OSSIC X is the world’s first 3D audio headphone that instantly calibrates to the listener, increasing the sense of auditory space, and acoustically recreating the way you hear the world everyday. By pairing advanced 3D audio algorithms with head-tracking and individual anatomy calibration, we deliver incredibly accurate 3D sound to your ears. Experience music like never before. Get more immersed in virtual reality. Bring gaming to the next level.
OSSIC X calibrates to the individual listener’s head and ear features, increasing overall sound quality and ensuring the most accurate sound placement, making for a listening experience that’s ten times more immersive than current technologies.
Audio is a crucial part of the way we experience content. By implementing accurate 3D audio, any content can take the listener to new places by improving the following:
OSSIC X FOR VIRTUAL REALITY
In virtual reality, sound is key. With accurate 3D sound we can give a sense of space and direct your attention to elements outside your field of view for a more immersive experience.
OSSIC X FOR GAMING
Having accurate sound in gaming can make or break the experience, allowing you to know what’s going on in the spaces of the game that you can’t see.
OSSIC X FOR MOVIES
Imagine being able to watch any movie on the best speaker setup money can buy, from the comfort of your couch, bed, or anywhere.
OSSIC X FOR MUSIC
OSSIC changes the way you listen to music. Imagine being able to listen to any song from your collection on the best speaker setup money can buy, or hear a concert from the best seats in your favorite concert hall.
See and hear what others have said about hearing 3D audio for the first time.
WE ALL HEAR THE WORLD DIFFERENTLY BASED ON OUR ANATOMY
How we hear the world is not a one-size-fits all situation. It’s our physical anatomy that plays a critical role in defining how sound enters our ears. This is called our head related transfer function, or HRTF. Our individual HRTF is based on:
TRADITIONAL HEADPHONES DON’T ACCOUNT FOR OUR ANATOMY
With traditional headphones the listeners anatomy is not taken into account. This makes for an incredibly small listening experience, where sound remains close to your head rather than around you. This leads to:
CALIBRATION PUTS YOU BACK INTO THE LISTENING EQUATION
OSSIC X calibrates to the individual listener’s head and ear feature, increasing overall sound quality and ensuring the most accurate sound placement, making for a listening experience that’s ten times more immersive than current technologies.
HOW IT WORKS
The OSSIC calibration process starts as soon as you put the headphones on. The data is instantly paired with our smart algorithms to determine accurate sound playback based on your anatomy and position. No laboratories required.
3D Audio naturally replicates the way we hear the world everyday, with measurable results.
This is done with two types of testing:
Acoustical, physics-based testing. With a microphone in the ear, does the headphone reproduce the same signal as a real sound in space? Here we compared the OSSIC X to a gaming headphone.
We ask people where they think the sound comes from with the headphone on, and compare it to where the sound was supposed to come from. Here we can see the OSSIC X places sound at the right angle and depth and the gaming headphone does not.
Using the AUX or USB connection, OSSIC X is compatible with a multitude of devices to provide 3D audio playback.
While the OSSIC X already supports existing standard 2D formats such as stereo, 5.1, and 7.1, we want to make it easy for game and sound designers to go beyond. By using the OSSIC X, you can design fully immersive soundscapes without installing ceiling speakers or sitting in your studio.
FOR GAME ENGINES
In gaming engines, the sounds can be tied to any objects or characters, and these are already natively positioned in 3D. Currently these sounds get compressed to, at most, 7 channels (and a subwoofer) on a ring around the listener. We are designing plugins that let natively 3D audio pass through to the listener.
We already have a prototype FMOD plug-in running, and it sounds great and operates efficiently. We are testing it with some early developers now. We would love to hear from you! Please fill out the survey to prioritize roll-out for the different platforms: Unity, Unreal, FMOD, Wwise, VST, AU, and/or others.
FOR SOUND DESIGNERS
For audio produced using standard DAWs, we will be supporting VST and AU.
ABBEY ROAD RED
OSSIC is proud to join the latest class of innovative companies at Abbey Road Red, a music and technology incubation program within the world famous Abbey Road Studios. More information can be found at https://www.abbeyroad.com/abbeyroadred
We’re excited to be working with THX to ensure that OSSIC X meets the highest standard for audio reproduction.
OSSIC is proud to be supported by the EvoNexus Incubator in San Diego, CA.
Our other parters, friends, and supporters:
Thank you to everyone who has helped make this campaign possible. We wanted to also provide a few shout-outs to John Veleta and our amazing video team, Neology Concepts for helping spread the word, Nuuk Digital, and Gil Shterzer and Iddo Sternberg, for their help with our online marketing, and to all of our friends and family for their amazing support and dedication!
Stretch Goal 1: We’ll be providing an additional USB cable with shipment for connections needing extra distance.
Stretch Goal 2: We’ll now incorporate packaging improvements including robust box design, travel handle and protective sleeve. These elements will make the box reusable and travel friendly.
Stretch Goal 3: We will now enable 3D audio connectivity through phones and tablets equipped with micro-USB.
Stretch Goal 4: This stretch goal will allow 3D audio connectivity via Lightning cable to Apple phones and tablets.
OSSIC started in a home living room in August 2014. Since that time, we’ve spent the last year and a half developing over 9 generations of prototypes and countless acoustic tests in order to bring accurate 3D audio to headphones.
A MISSION TO CHANGE THE WAY WE HEAR SOUND
After working in the audio industry for a combined fifty years developing some of the top selling headphones and speakers on the market, our founding team realized there was a large gap in what was currently available for 3D sound, and what was possible. The technology was available, but limited by intensive laboratory calibration and typically coming at very high cost. The team believed that everyone should have access to the highest level of audio experience possible, so they formed OSSIC in 2015 with one mission: to redefine the way we hear sound by taking the final leap between reproduced audio and audio that’s indistinguishable from reality.
We’re redefining the way we hear audio in headphones. While we’ve come this far with an incredibly small team and a boot-strapped budget, we need your help in making this technology a reality.
This is the most capital intensive part of our next phase. We’ve developed many headphones over the course of our careers, so we’ve got a very good idea on costs needed to produce the initial molds, purchase supplies, meet the minimum quantity order, and ship to consumers. We need your help to get us to the production phase of our hardware.
CREATING THE NEXT GENERATION OF 3D AUDIO
Our goal is to not only develop a product, but help educate the world on the potential of what a 10X improvement in audio immersion can sound like. To do this, we need your support from this initial campaign to not only fund our production, but also get the word out about what we’re developing.
As with any hardware project, there are always schedule risks associated with manufacturing and supply chain logistics.
The OSSIC team has successfully delivered hundreds of audio products to market. We understand the unique challenges of audio hardware and are familiar with how to avoid and mitigate any issues that arise. Additionally, we are working with a familiar tier-one manufacturing partner that builds for some of the best brands in the business.