Sony Dynamic Digital Sound

Abbreviation| SDDS
Formation| April 2, 1992; 34 years ago (1992-04-02)
Type| Cinema sound
Location|

* Japan

Owner| Sony
Website| www.sdds.com

Sony Dynamic Digital Sound (Japanese: ソニー・ダイナミック・デジタル・サウンド, Hepburn: Sonī Dainamikku Dejitaru Saundo; SDDS) is a cinema sound system developed by Sony, in which compressed digital sound information is recorded on both outer edges of the 35mm film release print. The system supports up to eight independent channels of sound: five front channels, two surround channels and a single sub-bass channel. The eight channel arrangement is similar to large format film magnetic sound formats such as Cinerama and Cinemiracle. The five front channels are useful for very large cinema auditoriums where the angular distance between center and left/right channels may be considerable. SDDS decoders provide the ability to downmix to fewer channels if required.

## Contents

* 1 History
* 2 Technical
* 3 Reader
* 4 Decoder
* 5 References
* 6 External links
* 7 History
* 8 Studios
* 8.1 Former
* 9 Other divisions
* 9.1 ICE Team
* 9.2 XDev
* 10 References
* 11 External links

## History

Original logo, used on the first several SDDS releases between April 1992 and June of 2003

Although originally slated to premiere with 1991's Hook, the SDDS project was delayed and instead premiered on April 2, 1992.[1] and on June 17, 1993 premiered it First Film Last Action Hero. Since then, over 2000 movies have been mixed and remastered in Sony Dynamic Digital Sound, and as early as 1999 over 6,750 movie theaters were equipped with SDDS.

The code name for the SDDS project was "Green Lantern", taken from the name of the comic book hero and the old term of "magic lantern" used to describe the original projected pictures in the late 19th century. Green came to mind because the key to imprinting the 8 micrometre data bits was to use a green laser.

Initial development efforts were conducted for Sony's Columbia Pictures Sound Department under contract with Semetex Corp. of Torrance, California. At Semetex, the SDDS Chief Architect was Jaye Waas and the Chief Optical Engineer was Mark Waring.

A photo of a 35 mm film print featuring all four audio formats (or "quad track")- from left to right: SDDS (blue area to the left of the sprocket holes), Dolby Digital (grey area between the sprocket holes labelled with the Dolby "Double-D" logo in the middle), analog optical sound (the two white lines to the right of the sprocket holes), and the DTS time code (the dashed line to the far right.)

The Semetex prototype design actually had the eight channels of uncompressed data placed into three locations: data bordering both sides of the analog sound track and additional data tracks bordering the opposite edge of the picture frame. These locations were chosen to ensure the data were not placed into the sprocket perforation area of the film to prevent the known wear and degradation that occurs in the perforation area (due to the mechanical film sprockets) from degrading the data. Clocking and guide tracks were placed on each side of the film near the sprockets. The prototype sound camera imprinted the Digital audio and Analog audio 'at speed'. A companion digital reader was designed to form a complete system. After Sony received the prototype they enlarged the data bits from the original 8 micron (micrometer) size and moved the data locations; the eight digital audio channels are now recorded on (and recovered from) the edges of the film. As Sony engineers became more actively involved in the project, the design of the SDDS format evolved toward a more robust implementation, including the use of 5:1 ATRAC data compression, extensive error detection and correction, and most critically redundancy. The redundancy allows data to be recovered substantially intact even in the presence of a film splice (common for repairing damaged film). The data bit size on film was enlarged from 8 micron (micrometer) to 24 micrometers square, and Semetex's green laser system for the sound camera was replaced with simpler LED/fiber optic assemblies which limited resolving to 24 micrometers. Using data compression allowed 24 micrometers square data bits to fit within the newly allocated areas.

The SDDS development at Semetex took just 11 months from concept to working sound camera.

When it came time for deployment, since Sony also owned the Sony Theaters chain (later sold to Loews Theaters), it was able to use SDDS in its own theaters. And via its highly successful Columbia/TriStar Studios arm, it was able to use SDDS as the exclusive digital soundtrack on its titles. In addition, in the early days of the "megaplex explosion", Sony struck a deal with AMC Theatres in 1994 to include SDDS in all of their new auditoriums. This gave SDDS a much needed, kick-start. More than likely it would have garnered far less penetration had Sony not controlled both a theater chain and a film studio.

SDDS was consistently the least popular of the three competing digital sound formats, the other two being Spectral Recording Dolby Stereo Digital and DTS. Along with being the most expensive to install (and the last to arrive), there were major reliability issues with SDDS due to the change from the prototype sound track placement to the very edges of the film stock where the film is subject to damage. SDDS tracks are prone to damage as are some other digital formats. With all the digital sound formats: any failure of the digital track could result in a "drop-out" of the digital format and possibly a switch to analog sound. Additionally a drop-out resulting in a switch to Analog (Analogue) may produce a slight loss of fidelity and high and low-ends, although it is more difficult to tell in a properly calibrated auditorium[citation needed].

