audio

after-ceo-exit,-sonos-gets-rid-of-its-chief-product-officer,-too

After CEO exit, Sonos gets rid of its chief product officer, too

A day after announcing that CEO Patrick Spence is departing the company, Sonos revealed that chief product officer Maxime Bouvat-Merlin is also leaving. Bouvat-Merlin had the role since 2023.

As first reported by Bloomberg, Sonos will not fill the chief product officer role. Instead, Tom Conrad, the interim CEO Sonos announced yesterday, will take on the role’s responsibilities. In an email to staff cited by Bloomberg (you can read the letter in its entirety at The Verge), Conrad explained:

With my stepping in as CEO, the board, Max, and I have agreed that my background makes the chief product officer role redundant. Therefore, Max’s role is being eliminated and the product organization will report directly to me. I’ve asked Max to advise me over the next period to ensure a smooth transition and I am grateful that he’s agreed to do that.

In May, Sonos released an update to its app that led to customers, many of them long-time users, revolting over broken features, like accessibility capabilities and the ability to set timers. Sonos expects that remedying the app and Sonos’ reputation will cost it at least $20 million to $30 million. 

As head of the company, Spence received a lot of blame and has also been criticized for not apologizing for the problems until July. However, numerous reports have also attributed blame to Bouvat-Merlin.

After CEO exit, Sonos gets rid of its chief product officer, too Read More »

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Sonos CEO behind disastrous app exits with $1.9 million severance

After an app update rollout that can best be described as disastrous, Sonos is seeking a new CEO. The company announced today that Patrick Spence, who had been CEO for eight years, is stepping down.

In its announcement, Sonos said its board of directors and Spence “agreed” on the decision while saying it was unrelated to the company’s fiscal Q1 2025 earnings, which it will report next month.

Spence joined Sonos as chief commercial officer in 2012 after leaving Blackberry. Under his tenure, Sonos branched into new categories, including portable speakers and spatial audio. But in May, Sonos issued an app update that broke basic and critical features. Sonos employees said the update was built on outdated code and infrastructure, impacting users’ ability to do things like access and manage local libraries, set sleep timers, and edit song queues and playlists.

The employees also said the app was rushed so that it could be ready in time for Sonos’ first wireless headphones, Ace. In July, following much public backlash, Spence apologized and promised regular updates until the new app was as good as the old app. But even today, users are still reporting problems with the software.

In August, Spence said Sonos would spend $20 million to $30 million “in the short term” to fix the app. Soon after, Sonos laid off 100 people. Sonos’ stock price declined approximately 13 percent since the app update, Bloomberg noted. Sonos execs, including Spence, received a $72,000 bonus in 2023 but did not get bonuses for the fiscal year that ended on September 30.

Spence will receive a cash severance of $1,875,000, per SEC filings. He will also get $7,500 per month and serve as a Sonos board advisor until June, and his unvested shares will vest.

Tom Conrad, who has been on Sonos’ board since 2017, took the role of interim CEO today. Sonos plans on having a new CEO by February via the help of a third-party firm. In the meantime, Conrad will get $175,000 per month and receive $2.65 million in stock shares.

Sonos CEO behind disastrous app exits with $1.9 million severance Read More »

“obviously-a-failure”:-sonos-execs-not-getting-bonuses-due-to-app-fiasco

“Obviously a failure”: Sonos execs not getting bonuses due to app fiasco

Sonos’ controversial app update in May was “obviously a failure,” Sonos CEO Patrick Spence told Reuters today.

When the update launched in May, customers revolted over missing features, like the ability to search music libraries, edit song and playlist queues, and set sleep timers. In addition, some already purchased hardware, especially older models, began having problems.

In a note to investors on Tuesday, Sonos said that “more than 80 percent of the app’s missing features have been reintroduced.” The app should be “almost 100 percent restored in the coming weeks.” Sonos has been updating the app every two weeks in an effort to bring it to parity with the old one.

Speaking to Reuters, Spence took the blame for an app said to be rushed out prematurely ahead of Sonos’ first headphones, Ace. 

“This is obviously a failure of Sonos, but it starts with me in terms of where it started,” he said.

The CEO reportedly admitted to the botched rollout stemming from a lack of proper testing and a desire to push out a lot of features simultaneously:

We underestimated the complexity of the system, and so our testing didn’t capture all of the things that it should. We released it too soon.

