nothing’s-debut-ear-1-wireless-earbuds-will-launch-in-june

Nothing’s debut Ear 1 wireless earbuds will launch in June

Nothing, the tech startup from ex-OnePlus co-founder Carl Pei, will reveal its debut pair of true wireless earbuds this June. The company says the earbuds will be called Ear 1, but it’s staying tight-lipped about other details like their specs, price, and final design. However, an illustration released alongside today’s blog post shows what appears to be a silhouette of the earbuds with a rather lengthy stem.

We know the earbuds will be designed in collaboration with Teenage Engineering and feature a “stripped-down aesthetic.” A concept render from March gives more clues like the use of transparent materials in their construction. Nothing announced back in February that its first products would be wireless earbuds.

A concept image illustrating Nothing’s design elements.
Image: Nothing

A June product reveal means the company could just about make good on its January promise of releasing its debut product in the first half of the year. However, a release that same month isn’t guaranteed. The company only says that it will reveal the product and announce details on how to order them, but it wouldn’t officially confirm a shipment date.

Beyond headphones, Nothing has said it eventually plans to build up an ecosystem of interconnected devices.

pony.ai-unveils-its-next-gen-robotaxi-with-lidar-from-luminar

Pony.ai unveils its next-gen robotaxi with LIDAR from Luminar

Pony.ai’s next-generation robotaxi is distinctive because it appears to be missing the cone-shaped LIDAR sensor perched on the roof that’s typical of most autonomous vehicles. That’s because the startup, which is based in Silicon Valley and Guangzhou, China, is teaming up with Luminar to use the fast-growing LIDAR company’s sleek new sensors that are more flush with the vehicle’s roof.

The new vehicles with Luminar’s LIDAR sensor won’t be up and running until 2022, but Pony.ai founder and CEO James Peng said preparation was already underway for mass production of the next-gen robotaxi. After testing the vehicle next year, Peng said it will be ready for the company’s robotaxi customers in 2023. Pony.ai currently offers limited ride-hailing in its autonomous vehicles in five markets: Irvine and Fremont in California; Beijing, Shanghai, and Guangzhou in China.

Pony also announced that it has driven more than 5 million kilometers (3.1 million miles) across an operational domain of 850km and has provided over 250,000 robotaxi rides. The startup claims to be the first company to launch an autonomous ride-hailing operation and offer self-driving car rides to the general public in China.

The company was also recently approved to test its fully autonomous vehicles, without safety drivers behind the wheel, on public roads in California. Peng said Pony was currently seeking approval to include those vehicles in its robotaxi service in California. “We are actually at the final stage of getting the approval for travelers,” he said.

LIDAR, the laser sensor that sends millions of laser points out per second and measures how long they take to bounce back, is seen as a key ingredient to autonomous driving. Peng said that Pony would use four of Luminar’s Iris sensors, two on the roof and two more on each side of the vehicle, in order to “generate a very high resolution LIDAR image for our autonomous driving vehicles.”

Luminar says that its Iris LIDARs have a maximum range of 500 meters (1,640 feet), including 250-meter range with less than 10 percent reflectivity. Luminar’s sensors are also distinctive from most other LIDAR sensors, which were once famously described as looking like “spinning Kentucky Fried Chicken buckets.” In contrast, Iris is only about 10 centimeters tall. Austin Russell, founder and CEO of Luminar, described it as a “slim form factor that’s meant to be seamlessly integrated into the vehicle design.”

Pony.ai was valued at $3 billion after a $400 million investment from Toyota last year. Luminar, which is based in Florida, went public last year via a reverse merger with a special acquisition company, or SPAC. That merger valued the company at approximately $2.9 billion in “implied pro forma enterprise value,” with an equity value of $3.4 billion at closing. In addition to Pony, Luminar is also working with Airbus, Volvo, Audi, and Toyota Research Institute.

these-art-collectors-are-making-their-own-metaverse-through-games

These art collectors are making their own metaverse through games

Forgetter.

Dslcollection is using technology to explore new ways to show off works of art

Sylvain Levy just co-produced his first video game, Forgetter, which launched on Steam on April 17th. Sylvain Levy has also never played a video game in his life. “I’m not kidding,” says the 67-year-old art collector on a Zoom call from Paris. “The three games that I know are Cyberpunk, the FIFA football game because my son plays it, and the Forgetter.”