SDDS's much-touted eight track playback capability never quite caught on, as it required that a separate eight channel sound mix be created in addition to the six channel mix that is needed for SRD and DTS, an additional expense for the studios. Out of the 1,400 plus films mixed in SDDS, only 97 of them to date have been mixed to support the full 8 channels, most of them Sony (Via Sony Pictures/Columbia/TriStar) releases. Because of the added installation expense, the majority of SDDS installations are 6 channel (5.1) installations, as opposed to 8 channel (7.1) installations.

See also List of 8 channel SDDS films.SDDS 8-Channels; this logo is used when all 8 channels are used as opposed to the usual six.

While most major studios eventually began putting SDDS tracks on their releases, most independent films only came with Dolby Digital tracks, leaving many SDDS-equipped, or DTS theaters playing analog sound in otherwise state-of-the-art auditoriums. A few titles released under the Kidtoon Films program used SDDS tracks. As Dolby Digital (and to a lesser degree, DTS) began to emerge as the clear winner in the digital sound battle, Sony Cinema Products quit manufacturing SDDS encoders and decoders, although it will continue supporting equipment that is still deployed in the field.

Out of the three competing formats, SDDS was the only format not to have a corresponding home-theater version, and Sony ceased production of new units in the early 2000s.

## Technical

SDDS channel arrangement with 5 front channels, 2 surround channels and a subwoofer channel or "5/2.1".

* Original format used: 8 micron (micrometre) square data bits, 16 bit per audio channel, 8 audio channels, 2 clock tracks, 2 guide tracks for alignment with the film.
* Final format used: 24 micrometre square data bits.

The format carries up to 8 channels of Dynamic Digital Sound (DDS) encoded using Sony's ATRAC codec with a compression ratio of about 5:1 and a sampling rate of 44.1 kHz. The channels are:

* 5 screen channels
* Left
* Left center
* Center
* Right center
* Right
* 2 surround channels
* Left surround
* Right surround
* Subwoofer channel

Additionally there are 4 backup channels encoded – in case of damage to one side of the film or the other. These are:

* Center
* Subwoofer
* Left + left center
* Right + right center

This gives a total of 12 channels, for which the total bitrate of 2.2 megabits per second. This is more than the maximum 1.536 megabits per second DTS format bitrate, and far greater than the cinema Dolby Digital bitrate of 320 kilobits (0.32 megabits) per second.

For additional data reliability the two sides of the film are separated by 17 frames and half, so a single splice or series of missing frames will not result in a total loss of data.[2]

## Reader

A Sony DFP-R2000 SDDS reader mounted on a Norelco AAII projector, with film threaded.

The SDDS reader is mounted on top of a 35mm projector. The film is threaded through the reader before it passes through the picture aperture. As the film runs, red LEDs are used to illuminate the SDDS soundtrack. CCDs (Charge-Coupled Devices) read the SDDS data and convert the stream of dots on the film into digital information. This information is pre-processed in the reader and passed on to the SDDS decoder.

## Decoder

The SDDS decoder is installed in the sound equipment rack. The decoder receives the information from the reader and translates it into audio signals routed to the cinema's power amplifiers. The decoder is responsible for a series of processes that must be performed before the audio is recovered. Next, errors caused by scratches or damage to the film are corrected using redundant error recovery data. Since SDDS is read at the top of the projector, the data is delayed slightly to restore synchronization with the picture. And finally, adjustments in tonal balance and playback level are made to match the specific auditorium's sound system and acoustics. SDDS is designed to process sound entirely in the digital domain, bypassing any existing analog processor, preserving clarity and providing full dynamic range.

## References

1. ↑ McGee, Marty (2001). Encyclopedia of motion picture sound. Jefferson, NC: McFarland. p. 214. ISBN 078641023X.
2. ↑ Saito, E.; Osato, K.; Nakao, T. (1995). "Sony dynamic digital sound". Technical Digest. CLEO/Pacific Rim'95. The Pacific Rim Conference on Lasers and Electro-Optics. p. 107. doi:10.1109/CLEOPR.1995.521364. ISBN 0-7803-2400-5.

## External links

* Official SDDS site at the Wayback Machine
* Dorman, Bob. "Video thrilled the radio star: Tracking the history of magnetic tape part three". https://www.theregister.com/2013/10/10/history_of_magnetic_tape_part_three/.

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Short description: Group of video game developers owned by Sony Interactive Entertainment

SIE Worldwide Studios| Formerly| SCE Worldwide Studios (2005–2016)

|

Type| Division
Industry| Video games
Founded| September 14, 2005; 20 years ago (2005-09-14)

Key people

| Hermen Hulst (president)

Number of employees

| 2,700+[1] (2011)
Parent| Sony Interactive Entertainment
Subsidiaries| See § Studios
Website| playstation.com/en-us/corporate/playstation-studios/

Sony Interactive Entertainment Worldwide Studios (SIE Worldwide Studios) is a group of video game developers founded in September 2005 by Sony Interactive Entertainment.[2]

It is a single internal entity overseeing all wholly owned development studios within SIE. It is responsible for the creative and strategic direction of development and production of all computer entertainment software by all SIE–owned studios, all of which is typically produced exclusively for the PlayStation family of consoles.

