Wednesday, September 20th 2023

Panasonic Introduces New SoundSlayer Wearable Gaming Speaker: Go hard in your game, not on your ears!

Panasonic today announced the GNW10 SoundSlayer, a wearable gaming speaker that allows players to immerse themselves in play to experience the real emotion of gaming. The GNW10's lightweight, ergonomic design incorporates 4-channel speakers, wireless connectivity, and AI voice control to deliver an exciting, stress-free, and lush sensory experience whether you're going solo or playing with friends.

The GNW10 package combines a wireless, neck-mounted wearable gaming speaker and a separate wireless transmitter. Simply connecting the transmitter to a PC or console via a USB cable creates a wireless connection to the wearable gaming speaker. Compatible with Windows 10/11 PCs, PS4/PS5 consoles, and the Nintendo Switch (TV mode only), the GNW10 system also supports subwoofer output for an ever more powerful soundscape.
Following previous Panasonic products, the GNW10 will be in partnership with Project RED, helping to strengthen healthcare systems and fund life-saving programs that support equitable access to testing and treatment for communities in need. The GNW10 will also be on display at the Tokyo Game Show from September 21st.

Immersive, 3D sound from 4 speakers
Incorporating four newly developed 38 mm speakers arranged from front to back, the GNW10 creates realistic sounds from all directions, immersing the player in a deep, layered soundscape. Furthermore, the new 130cc housing - 60 percent larger than the current SC-GN01 Wearable Immersive Gaming Speaker System - delivers even more acoustic pressure and substantially more powerful bass for even more immersion.

Compared to conventional headphones which deliver dialog, music, sound effects, and voice communication through only two speakers which restricts the depth and intensity of the sensory experience, the GNW10 is a major step forward for gamers, providing them with a total of four speakers for an immersive sensory experience.

PC users can download and install the dedicated SoundSlayer app for intuitive, easy configuring of multiple functions, including for equalizer, chat volume, and sound mode; users can save up to three different presets.

Furthermore, the GNW10 offers multiple audio modes tailored to enhance gameplay, ensuring optimal quality for any type of game you choose to play:

Role-Playing Game mode—Ideal for role-playing games. This mode creates a sense of reality and intensity—as if you were inside of the game's virtual world.

First-Person Shooter mode—Provides accurate spatial audio which allows users to hear subtle sounds such as footsteps, giving players the advantage in first-person shooter and third-person shooter games.

Voice mode—Enhances human voices to provide a truly immersive experience. Recommended for adventure games, where clear dialog can provide important clues. OK

Regardless of the game mode, the LED lights incorporated into the GNW10's housing will add a dash of atmosphere and color to your gameplay.

A light, comfortable design without pressure on ears, hair, or glasses
GNW10's neck-mounted wearable gaming speaker is designed for comfort even after long hours of energetic game play.

Panasonic's designers began by eliminating the discomfort from contact pressure around the ear and top of the head that is common with over-the-ear headphones. Then they identified points of fatigue and discomfort related to neck-mounted devices to create an ergonomic housing that avoids contact with the clavicle and does not place a burden on the trapezius muscles. The result is a lightweight body and exceptionally comfortable fit.

The GNW10 adds a robust wireless connection to allow more freedom of movement and an immersive, latency-free gaming experience. Panasonic's proprietary wireless technology can transmit 6-channel audio signals on a dedicated 2.4 GHz band with a latency of less than 20 milliseconds, providing stress-free and comfortable play even in FPS games with demanding audio latency requirements.

Button placement has been optimized for easy operation, the intuitive layout and functional button shape allowing you to communicate with your co-op partners without losing focus on the game.

AI voice control for clean, clear communication
In the heat of an epic boss fight or silently stalking in stealth mode, the GNW10 will ensure that your friends and co-op partners will never miss a word. Microphones on both sides of the housing make sure that you can still be heard regardless of which direction your head is turned.

The GNW10 improves upon the SC-GN01 by introducing Intelligo Technology, Inc.'s 'AI voice communication processor,' which offers superior noise cancelling, echo cancelling and AI Beamforming performance. This technology eliminates ambient noise and sound from its own speakers, providing you an environment that your co-op partners will only hear your voice. Clean and clear communication makes it feel like you're standing shoulder-to-shoulder with your gaming friends.