Forgetter isn’t Levy’s first foray into the digital world, but it’s his first time working with game designers. In this case, Hong Kong-based Allison Yang Jing and Alan Kwan. It’s an acerbic take on sanitizing creativity: the player works for a startup that scrubs dysfunction and trauma from dead artists’ brains and sells the clean brains to parents who want gifted, untroubled babies. While obliterating these intimate memories, you can also find real artwork by Chinese artists — all from Levy’s collection — and smash them into bits. It’s also a quasi-janitorial sim, so you get paid extra for vacuuming up the mess.

After 10 months of development, Yang and Kwan made a walkthrough video of the game for Levy to watch. “I don’t think my hands are agile enough to be efficient in a game,” he says, turning over his palms. “But I love video games, and I love to look at people playing video games.”

Levy isn’t just a collector. He’s a new type of video game patron, eager to explore what he calls our “digital twin” — our evolving online personae that have different appetites and behaviors. “It’s really important to understand that we have this double personality,” he says, especially as tech drives more human transformation. As digital spaces continue to define our post-COVID lives, the closer we come to what a metaverse could really offer. Commercial games like Fortnite and even Roblox have long been pegged as forerunners for the idea of a shared virtual universe where we live, work, and play. But Levy’s work with games could spur deeper conversations about what we want (and need) in a metaverse that will inevitably be shaped by corporations and mainstream culture.

In 2005, Levy and his wife Dominique created Dslcollection, an influential collection of Chinese contemporary art that never exceeds 350 objects. Their daughter Karen also helps run the collection, which includes work by Chinese art stars like Gu Dexin, Yang Fudong, Jia Aili, Zeng Fanzhi, and Ai Weiwei. The couple started out in fashion and has collected art and design pieces for the last “36 or 37” years. Things changed after Levy’s brother-in-law moved to Shanghai, inadvertently introducing the Levys to contemporary art in China and nudging the family business into a new era. “We said okay, since art is a mirror for society, let’s collect Chinese contemporary art and try to find the energy… we are experiencing in the city,” says Levy.

Using the internet and YouTube, the Levys also decided to make their new collection public — something they’d never done before. As an early advocate of new technology, Sylvain Levy remembers making a Dslcollection iPad app at the end of 2010. “It was very funny when I was showing my app when walking into fairs,” he smiles. “The galleries were turning to me, ‘you don’t have enough money to print the catalog?’”

Forgetter.

It wasn’t a far stretch for Dslcollection to reimagine how they wanted to share their art with the world. In 2009, they created a Second Life museum with new media artists Lily and Honglei. A few years later came a virtual exhibition in a hacked re-creation of the Grand Palais museum in Paris, which required stereoscopic glasses to fully enjoy the artwork. And not long after that came virtual reality. “Very quickly, we learned that immersion and gamification were becoming very important in the experience of art, and especially with VR, we were trying to reach missing audiences,” Levy says.

When Allison Yang mentioned Forgetter’s art “patron” to other game developers, they seemed surprised. Levy had initially approached her about a VR project, but she countered with the idea of a game. “A lot of people who might be either intimidated by a museum, or not interested in contemporary art, would be forced to see your art in a game without knowing it beforehand,” she told him. After working on a few demos, Yang and Kwan held monthly meetings with Levy, who also supplied part of the production budget. “[Sylvain] is a very bold person,” she says. “He gave us total creative freedom to do whatever we felt to be appropriate.”

Kwan, who has been making art games for almost a decade, sees this new patron-producer partnership as a potential financial model for experimental games. After all, public art funding isn’t a gold mine. “So what we are trying to do is explore, apart from crowdfunding, apart from getting a publisher, other alternative models to support experimental indie game projects,” he says. A recent report valued the global art market at around $50 billion. Of course, the fine art world is mostly a playground for the wealthy looking to spend money, and collectors like Levy are rare. But it’s thrilling to imagine a scenario where more progressive minds in the art world contributed their capital — financial, cultural, and otherwise — to the vision of a fuller and richer shared universe. (No, NFTs, I don’t mean you.)

“We have deliberately chosen people not from the video game industry to make these games,” says Levy of his new endeavors. “When you look at [the games], you feel that this has been done by an artist, people molded by art or culture, and not only molded by technology or marketing. You can feel the soul… you can feel it’s done by people more related to the art world, than to the leisure industry.”