Sonos was reportedly eager to get the app out to accommodate Ace, resulting in an overhaul of the app, its player side, and Sonos’ cloud infrastructure. Last month, purported former and current Sonos employees spoke about the app accumulating technical debt before being forced into an update that wasn’t ready and overlooked some workers’ concerns.

No executive bonuses for now

Reuters reported today that Spence and seven other execs “would forgo their bonus in the most recent fiscal year,” which ended on September 30. The publication noted that Spence got a bonus of approximately $72,000 for fiscal year 2023. Reuters reported that the company heads have “certain benchmarks” to meet to receive bonuses for the October 2024 to September 2025 fiscal year.

It’s not hard to understand why the executives aren’t getting their bonuses. In addition to the damage that the botched app redesign has wrought on Sonos’ reputation—aggravating long-time customers and deterring prospective ones—the app has had tangible financial consequences. The Santa Barbara, California company is expecting to pay up to $30 million in the short term to fix the app and try to restore customer and partner trust. The company also delayed two hardware releases, which led it to reduce its fiscal 2024 guidance. Sonos shares have fallen more than 30 percent since before the app update, Reuters noted.

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sonos-workers-shed-light-on-why-the-app-update-went-so-horribly

Sonos workers shed light on why the app update went so horribly

sonos-redesigned-app

Sonos

In May, Sonos updated its mobile app—to the dismay of many users. With missing features and bugs, customers complained about a loss of functionality and hardware not working the way it should. As Sonos deals with the expensive repercussions, a report from Bloomberg today highlights how Sonos allowed the release of an update so buggy and incomplete as to overturn its goodwill with long-standing customers.

Illustrating how poorly this app update has gone, last month, Sonos CEO Patrick Spence said the company would spend $20 million to $30 million in the short term to get the app where it needs to be (which is, basically, functioning as well as the predecessor) and rebuild customer and partner trust. Sonos also expects to miss its annual revenue target by $200 million. This is partially due to its delay of two hardware releases to focus on the app. Bloomberg noted that “Sonos shares are down 25% this year.” Annual bonuses and merit-based raises have also reportedly been canceled.

Outdated code

One reason for the app’s failure is the outdated code and infrastructure that the prior app was running on. Anonymous employees Bloomberg spoke with claimed that the Sonos app’s technical debt had been building up for 20 years before the update.

By the time Sonos decided to update the app in mid-2022, it was dealing with software based on virtually obsolete infrastructure and code languages. As such, the app update “was less about introducing new functionality than sorting out the existing mess,” Bloomberg reported.

After decades of the app’s inner workings growing stale, the impending release of Sonos’ long anticipated Ace wireless headphones, which came out in June, made the need for a new app both urgent and necessary. This is because the headphones were made to be on-the-go, differing from Sonos’ other products, mainly speakers and soundbars relying on home Wi-Fi. This seems to align with comments that Spence made to investors in August. He said that the app update was “a redesign of the entire system—not only the app but also the player side of our system, as well as our cloud infrastructure—and this was a complex undertaking.”

The Ace headphones.

Enlarge / The Ace headphones.

Sonos

In May, Bloomberg reported that Sonos aimed to release the new app “at least a few weeks” before Ace. At the time, Bloomberg said that the update was originally supposed to release in March but was delayed due to “software-engineering challenges.”

Although it makes sense that Sonos’ most mobile offering yet would need a more advanced, revamped app, it seems that the app’s redesign could have been initiated earlier than the mid-2022 timeframe that Bloomberg reported. In addition to the years of technical debt that has been said to be built up, Sonos’ headphones have been reported to be in development since at least 2019.

Sonos workers shed light on why the app update went so horribly Read More »

samsung-delays-galaxy-buds3-pro-release-over-quality-concerns

Samsung delays Galaxy Buds3 Pro release over quality concerns

Delayed until August 28 —

“It tore from the inside instantly.”

Samsung Galaxy Buds3 Pro

Enlarge / A marketing image for the Galaxy Buds3 Pro.

Samsung

Samsung is delaying the release of the $250 Galaxy Buds3 Pro in the US from July 24 to August 28, per its website. The third-generation earbuds have Samsung moving from a bean-like shape to an Apple AirPods Pro-like design, including silicone ear tips. But some users have claimed that the new tips rip too easily.