The GNW10 will be available on Amazon and shop.panasonic.com at the end of October 2023 for $299.
Source: Panasonic
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16 Comments on Panasonic Introduces New SoundSlayer Wearable Gaming Speaker: Go hard in your game, not on your ears!

#1
Shihab
Speakers bellow ear level? That ain't gon sound gud...
Definitely won't be comfortable either, especially with high-backed seats.
Posted on Reply
#2
Chaitanya
ShihabSpeakers bellow ear level? That ain't gon sound gud...
Definitely won't be comfortable either, especially with high-backed seats.
Compared to headphones these certainly would be cooler especially in hot climates. Also these type of neackband speakers are a good compromize between full sized speakers(for the users who might not want to use speakers) and headphones.
Posted on Reply
#3
bug
the GNW10 system also supports subwoofer output
How does that work?

Also thrilled to hear (pun!) they managed to put some LEDs on this, it would have been literally worthless without them. All it needs now is Panasonic's proprietary LED control/sync protocol, because we can't have too many of those, can we? :wtf:
Posted on Reply
#4
cvaldes
ShihabSpeakers bellow ear level? That ain't gon sound gud...
Sound tends to travel up. That's why the high seating areas (dress circle, loge, balcony sections) in a concert hall or auditorium often get very good sound.

Same with the speakers in your living room. The lower frequency sounds are rather less directional anyhow which is why a subwoofer can be flexibly placed.

Remember that in the real world, sounds can come from anywhere. Speakers are used to mimick those waveforms in a directed manner but the optimal listening location is usually very limited. That's okay for a personal wearable speaker like this one since there is only one listener. The speaker configuration can be optimized for a very specific listening situation.
Posted on Reply
#5
Double-Click
Ah yes, the gaming horse collar.
Let's get some blinders too so we can truly focus and immerse ourselves.
Posted on Reply
#6
cvaldes
Double-ClickAh yes, the gaming horse collar.
Let's get some blinders too so we can truly focus and immerse ourselves.
There's nothing new about this concept or configuration. In the early Eighties, the Bone Fone (a wearable radio) enjoyed a brief burst of popularity. A similar design would come back shortly later in a Sony device.

Anyhow, this is designed for home use, less intrusive than desktop speakers and less compression than over-the-ear headphones. I personally can't stand wearing headphones for more than 90-120 minutes at a sitting. It's even worse if the room temperature is high (summer).
Posted on Reply
#7
Double-Click
What Sony device was that? I had a Walkman, and Discman don't remember any other wearable audio devices at that time.
Posted on Reply
#8
cvaldes
Double-ClickWhat Sony device was that? I had a Walkman, and Discman don't remember any other wearable audio devices at that time.
Wikipedia describes a SRS-WS1 Wearable Neck Speaker but that's a recent model.

There was something else that I vaguely remember. I could be wrong though. A lot of time has passed since then...

I do specifically remember the Bone Fone, I even tried a store demo unit at a ski shop. It worked well but it was only a radio when the Sony Walkman personal cassette player was the rage.

Anyhow, various VR HMDs also do something similar. My Oculus Rift S has speakers in the headband. You can optionally connect wired earbuds to the HMD but the built-in speakers are functional.
Posted on Reply
#9
Double-Click
Interesting, doesn't look like that hit the US until 2020 or least that's as far back as I can find reviews.
Doesn't look like this concept generally speaking has a whole lot of traction though.
Posted on Reply
#10
Shihab
ChaitanyaCompared to headphones these certainly would be cooler especially in hot climates. Also these type of neackband speakers are a good compromize between full sized speakers(for the users who might not want to use speakers) and headphones.
Literal desert dweller here. Wrapping meters of cloth over one's head is more much more manageable than wearing collared shirts. And this thing looks much worse than a fabric collar.