According to designer Calin Segal, Dslcollection is one of the first (if not first) art collectors to help develop games. Segal co-founded the multidisciplinary group Children of Cyberspace, which is working with the Levys on a game called June. “I’ve seen…collections that have rented or borrowed artwork for video games, but it was always in the form of a gimmick,” Segal says.

June traces the evolution of a child in cyberspace and will feature more conventional platforming elements. The game unpacks the artist’s journey of self-discovery, using everything from direct artwork scans and digital reproductions to hints of textures and visual Easter eggs. It’s also forged new connections between the game designers and the artists whose work is being featured. One of the team’s biggest inspirations is the performance artist Zhang Huan, who was part of Beijing’s avant-garde East Village art community — a photograph of his discomforting piece 12 Square Meters is part of the Dslcollection. The character of June will endure her own version of Zhang’s grueling performance, with his blessing. “[Zhang] is super open,” says Segal. “He’s the one who’s actually encouraging us to think more and more outside the box.”

But it’s virtual reality where Levy seems most comfortable — he uses it at home, and it’s easy on his hands. It’s the most intuitive way to dip into the future while “staying human,” something that Levy believes will be the most difficult thing to do in a metaverse where millions of users interact in thousands of different ways. It’s even more vital to stay human as our current reality veers into dystopia. “If you look at what’s happening all over the world, the world is looking a little bit like 1984,” he muses. “We have to bring back humanism in the core of all technologies… and the best way to do that is through culture, through art, and I do believe that more and more, art can be a way to counterbalance this new world which we’re entering.”

With his old Second Life collaborators Lily and Honglei, Levy is now working on an ambitious VR project to re-create the East Village, where several of Dslcollection’s artists honed their craft. Lily and Honglei considered several platforms for the VR Art Village: VRchat, Sinespace, and Second Life / Linden Lab’s Sansar, eventually going with Sansar for its capability to host several hundred people at the same time.

A short clip of the project shows a semi-armored virtual avatar jogging around a rural village on a cloudy evening. An abandoned cement factory looms large in the background. Players will be able to take part in events, watch live performances, and meet artists in the space. There’s even a transport system to get around. There will be artists’ workshops and storefronts — a barbershop and a bookstore — and a countryside school that houses a cinema, stemming from Lily and Honglei’s memories of growing up in Beijing.

Beyond bringing the fine art world into one small corner of the metaverse, the VR Art Village is also a living homage to one of the significant periods in Chinese contemporary art history, of which little historical material survived. “To everyone’s surprise, systemic documentation about 1980s and 1990s society in China is surprisingly scarce and scattered, you just can’t find things,” says Lily. Born from the 1989 Tiananmen Square protests, the East Village was a short-lived haven for political discourse through art in a particularly volatile era. “I think if we can provide the social context for the Dslcollection, that will be something special,” Lily says. “When you look at artwork in museums and galleries, they’ve somehow lost context with the society and environment which produced or influenced those artworks.”

The designers are also opening up the village to the Grand Palais, which will have a sculpture garden for their collection. The ultimate plan is to keep adding more spaces and connect them together, and Lily eventually hopes to include the art community in New York. “This platform is a bit like the game of Fortnite,” says Levy. “I think this will be the next level, and we will release this platform by the end of the year.” Lily estimates that the village is about 70 percent complete; they’re just waiting for the art to arrive.

Of course, art games and virtual reality experiments are not new. Independent designers have been working on their craft for years, often without the resources available to larger studios. But Levy’s enthusiastic embrace of games — small, experimental games made by tiny two-person teams — is a beacon for more artists and collectors to meaningfully participate in our shared digital universe, using the language of our times.

So far, popular perceptions of the metaverse are so vast, so intimidating, that only billion-dollar corporations like Facebook or Epic could afford to develop and implement the necessary infrastructure. As a distinctly commercial space, Fortnite lets all our favorite celebrities and brands hang out together, from the Marvel Cinematic Universe and Star Wars to the NFL and Major Lazer. At the end of the day, it’s all business — a business that will continue to thrive on gimmicks and cultural capital. But however our impending metaverse unfolds, it won’t be one monolithic, monocultural world.

