trailer’s opening, with its striking, pastel-colored anime visuals, loud rock guitar riffs, and energetic vocals, Unbeatable looks and sounds incredible.

Wrapped in turn-of-the-millennium influences in both its anime and rock aesthetic, it looks like a game from the Dreamcast era, with its tagline calling it “a game where music is illegal and you do crimes” recalling the youthful rebellious spirit of Jet Set Radio. But as the trailer for its successful Kickstarter shows, it’s also part of a new wave of indie rhythm games, alongside early access title Rhythm Doctor, where accessibility is at the forefront.

Unbeatable may have aesthetics inspired by Japanese rhythm games, where in the arcades they are known either for peripherals or for demanding intimidating dextrous feats, but its inputs are much simpler. As pink-haired protagonist Beat, players use just two buttons to hit oncoming enemies and objects much like notes approaching on top and bottom lanes from either the left and right.

The format, which had one fan dubbing it “street-style Taiko,” went through some iteration since the project first materialized with a public demo at 2019’s MAGFest, as the developer D-Cell Games explained to me over Discord.

“That version was four buttons, and what we actually found was, ironically, that made the game too easy for the people who were really into rhythm games but too hard for anyone who was coming in new,” explains RJ Lake, Unbeatable’s writer and music supervisor. “Cutting it to two buttons made it way more approachable if you have no idea what a rhythm game is or how rhythm games are supposed to play. But then because there’s only two buttons to pay attention to, we can throw a lot more at the player without them feeling overwhelmed, which means our songs can be mapped in a much more complex way.”

Even though Unbeatable’s songs are played to note charts typical of the genre, the team actually took their cue from action games, which can be seen with how the buttons correspond to the visuals as Beat attacks, dodges, or combos different notes. “We wanted to draft a rhythm system that felt like playing an action combat game akin to a PlatinumGames title,” says Jeffrey Chiao, the game’s producer and level designer. “I think what was the initial accepted draft that we built with was something along the lines of One Finger Death Punch, which is not actually a rhythm game.”

That approach has, incidentally, thrown some players for a loop. Instead of just watching oncoming notes to hit on cue, you might also be avoiding others by hitting the opposite button, while more devious are blue notes that need a 1-2 combo follow-up. While the team is aware of the feedback and aims to balance it, those elements are still very much intentional.

“The blue note design is a pretty good example of trying to hit in that action, where the down and up is kind of like in Devil May Cry when you do a launcher and then juggle the enemy that’s thrown up in the air,” adds Chiao.

The team is only too aware of the ridiculously high level of play certain rhythm aficionados can reach, but ultimately accessibility has been an important priority. “I loved Elite Beat Agents and crushed that game in one sitting when it came out,” says Lake. “But for me, rhythm games are also much more of a casual thing. When I’m working on the project, a thing I try to focus on is making sure that people who aren’t going to sit down and endlessly play the same song to full-combo perfection, but want to come in and just enjoy music in an interactive way, will still be invested in it.”

Some accessibility options are already apparent in the demo, such as reducing the visual clutter with various toggles (the aim is for more granular customization for the final product) and even an option to lose the game’s intentionally fuzzy filter, which gives it the vibe of a long-lost bootleg VHS recording of a cult anime. “There’s nothing harder in the world at this point, we’ve realized, than trying to make a game that everyone will like,” says Lake. “But at the very least, we’d like to settle for a game that everyone can play.”

Rhythm Doctor.

Preceding Unbeatable, however, is Rhythm Doctor, which is arguably even more accessible, as it’s all limited to just one button. This mimics your role as a remote medical intern tasked with hitting a defibrillator to treat patients with strange ailments. But anyone who’s played it will also know that the simple premise of smacking the space bar at the seventh beat of a tune is more devilishly difficult than it lets on.

Development has been far from straightforward. The project has been going on for almost a decade; it first started as a college summer project that resulted in a Flash demo. The one-button design was in part due to developer Hafiz Azman’s dislike of the multi-button dexterity demanded by most rhythm games. “After the first few levels were released as a Flash demo, it became a kind of challenge to myself to see how far I could go without ever introducing a second button,” he tells me over email.

Part of why Rhythm Doctor has taken so long to make is also the challenge of keeping within those constraints, where in some cases a boss level might have taken hundreds of hours to iterate and perfect. “There’s tons of concepts and even full levels that we threw away, a lot of times it’s because the level isn’t delightful or surprising enough,” he continues.

