To recreate (i.e., approximate) a life-like sound field requires a lot of technology. In the real world, sound comes from multiple sources all around us, in what we call a 360° sound field. To pick up these sounds, a microphone array (the way mics are arranged and positioned) needs to cover 360° (not just the left or right axis, but also up, down, and diagonally).
Similarly, to accurately play back sound recorded in this way, there needs to be a comparable array of speakers. We’re probably most familiar with this kind of experience through “surround sound” home entertainment systems.
Without a surround sound speaker system, typical two speaker headphones give us the closest approximation to binaural hearing (the way our ears work positioned on the sides of our head). Surround sound (more often called “immersive sound”) uses speakers arranged all around us. When played back, sound designed for this experience seems to come from all directions, moving and passing through us in a spatial 3-dimensional sonic experience. We won’t get into this complicated technology here, but the the videos above are a good introductory explanation of topic.
Without doubt, immersive or virtual reality (VR) audio technology is the future of recorded sound, and it has arrived, especially in the entertainment industry (e.g., home entertainment systems, gaming, movie theaters, amusement parks). However, VR audio is also being used in other contexts requiring spatial sound, such as occupational training, remote learning, or other situations requiring virtual reality environments or experiences to be as life-like as possible.
Public historians should take note of this technology and consider the possibilities for capturing, preserving, and sharing historic sounds with the most sonic fidelity and spatial accuracy.