“There’s always a bleak vision of how capitalists can manipulate things, but I still think there are some opportunities… like for Sylvain, a patron, to work with artists and designers like us, and to generate something interesting,” says Kwan. “Of course, the scale is much smaller, but I think they can still be interesting collaborations that make things work in between those two worlds.”

There’s plenty of room for artists to bring truth and empathy, even within the confines of a corporate or capitalistic world; some might even argue it’s an artist’s duty. “[The metaverse] at the same time is a real and an imaginary place, because what we consider the metaverse or cyberspace, at the end of the day, it’s a mythical land,” says Segal. “It’s a fictional place that we have created to give meaning to our times, and in the practical sense… it will never be a centralized system, but it will have pockets of resistance.”

For now, Levy’s vision for the family collection is an adventurous new conduit between fine art and games. He’s very happy if what he does encourages other art collectors to go into games and VR, not for the money, but to create humanistic experiences and bring fresh experimentation to a notoriously profit-driven space. “I’ve only had one principle,” he says. “It’s better to have a shop in the street where there are many shops, than in a street where nobody is. But we have to be the best shop in the street.”

the-autonomous-vehicle-world-is-shrinking-—-it’s-overdue

The autonomous vehicle world is shrinking — it’s overdue

Photo Illustration by Grayson Blackmon / The Verge

‘The AV industry has promised too much for too long, and has delivered too little’

After years of positive vibes about the future of autonomous vehicles and nearly unrestricted access to cash from Kool-Aid-drunk venture capitalists, the AV industry is confronting some hard truths. The first is that autonomous vehicles are going to take a lot longer to reach mass scale than previously thought. The second is that it’s going to be a lot more expensive, too. And the third hard truth: going it alone is no longer a viable option.

Last week, Lyft sold its self-driving car division to a subsidiary of Toyota for $550 million. Cruise bought Voyage. Aurora merged with Uber’s autonomous vehicle unit. Delivery robot startup Nuro acquired self-driving truck outfit Ike. There have been so many mergers, joint ventures, and various tie-ups lately it can be difficult to keep them all straight.

Where that leaves things is a little unclear. There is still money flowing to these companies, and nearly all of the executives, engineers, and software developers working on the technology remain bullish about the future. But there is a growing sense among experts and investors that the heady days when anyone with a couple of test vehicles, some LIDAR, and a vision for the future could launch a startup are at an end. And there will definitely be more shrinkage to come.

“The consolidation is long overdue,” said Raj Rajkumar, robotics professor at Carnegie Mellon University. “The AV industry has promised too much for too long, and has delivered too little.”

Photo by Vjeran Pavic / The Verge

There are other signs of general unease in the AV world. Last month, John Krafcik announced that he was stepping down as CEO of Waymo after helping lead the company since 2015. Krafcik oversaw the transformation of Google’s self-driving car division from “Project Chauffeur” to its own standalone company. During his time, Waymo struck partnerships with several automakers, launched a limited ride-hailing pilot with fully driverless vehicles in Arizona, and expanded its commercial ambitions to include trucking and last-mile delivery.

As a former auto executive with years of experience at Hyundai and Ford, Krafcik was seen as someone who could bring self-driving cars to the mainstream. But his decision to step aside at a time of heightened uncertainty highlights the difficult road ahead for self-driving cars — especially as many of those early predictions have failed to come to pass.

Krafcik was not able to bring to market an autonomous vehicle that can drive on any road and in any conditions without years of rigorous testing. Aside from a small area outside Phoenix, Waymo’s cars require backup drivers to monitor the vehicle’s operations and take control if anything goes wrong.

Waymo still has a commanding lead in autonomous vehicles, but diminished expectations about the future of self-driving cars are affecting its business in other ways, too. In 2018, Morgan Stanley published a research note valuing the company at $175 billion based on its perceived leadership in the space and the potential for massive amounts of revenue from its autonomous vehicles.

A year later, the bank slashed Waymo’s valuation to $105 billion, still an extraordinary amount of money for a company with no revenue. But last year, when Waymo announced its first external funding round of $2.25 billion, the company declined to discuss what valuation that investment was based on. Later, the Financial Times reported it to be $30 billion — a nearly 85 percent decrease from 2018.

Valuations aren’t the sole indicator of where things stand with autonomous vehicles. But they do point to investor sentiment. And right now, investors are not feeling as confident in the prediction that autonomous vehicles will soon become the dominant form of transportation.