Samsung confirmed to Android Authority today that it has temporarily stopped shipping units to stores. The devices were no longer available for preorder on Amazon or Best Buy as of this writing.

Samsung’s statement to Android Authority noted “reports relating to a limited number of early production devices” and asserted that it’s taking the problem “very seriously.” The statement continues:

We are urgently assessing and enhancing our quality control processes. To ensure all products meet our quality standards, we have temporarily suspended deliveries of Galaxy Buds 3 Pro devices to distribution channels to conduct a full quality control evaluation before shipments to consumers take place. We sincerely apologize for any inconvenience this may cause.

Samsung also advised people who already have a pair to contact Samsung or go to a Samsung Service Center. Android Authority reported that some customers also received an email from Samsung informing them of the quality control concerns and offering a link where customers can find contact information to ask Samsung representatives about canceling their orders for a refund.

Samsung’s website says the earbuds have a one-year warranty that does not cover defects or damage “caused by accident, misuse, abnormal use, abnormal conditions, improper storage, neglect, or unusual physical, electrical or electromechanical stress.”

“It tore from the inside instantly”

Although the Galaxy Buds3 Pro were originally going to be available in the US on July 24, they have already been available for purchase in South Korea, per Android Police. Other people who already have the earbuds include reviewers, employees, and those who made their preorders early. (Some people also claimed that they were able to buy the earbuds at US Walmarts before Samsung announced them).

Some who reportedly had the earbuds claimed it was hard to remove their silicone tips without tearing them. Like AirPods Pros, Galaxy Buds3 Pros have a silicone tip that latches onto a plastic ring on the earbuds’ chassis. Various people reported trying to remove the tip and the tip ripping, with a piece of silicone remaining stuck on the plastic ring.

Some, including reviewers at The Verge and Android Authority, said they hadn’t experienced the problem yet. But others, including TechRadar, found it challenging to remove the ear tips without damaging them.

One Reddit user claimed that they pulled on an ear tip to remove it, and “it tore from the inside instantly.” They noted that because the silicone is clipped into the plastic ring, “you have to pull it strongly.” Similarly, another user said the “left ear tip ripped right off” when they tried to remove it.

Samsung has even published a support page on its Korean website explaining how to remove the ear tips to avoid damage. It notes various ways in which the silicone could tear, including, per a Google translation, if you hold them with your fingernails while inserting or removing, if you press or twist the ear tips hard, or if you pull the ear tips out quickly.

After numerous complaints online, including on Reddit (examples here, here, and here) and YouTube (examples here and here), Samsung has pushed back general availability. Complicating potential quick fixes, Samsung doesn’t yet offer replacement tips for the earbuds. People usually don’t have to frequently change their earbuds’ tips, but not offering replacement when Apple has for years seems like an oversight.

Samsung’s Galaxy Buds3 Pro look like the AirPods Pro that originally debuted almost five years ago, and it doesn’t care. What it definitely should care about, though, is a new design appearing weak and inferior before it’s even fully released. Samsung has at least taken the initiative in addressing early complaints rather than ignoring them and is instead offering refunds and delaying the release to limit the number of impacted customers. We’ll see if the earbuds are more sturdy by August.

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Treble Technologies Brings Realistic Sound to Virtual Spaces

Immersive spaces can be very immersive visually. But they can still sound pretty flat. This can disrupt immersion in games and social applications but in automotive, engineering, and construction (AEC), understanding how a space sounds can be crucial to the design process. That’s why Treble is working on realistic sound reproduction for virtual spaces.

We spoke with Treble CEO Finnur Pind about the opportunities and obstacles in believable immersive sound in enterprise and beyond.

Sound Simulation and Rendering

A conversation inside of a car can sound a lot different than a conversation in your living room. A conversation in your living room can sound a lot different than a conversation in an auditorium. If you’re trying to hear that conversation with an assistive device like hearing aids, the conversation can be even more complicated.

Right now, a conversation in any of those spaces recreated in a virtual environment probably sounds about the same. Designers can include environmental sound like water or wind or a crackling fire as they often do for games, but the sonic profile of the environment itself is difficult to replicate.

That’s because sound is caused by vibrations of the air. In different physical environments, the environment itself absorbs and reflects those vibrations in unique ways based on their physical properties. But, virtual environments don’t have physical properties and sound is conveyed electronically rather than acoustically.