“It gets difficult to squeeze out the surprise from a simple mechanic, but I think that struggle is also necessary. I read somewhere that the writing team behind Breaking Bad held to that principle of writing without looking ahead too much — they’d write themselves into a corner that they had no idea how to get their characters out of, and then sit in the writing room and struggle until they figured out something. The end result would be surprising to them, and as a result, surprising to the viewers too. I guess we ended up following that philosophy by sticking so adamantly to our constraints.”

Another reason for sticking to the one-button mechanic was because Rhythm Doctor was designed to be “blind-friendly,” which in theory meant that visuals mattered less. Of course, part of the game’s delight and deviousness is down to its deliberately distortive and distracting visuals designed to throw players off. Indeed, you might have an easier time by shutting your eyes and just focusing on listening to the beat in your head.

“We actually needed to put extra effort in the visuals because, if the visuals are technically redundant, that means we have a lot more flexibility to do anything we want with it, so our ceiling of what to achieve is higher if we want to use everything we could potentially do,” explains Azman.

It’s the simplicity of the design that then allows for more complex layers to be built on top of it, such as the night modes that provide an alternative version of a song with a more difficult twist. “For example, the first level in the game is about counting to seven only with no other mechanics. So for the night shift version, I settled on using dubstep because that genre tends to have bass sounds that change rhythms quickly.”

Arguably, being able to prove these concepts in early stages, whether it’s a demo or early access, has been key to the successful reception these games have so far gotten. Meanwhile, D-Cell Games has already gone above and beyond by not only dropping an “arcade mix” demo at the start of Unbeatable’s Kickstarter campaign, but also following it up with a “white label” demo that tells a side story showcasing the game’s narrative adventure elements (although at time of writing, this hasn’t yet been made available).

Granted, Unbeatable actually achieved its $55,000 funding goal before the demo had even gone live, but its success is a stark contrast to the crowdfunding misfortunes of rhythm game Project Rap Rabbit a few years ago. Even a project with the combined talents of legendary rhythm studios NanaOn-Sha (PaRappa the Rapper, Vib-Ribbon) and iNiS (Gitaroo Man, Elite Beat Agents) couldn’t get funded. While that could be down to the much higher funding goal (its final pledges actually amounted to slightly more than what Unbeatable currently has), it also suffered from failing to present actual gameplay footage that could communicate what kind of rhythm game it was meant to be.

“Messaging is so, so important when you launch your Kickstarter,” says Lake. “If you do not have any external aesthetic sense, and you’re not hiring people or working with people who have the ability to make a project really shine in someone else’s eyes, you’re not going to have people want to even look at it to begin with. It’s so important to present the project well and make sure people aren’t confused or have any of those lingering questions.”

Azman mentions that early in development, he was actually approached by indie publisher Humble based on Rhythm Doctor’s Flash demo, although nothing came of it. “They went silent for weeks, but got back to us saying they couldn’t get anyone else in the team to see how a single-button mechanic where you just press space on the seventh beat could ever support a full game,” he says. “It was clear people much more experienced than us thought it wasn’t wise to stick to a constraint, but we did it anyway.”

Rhythm has always been integral in games, whether showing up as a mini-game or as an underlying mechanic to something as hardcore and mainstream as Sekiro: Shadows Die Twice. Another recent trend has been to explicitly mash rhythm up with other genres as a hybrid, such as dungeon-crawling roguelike Crypt of the NecroDancer or first-person shooter BPM: Bullets Per Minute, although Azman is less interested by these: “It’s a personal preference, but adding rhythm to an existing genre feels like it inhibits the freedom that was there before, rather than adding something exciting to it.”

But with both Unbeatable and Rhythm Doctor, it’s an exciting time for the genre to go back to basics, finding the joy of rhythm in its pure, distilled form. As Lake puts it, “We want to bring more types of people to get the basic joy of pressing buttons in response to a beat. There’s something just gut-level brain-tingling about doing that.”

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About us

Our comprehensive reviews help you buy the very best tech products for your money, from speakers to TVs, headphones to soundbars. Everything is tested by our dedicated team of in-house reviewers in our custom-built test rooms.

Our advice section gives you step-by-step information on what to buy and how to make the most of your purchases, while our features offer music and movie tips, opinions, interviews and more.

For almost 40 years, the What Hi-Fi? Awards have been the ‘Oscars’ of the hi-fi and home cinema industry, honouring Product of the Year and Best Buy winners across a huge range of product categories and price points. 