Drive.ai

For years, Missy Cummings, director of the Humans and Autonomy Lab at Duke University, has been criticizing rosy predictions about our driverless future. She’s consistently warned that the technology is much further away and harder to get right than anyone in the industry cares to admit.

The recent trend in consolidation is vindication for her position, she says.

“It’s kind of like the elephant in the room,” she said of the shrinking of the AV world. “People will mention that and then they’ll stop themselves from making the Socratic connection to what this means about the viability of this industry.”

But Cummings doesn’t think people in the industry will be able to ignore the truth for much longer. “There is an embarrassingly large sum of money that’s been invested in this, so people feel like they have to keep going down that path because surely all these people who invested all this money can’t be wrong,” she says.

“Not everyone is delusional,” she added. “Just most people in this business.”

That said, Toyota and Aurora weren’t delusional when they decided to buy the automated driving teams at Lyft and Uber, respectively. They likely saw the value in the code produced by those teams, as well as the talent accrued by the ride-hailing companies over the years. When you can’t hire the people you’d like to staff your own projects, then you have to acquihire them, the distinctive Silicon Valley practice of buying a smaller company for the express purpose of acquiring their team of software engineers. Also, Uber and Lyft were very motivated to sell as recently public companies under pressure to staunch the bleeding and become profitable.

Another recent acquihire was when Apple bought bankrupt self-driving startup Drive.ai back in 2019. Apple had just laid off over 200 engineers from its secretive Project Titan, its own floundering self-driving operation. The Drive.ai team, composed of several graduates from Stanford’s AI lab, had already had some modest success with a ride-hailing pilot in Texas. Unhappy with its own team, Apple simply fired them and bought a new one.

“The buying up of these companies represents companies being able to buy skill sets that they would not otherwise be able to recruit,” Cummings said. “And I think that’s very valuable.”

Photo by Vjeran Pavic / The Verge

The recent reorganization of the self-driving car industry may also point to a new set of priorities. Namely, robotaxis are out, and logistics and industrial applications are in.

Four years ago, the industry saw plenty of startups come out of stealth promising to do everything: they were going to make hardware and software; they were going to build their own vehicle; they were going to do robotaxis and delivery and trucking. And of course, they were going to change the world in the process. “It was a little bit like the decathlete business model,” said Reilly Brennan, general partner at venture capital firm Trucks. “We’re going to be very good at 10 different things.”

Now, most investors are interested in more “structured” applications of automated driving technology, such as construction, mining, middle-mile delivery, and agriculture. “So instead of being a decathlete, you had to pick a javelin thrower,” he said.

That’s not to say robotaxis are completely dead — far from it, with major players like Waymo, Cruise, Argo, and Baidu as well as smaller startups like Pony.ai, May Mobility, and Optimus Ride still banking on the proliferation of autonomous ride-hailing vehicles by the middle of this decade. But Brennan says the robotaxi craze has definitely cooled in recent years.

“Frankly, we stopped seeing robotaxi startups in probably the end of 2017,” Brennan said. “Here we are in 2021 and there are very few ongoing robotaxi startups that aren’t, you know, Cruise, Waymo, or Argo.”

Brennan thinks the concept of autonomous vehicles that can drive anywhere under any conditions is still possible, but much further out than originally thought. They will require huge financial investments — “11 figures” by Brennan’s estimates — and a willingness to tolerate zero cash flow until the technology is mature and safe enough to launch. There are only so many companies with deep enough pockets to take on that challenge: major car companies like Ford, GM, and Volkswagen or tech giants like Apple, Alphabet, and Intel. Everyone else is probably not long for this world.

The mid-level engineers always knew this to be true, Brennan said. It was the CEOs who were making the erroneous predictions about the availability of self-driving taxis by 2020. “I think the CEOs of those companies knew that they were going to be playing golf by 2020,” he said.

mp3,-aac,-wav,-flac:-all-the-audio-file-formats-explained

MP3, AAC, WAV, FLAC: all the audio file formats explained

Organising your digital music collection, you might be struck by the number of different audio file formats in your library. Almost everyone’s heard of MP3, but what about OGG, AIFF, MQA or DSD?

If the list leaves you wondering whether all those songs studied at different universities to get such official-looking letters after their names, don’t worry. We’re here to break down the meaning of the most common music file formats, the differences between them, and why you should care. 