The closest we’ve come to real immersive sound is “spatial audio.” Spatial audio represents where a sound is coming from and how far away it is from a listener by manipulating stereo volume but it still doesn’t account for environmental factors. That doesn’t mean spatial audio isn’t good enough. It does what it does and it plays a part in “sound simulation and rendering.”

Sound simulation and sound rendering are “two sides of the same coin,” according to Pind. The process, which has its roots in academia before Treble started in 2020, involves simulating acoustics and rendering the environment that produces them.

How Treble Rethinks Virtual Sound

“Solving the mathematics of sound has been developed for some time but it never found practice because it’s too computationally heavy,” said Pind. “What people have been doing until now is this kind of ray-tracing simulation. … It works up to a certain degree.”

Treble - Acoustic simulation suiteTreble uses a “wave-based approach” that accounts for the source of the audio, as well as the geometry of the space and the physical properties of the building material. In the event that the virtual space includes fantastical or unspecified materials, the company assigns a set of physical characteristics from a known real-world material.

That kind of situation doesn’t arise often so far because, while Pind is open to Treble working with entertainment and consumer applications, the company is mainly focused on enhancing digital design models for the AEC industry.

“It’s not just seeing what your building will look like, but hearing what your building will sound like,” said Pind. “As long as you have a 3D building model … our platform connects directly, understands the geometry, building models, and sound sources.”

Pind says that the concept may one day have applications in augmented reality and mixed reality as well. Say in a platform like Microsoft Mesh or Varjo Reality Cloud where users are essentially sharing or exchanging surroundings via VR, recreating the real spaces of one user as the virtual space of the other user can greatly aid immersion and realism.

Treble - sound in VR

“Research has shown that having realistic sound in a VR environment improves the immersion,” said Pind. “In AR it’s more the idea of being in a real space but having sound augmented.”

Machine Learning, R&D, and Beyond

As strange as it may sound, this approach also works essentially backwards. Instead of recreating a physical environment, Treble can create sound profiles for physically-based spaces that may or may not exist – or ever exist. Why? To model how sound would behave in that environment. It’s an approach called “synthetic data generation.”

Treble - synthetic data generation“AI is kind of the talk of the town these days and one of the major issues of training AI is a lack of data,” said Pind. Training AI to work with sound requires a lot of audio which, historically, had to be sourced from physical equipment transported and set up in physical environments. “Now they’re starting to come to us to synthetically generate it.”

This same approach is increasingly being used to test audio hardware ranging from hearing aids to XR headsets.

Sounds Pretty Good

Pind thinks that the idea of using sound simulation and rendering for things like immersive concerts is interesting, even though that’s not what Treble does right now. It’s another resource already in the hands of forward-thinking companies and potentially soon coming to an XR venue in your headset.

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redefining-immersive-virtual-experiences-with-embodied-audio

Redefining Immersive Virtual Experiences With Embodied Audio

EDGE Sound Research is pioneering “embodied audio,” a new technology that changes the way we experience virtual reality. When we think of “virtual reality,” the focus only seems to be on engaging our sense of sight. EDGE Sound Research’s embodied audio will revolutionize how we experience audio in VR worlds through its use of audible and tactile frequencies.

One of the things that sets this technology apart is that it stems from co-founder Ethan Castro’s experience. Castro had issues with hearing and, as a result, he had to resort to sound. Moreover, Castro loved music and even became a professional audio engineer and composer. He researched how sound can be perceived by combining hearing and feeling. Eventually, he teamed up with co-founder Val Salomaki to start EDGE Sound Research.

Bringing Embodied Audio to Life

Embodied audio adds realism to sound. This groundbreaking technology combines the auditory and physical sensations of sound in an “optimized and singular embodiment.”

“This means a user can enjoy every frequency range they can hear (acoustic audio) and feel (haptic and tactile audio, also known as physical audio),” said Castro and Salomaki.

Castro and Salomaki go on to explain that they invented a new patent-pending technology for embodied audio, which they dubbed ResonX™. This new technology, which has been nominated for the CES Innovation Award, has the capability to transform any physical space or environment into an embodied audio experience that has the ability to reproduce an expansive range of physical (7-5,000+ Hz) and acoustic audio frequencies (80-17,000 Hz).

Crafting New Experiences With the ResonX™ System

“The ResonX™ system is a combination of hardware and software. A user places the ResonX™ Core (hardware component) on the surface of a material and the ResonX™ software calibrates the surface of the material to resonate reliable hi-fidelity sound that the user can hear and feel,” said Castro and Salomaki.