(Image credit: Future)

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How we test

We have state-of-the-art testing facilities in London and Bath, where our experienced reviewers put more kit through its paces than any other brand. We can, and do, handle anything from the smallest portable speaker to the largest home cinema system.

We’re the only brand in the UK to have a dedicated team of in-house reviewers delivering all of our reviews, all working in the same acoustically-treated listening rooms. This gives us complete control over how products are tested and the environment in which they are tested.

The team has more than 100 years of collective experience reviewing, testing and writing about consumer electronics.

The test labs

(Image credit: Future)

Our London test room:

The main hi-fi test room is used for all separates stereo components such as CD players, turntables, amplifiers and stereo speakers.

Our current hi-fi reference system is:

Naim ND555/555 PS DR music streamer (£20k)

Naim Uniti Core (£1900)

Technics SL-1000R/Kiseki Purple Heart turntable (£17k)

Cyrus Phono Signature/PSX-R2 phono stage (£1900)

Burmester 088/911Mk3 pre/power (£36,150)

ATC SCM50 speakers (£10k)

Analogue, digital and speaker cables from Chord Company and Vertere Acoustics

(Image credit: Future)

Our Bath test room:

The main home cinema room is currently equipped with:

Pioneer UDP-LX500 UHD 4K Blu-ray player

Oppo UDP-203 UHD 4K Blu-ray player

Denon AVR-X6700H Dolby Atmos home cinema amp

Epson EH-TW9400 projector

PMC Twenty5.23 surround speaker package with KEF R50 Dolby Atmos speakers

Chord Company cables

Sky Q, 4K streaming and Freeview HD

We also use the Future photographic studio and in-house photographers, so all equipment is photographed for the magazine and website to the highest standards.

All products are tested in comparison with rival products in the same price category. We have a warehouse full of kit, so even in a First Test a product will be reviewed in the context of other products in that sector of the market.

All review verdicts are agreed upon by the team as a whole – not an individual reviewer. Each product will be listened to and/or viewed by several members of the test team, who will then discuss the final verdict before it appears in the magazine or on the website. This avoids any individual bias creeping in.

No manufacturer or PR is ever shown a review prior to publication, and our advertising department never knows what the test verdicts are before the magazine is published or a review appears online.

So you can rest assured that all What Hi-Fi? reviews are fair, honest and accurate and brought to you by the most experienced team in the business.

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What Hi-Fi? is a member of the Independent Press Standards Organisation (which regulates the UK’s magazine and newspaper industry). We abide by the Editors’ Code of Practice and are committed to upholding the highest standards of journalism. 

If you think that we have not met those standards and want to make a complaint please contact whathifi@futurenet.com. If we are unable to resolve your complaint, or if you would like more information about IPSO or the Editors’ Code, contact IPSO on 0300 123 2220 or visit www.ipso.co.uk.

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‘Promoted content’ is paid for and provided by an advertiser but is content that we believe is relevant to and of interest to our readers, and is written in the style of What Hi-Fi? It is not written by the editorial team.

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apple’s-homepod-and-homepod-mini-now-support-deezer-voice-control

Apple’s HomePod and HomePod mini now support Deezer voice control

(Image credit: Deezer)

Apple’s HomePod and HomePod mini smart speakers now support voice control for Deezer.

In Australia, Canada, France, Germany, Japan, Mexico, Spain, the UK and the USA, subscribers of Deezer Premium, HiFi, Family or Student tiers can now ask Siri to play specific tracks, artists, albums, favourites or playlists on their Apple wireless speaker hands-free.

Saying “Hey Siri, play my Flow”, for example, will begin an endless mix of tracks based on the user’s tastes, plus suggested tracks to help them discover new artists. Voice commands aren’t, however, supported for Deezer’s podcasts, audiobooks and live radio.

Deezer can be set as the default music service on the (now discontinued) HomePod and the HomePod mini, however subscribers who don’t wish to do this can still use voice control with HomePod; they simply have to say “on Deezer” at the end of their command.

For Deezer voice commands on HomePod to work, Deezer subscribers must be using iOS 14.3 and above and have their HomePod running the latest software. In the Deezer app settings, their account has to be connected their HomePod.

Deezer joins Apple Music, Spotify and Pandora in supporting Siri voice control on HomePod, with the likes of Amazon Music and Tidal still without it.

MORE:

Just in: Some HomePod owners can’t access Apple Music after 14.5 iOS update

Read our Deezer review

Our pick of the best music streaming services 2021

Apple Music HiFi tier could launch alongside AirPods 3 in coming weeks