The more I look at it, the more I think Panasonic has a thing against double-chins and beards...
cvaldesSound tends to travel up. That's why the high seating areas (dress circle, loge, balcony sections) in a concert hall or auditorium often get very good sound.
Pretty sure that any variation between balconies and floor seating has more to do with acoustic design of said concert halls. A point source would generate a sound the propagates equally in all directions, given the same conditions.
Posted on Reply
#11
cvaldes
ShihabPretty sure that any variation between balconies and floor seating has more to do with acoustic design of said concert halls. A point source would generate a sound the propagates equally in all directions, given the same conditions.
Yes, but they aren't the same conditions. Hot air rises so the natural direction of air molecules is to move up. So whether it's a concert hall, Roman amphitheater or the Grand Canyon sound still tends to move up.

Even in your house, there's a temperature gradient between the floor and the ceiling. If you've ever lived above the ground floor of a building, you should recognize this temperature difference.

Anyhow, speaker elements can be directed a certain way and the elements themselves can be designed for narrow or wider sound dispersal characteristics.

Because this device is designed for single person use, the speaker elements likely only require a narrow path of optimal sound reproduction.

It's not like a P.A. system at a large event venue.

If you've ever used a VR HMD display like the Oculus Rift S I mentioned earlier, you'd understand. The sound quality is terrible for anyone not wearing the HMD. It's quite believable for the wearer. This is the same design principle: aim the speakers for one listener.
Posted on Reply
#12
bug
cvaldesYes, but they aren't the same conditions. Hot air rises so the natural direction of air molecules is to move up. So whether it's a concert hall, Roman amphitheater or the Grand Canyon sound still tends to move up.
If that had any measurable impact on sound propagation, all you'd hear would be noise.
Posted on Reply
#13
cvaldes
bugIf that had any measurable impact on sound propagation, all you'd hear would be noise.
It's not all or nothing. There's a middle ground and many shades of grey. I know a lot of people at TPU don't understand that concept.

Quick, what's the speed of sound? Ah, all of a sudden, you get the questions about barometric pressure, altitude, temperature, etc.

If none of these had a measurable effect, they wouldn't come up in a discussion about sound.

But anyhow, it probably matters less because of the short distance and focused speaker placement for this specific device. But for sure Panasonic engineers prototyped a bunch of different designs under different conditions. This device probably will be used in a rather narrow set of operating conditions just due to its planned usage.

The speakers aren't designed to be listened to from 3 inches away nor 3 feet.

In the end, how good these sound will mostly be determined by Panasonic engineer design decisions. But to say that they're going to sound good or bad simply because the speakers aren't at ear level is pure silliness for a $300 consumer product.
Posted on Reply
#14
Six_Times
Sony has had two models like these for a couple of years now.

Just saying.
Posted on Reply
#15
Vayra86
Cyberpunk is here bois
We have the mega corpos, we have the overdrive individualism, and we have the 'liberties'.
And now we have the collar too

Posted on Reply
#16
Shihab
cvaldesYes, but they aren't the same conditions. Hot air rises so the natural direction of air molecules is to move up. So whether it's a concert hall, Roman amphitheater or the Grand Canyon sound still tends to move up.

Even in your house, there's a temperature gradient between the floor and the ceiling. If you've ever lived above the ground floor of a building, you should recognize this temperature difference.
Temperature variation is very negligible.
Speed of sound differs a measly 2% per 10c temperature delta, air density variation is around 4%. Vertical variation in sound propogation should be along those lines, and ambient temperature gradient in a small column (i.e. Grand Canyon notwithstanding) is much, much less than 10c.

Unless we are talking about giraffes, the typical collar-to-ear distance makes ambient conditions even more negligible.
cvaldesIf you've ever used a VR HMD display like the Oculus Rift S I mentioned earlier, you'd understand. The sound quality is terrible for anyone not wearing the HMD. It's quite believable for the wearer. This is the same design principle: aim the speakers for one listener.
I don't deny the merits of directional sound, I'm saying positioning the source bellow the receiver wouldn't be as good as what we already have.

VR HMD's audio source is positioned on the same level as the user's ears. And the maintain well directed sounds and minimal dispersion by the simple fact is that they are positioned close to the ear. Full headsets go further by creating a mini-environment around the ear that controls echo and external noise as well.
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