ResonX Core - Embodied audio by Edge Sound Research

For example, when someone uses the ResonX™ system at home, they can attach the ResonX™ Core to their couch, effectively turning it into an embodied audio experience. So, when they sit on the couch while watching their favorite show, say a basketball game, they will feel as if they’re there in person. Users can hear every single sound, including the ball being dribbled and even the more subtle sounds like the squeaking sounds made by sneakers.

According to Castro and Salomaki, if a user wants to take their movie-viewing experience to the next level, here’s what they can do:

“An individual can attach the ResonX™ to flooring and then be fully immersed in walking around a new planet by hearing and feeling every moment to make the experience feel life-like.”

Aside from enriching users’ experiences in the metaverse, this new technology finally enables us to engage our other senses, thus adding a new dimension to how we experience music, games, live entertainment, and more.

Embodied audio - traditional sound vs ReasonX

“This opens the door to new possibilities in storytelling and connectivity around the world as an experience can now begin to blur what is real because of three senses simultaneously informing a user that a moment is happening. Not as an effect, but as an embodied reality,” shared the EDGE Sound Research co-founders.

Embracing Innovation in the VR Space

With ResonX™ and its ability to bring embodied audio to life, users can now have richer experiences in virtual worlds. Not only will they be engaging their sense of sight, but they’ll also get the opportunity to experience these virtual worlds using their sense of hearing and touch. Now, users have the chance to transform their physical environment into a cohesive sound system.

The good news is, users can enjoy the embodied audio experience in many public venues. According to Castro and Salomaki, they’ve already deployed the ResonX™ in various sports stadiums, bars, and art installations. Furthermore, if you want to bring home the ResonX™ experience, you can get in touch with EDGE Sound Research for a custom installation.

What will embodied audio look like in the future?

It’s likely going to become more widely accessible. “Over time, we will release a more widely available consumer version of the ResonX™ system that will make this ResonX™ technology more accessible to all,” said Castro and Salomaki.

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edifier-honored-with-four-ces-innovation-awards-at-ces-2022

Edifier Honored with Four CES Innovation Awards at CES 2022

December 30, 2021 by

Edifier, the award-winning manufacturer of premium sound systems and bookshelf speakers, today announces that four of their newest products, the NeoBuds Pro true wireless earbuds, MC500 sound console, MP230 portable speaker and M100 Plus portable waterproof speaker, were selected as Innovation Award Honorees for CES 2022.

“This is an immense honor for the brand as we always strive to provide our consumers with cutting edge technology and sound design all at a price point that they can afford,” says Edifier’s CTO, Stanley Wen. “With our years of research within the audio industry, bringing consumers high quality audio products has always been part of our core values. We also seek to remain at the forefront and incorporate the latest technology and features into each of our products for the purest sounds in their respective classes.”

In the $138 Billion global audio market, Edifier’s team of research and design experts always put the consumer’s needs first. As hybrid work environments continue to proliferate, the need for premium headphones and portable speakers are at an all-time high. The NeoBuds Pro are one of the first ever hi-res audio certified true wireless earbuds on the market, which provides users everything they need for a remote work environment. Whether in the office, at home or on the go,

the earbuds’ six microphone setup combined with its active noise cancelling performance of up to 42dB, the NeoBuds Pro provides crystal clear audio for any one-on-one or conference call while also detecting and eliminating all interfering noises.

Within the speaker category, The MP230 and M100 Plus were created to better fit consumers

with varying needs. The MP230 seamlessly blends portability with the design and technology of wood-framed bookshelf speakers, creating unrivaled soundscapes that can match nearly any aesthetic.

For those with a more adventurous spirit, the M100 Plus provides high quality sound with minimum distortion in a portable, palm sized package. With its durable, double woven lanyard and IPX7 rating, the M100 Plus are the waterproof portable speakers that you will want attached to yourself or bag on your next outing.

With the brand also continuing to expand its audio services, Edifier is showcasing its first ever livesteaming sound console and mixer to further assist streamers with their audio needs. As the MC500’s innovative design matches any streamer’s aesthetic, now sound effects, audio control and more are all at the steamer’s disposal, allowing for a more integrated, intuitive and interactive

livestream.

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Last modified: November 10, 2021

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