Whether you’re listening to low-quality MP3 files, probably slightly better AAC tracks, or hi-res audio in FLAC or WAV, it’s time to understand exactly what you’re getting – and which is the best file format for you.

Read on to learn about the pros and cons of each audio file format…

File formats and codecs at-a-glance

Want to cut straight to the chase? Here’s a handy guide to all the file formats and the differences between them. If you want to know more, read on below for a more in-depth look at the differences in size, sound quality and compatibility.

AAC (not hi-res): Apple’s alternative to MP3 – stands for ‘Advanced Audio Coding’. Lossy and compressed, but sounds generally better. Used for Apple Music streaming.

AIFF (hi-res): Apple’s alternative to WAV, with better metadata support. It is lossless and uncompressed (so big file sizes), but not hugely popular.

DSD (hi-res): The single-bit format used for Super Audio CDs. It comes in 2.8mHz, 5.6mHz and 11.2mHz varieties, but due to its high-quality codec, it’s (mostly) impractical for streaming. Uncompressed.

FLAC (hi-res): This lossless compression format supports hi-res sample rates, takes up about half the space of WAV, and stores metadata. It’s royalty-free and is considered the preferred format for downloading and storing hi-res albums. The downside is, it’s not supported by Apple (so not compatible with Apple Music). 

MP3 (not hi-res): Popular, lossy compressed format ensures small file size, but far from the best sound quality. Convenient for storing music on smartphones and iPods. 

MQA (hi-res): A lossless compression format that packages hi-res files for more efficient streaming. Used for Tidal Masters hi-res streaming.

OGG (not hi-res): Sometimes called by its full name, Ogg Vorbis. A lossy, open-source alternative to MP3 and AAC, unrestricted by patents. The file format used (at 320kbps) in Spotify streaming. 

WAV (hi-res): The standard format in which all CDs are encoded. Great sound quality but it’s uncompressed, meaning huge file sizes (especially for hi-res files). It has poor metadata support (that is, album artwork, artist and song title information).

WMA Lossless (hi-res): A lossless incarnation of Windows Media Audio, but no longer well-supported by smartphones or tablets. 

  • Best music streaming services 2021: free streams to hi-res audio
  • MQA audio: everything you need to know
  • What is DSD audio?

Compressed vs. uncompressed audio files

First, let’s talk about the three categories all audio files can be grouped into. It comes down to how compressed the data is (if at all) and as a result, how much quality or “loss” you’ll experience, as a listener. 

If no compression algorithm (or codec) has been used to compress the audio within your file, two things happen: zero loss in sound quality, and soon-enough, a “startup disk full” warning on your laptop.

Essentially, an uncompressed track is a reproduction of the original audio file, where real-world signals are transformed into digital audio. 

WAV vs AIFF vs FLAC: uncompressed file formats

WAV and AIFF are arguably the most popular uncompressed audio file formats, both based on PCM (Pulse Code Modulation), which is widely recognised as the most straightforward audio storage mechanism in the digital domain. Both WAV and AIFF files use similar technology, but store data in slightly different ways. They can store CD-quality or high-resolution audio files.

WAV was developed by Microsoft and IBM, hence it’s used in Windows-based platforms, and is the standard format all CDs are encoded in. 

AIFF was developed by Apple as an alternative to WAV, and although not as widely popular, AIFF files have better metadata support, meaning you can include album artwork, song titles and the like. 

The drawback? These babies are big. A CD-quality (16-bit, 44.1kHz) file will take around 10MB of your hard drive per minute in length. 

ALAC vs FLAC vs WMA Lossless: lossless audio formats

Everyone loves a FLAC. A lossless file, the FLAC (Free Lossless Audio Codec) is compressed to nearly half the size of an uncompressed WAV or AIFF of equivalent sample rate, but there should be no “loss” in terms of how it sounds. FLAC files can also provide a resolution of up to 32-bit, 96kHz, so better than CD-quality.

Other lossless audio file formats include ALAC (Apple Lossless) and WMA Lossless (Windows Media Audio). The former is a good iOS and iTunes compatible alternative to FLAC, although the files are slightly less compact than FLACs. Check for smartphone and tablet compatibility, though.

AAC vs MP3: lossy audio formats

Who’s heard of an MP3? Course you have. Steve Jobs famously pulled 1000 of them out of his pocket on 23rd October 2001. It is easily the most common audio format, and MP3s are convenient for storing music on portable players or tablets and work on almost all playback devices. But to do that, you have to lose a load of information in the process. In order to make audio files up to ten times smaller than CD quality files, some original data must be discarded, resulting in a loss of sound quality. 

The bit-rate at which an MP3 is recorded also affects the sound quality. MP3s encoded at 128kbps will incur more sound loss than those encoded at 320kbps (kilobits per second, where each “bit” is essentially a “piece” of the song). Now that storage is so much cheaper, we’d avoid 128kbps at all costs, though 320kbps MP3s still have their purpose if your storage is limited – and they remain a standard on download stores.

Another lossy format is AAC (Apple’s Advanced Audio Coding) which is compressed much like an MP3, but it’s slightly more efficient and sounds better. AAC is used for Apple Music streaming (at 256kbps) and YouTube streaming. 

The Vorbis format, often called Ogg Vorbis owing to its Ogg container, (the best way to think of this is that OGG is the can, Vorbis is the ring-pull) is a lossy, open-source alternative to MP3 and AAC, unrestricted by patents. Ogg Vorbis is the file format used (at 320kbps) in Spotify streaming. 

If you’re sticking with lossy, it’s worth remembering this: while more “bits” usually means better sound, it depends on the efficiency of the codec in your file. Although you might notice that much of the music in your collection is encoded at 128kbps so should be much of a muchness, an MP3 will likely sound a fair bit (see what we did there?) worse than an AAC or Ogg Vorbis file, due to the inefficiency of the codec in an MP3. 

What about high-resolution audio?

Unlike high-definition video, there’s no single universal standard when it comes to high-resolution audio.

However, in its simplest terms, hi-res audio tends to refer to music files which have a higher sampling frequency and/or bit depth than CD – which is specified at 16-bit/44.1kHz. Hi-res files therefore come in the form of 16-bit/96kHz or 24-bit/192kHz, for example.

So why should you care? Quite simply, hi-res audio files have a lot of extra audio information and thus sound a lot better than compressed audio formats, which lose information in the compression process. They will take up more storage space but we definitely think it’s worth the trade off.

Uncompressed files like AIFF and WAV are hi-res, as are those lossless FLAC and ALAC file formats. DSD (the somewhat niche format used for Super Audio CDs) is also hi-res, but it’s not as widely supported. When it comes to streaming, MQA is a file packing format used by the likes of Tidal Masters, which helps to bring hi-res audio to streaming services using as little bandwidth as possible.

As for playing hi-res audio, an increasing amount of products now support it. Premium portable music players such as the Award-winning Cowon Plenue D2 plus the newer and rather splendid Cowon Plenue D3 support 24-bit/192kHz WAV, FLAC, ALAC and AIFF files. Both players boast DSD128 file compatibility too – and that support is native, so DSD files aren’t converted to PCM during playback. 

The Astell & Kern Kann Alpha and another 2020 Award-winner, the Astell & Kern A&futura SE200 digital audio players are like many A&K players (including the entry-level A&norma SR25) in that file support goes all the way up to 32-bit/384kHz and includes native DSD256 and MQA playback. 

KEF’s new LS50 Wireless II speakers will play 24-bit/192kHz files in all their glory, and support for DSD256 is also onboard too this time, as is MQA decoding for the playback of compatible downloaded files and hi-res Tidal Masters.

Hi-res audio can also be played on most flagship Android smartphones, but you can’t play hi-res on a box-fresh iPhone. We’ve found ways around that, but it’s worth remembering that hi-res audio isn’t quite as portable as its lossy brethren – yet. You can find more info on which hi-fi products support hi-res audio here.

Which is the best audio file format for you?

The file format you choose will depend on whether storage or sound quality is your key concern, as well as which devices you intend to use for playback. 

MP3s became hugely popular when storage was at a premium. Now that phones, music players and laptops have far more storage space, we think you really should be looking to use better-than-CD-quality files.

If you’re archiving your audio files, a FLAC or other lossless file might be a good shout for ripping your music, though. Lossless files strike a good balance between compression and sound quality, allowing you to listen to the best quality digital music without taking up all your storage space. Just make sure your devices are all compatible with your file format of choice.

  • High-resolution audio: everything you need to know
  • Best portable music players 2021: from budget to hi-res music