With the launch of the PlayStation 5 in 2020, Worldwide Studios brands all releases be it internal or externally developed under the "PlayStation Studios" label.[3]

## History

SCE Worldwide Studios (SCE Worldwide Studios) was established on September 14, 2005, with Phil Harrison being appointed as president.[4] On May 16, 2008, Shuhei Yoshida became president.[5] In April 2016, Sony's Sony Computer Entertainment (SCE) and Sony Network Entertainment International (SNEI) divisions merged, creating SIE Worldwide Studios.[5] Hermen Hulst succeeded Shuhei Yoshida as president of SIE Worldwide Studios on November 7, 2019, with Yoshida being delegated to lead Sony's indie development.[6]

## Studios

Name  | Location  | Founded  | Acquired

|
|
|

Bend Studio | Bend, Oregon  | 1993[7] | 2000[7]
Guerrilla Games | Amsterdam | 2000[7] | 2005[7]
Housemarque | Helsinki | 2021[8]
Insomniac Games | Burbank, California  | 1994[7] | 2019[9]
London Studio | London | 2002[7] | —
Malaysia Studio  | Kuala Lumpur | 2020[10] | —
Media Molecule | Guildford  | 2006[7] | 2010[7]
Naughty Dog | Santa Monica, California  | 1984[7] | 2001[7]
Nixxes Software | Utrecht  | 1999[11] | 2021[12]
Pixelopus | San Mateo, California  | 2014[7] | —
Polyphony Digital | Tokyo | 1998[7] | —
San Diego Studio | San Diego  | 2001[7] | —
San Mateo Studio  | San Mateo, California  | 1998[13] | —
Santa Monica Studio | Los Angeles | 1999[7] | —
Sucker Punch Productions | Bellevue, Washington  | 1997[7] | 2011[7]
Team Asobi | Tokyo | 2021[14][lower-alpha 1] | —
XDev  | Liverpool  | 2000[7] | —

1. ↑ Team Asobi was first established in 2012 as an internal team of Japan Studio, and was spun off as its own independent studio in 2021.

### Former

Name  | Location  | Founded  | Acquired  | Divested  | Fate

|
|
|
|
|

Bigbig Studios | Leamington Spa  | 2001[15] | 2007[16] | 2012[15] | Closed[15]
Evolution Studios | Runcorn  | 1999[16] | 2007[16] | 2016[17] | Closed[17]
Guerrilla Cambridge | Cambridge  | 1997[18] | —  | 2017[18] | Closed[18]
Incognito Entertainment | Salt Lake City  | 1999[19] | 2002[19] | 2009[20] | Closed[20]
Japan Studio | Tokyo | 1993[7] | —  | 2021[21] | Reorganized within SIE, primarily to Team Asobi[14]
Manchester Studio  | Manchester  | 2015[7] | —  | 2020[22] | Closed[22]
Studio Liverpool | Liverpool  | 1984[16] | 1993[16] | 2012[23] | Closed[23]
Zipper Interactive | Redmond, Washington  | 1995[24] | 2006[16] | 2012[24] | Closed[24]

## Other divisions

### ICE Team

Naughty Dog is home to the ICE Team, one of Sony's Worldwide Studios central technology groups. The term ICE originally stands for Initiative for a Common Engine which describes the original purpose of the group.[25] The ICE Team focuses on creating core graphics technologies for Sony's worldwide first party published titles, including low-level game engine components, graphics processing pipelines, supporting tools, and graphics profiling and debugging tools. The ICE Team also supports third party developers with a suite of engine components, and a graphics analysis, profiling, and debugging tool for the RSX. Both enable developers to get better performance out of PlayStation hardware.[26][27]

### XDev

XDev Europe, established in 2000 and based in Liverpool, England,[7] collaborates with independent development studios across Europe and other PAL territories to publish content to PlayStation platforms all over the world. XDev has helped to create and publish, titles such as the LittleBigPlanet, Buzz!, MotorStorm and Invizimals series, Super Stardust HD, Heavenly Sword, Heavy Rain, Beyond, Tearaway and Resogun. Partners include independent developers such as Quantic Dream, Magenta Software, Climax Studios, Novarama, Supermassive Games and Sumo Digital, as well as SCE subsidiaries such as Media Molecule and Guerrilla Games. In addition to funding projects, XDev offer full production, project management and game design support. Titles are also supported with community management, online production and dedicated outsourcing management facilities. XDev work directly with Marketing and PR teams in all Sony territories to promote and publish games worldwide.[28][29]

## References

1. ↑ "Sony Computer Entertainment Acquires Sucker Punch Productions, Developer of Top Selling Infamous Franchise". August 2, 2011. https://www.sie.com/en/corporate/release/2011/110802.html.
2. ↑ "SCE Establishes SCE Worldwide Studios" (PDF) (Press release). Sony Computer Entertainment. September 14, 2005. Archived from the original (PDF) on November 5, 2005. Retrieved September 14, 2005.
3. ↑ Dring, Christopher (May 12, 2020). "PlayStation Studios brand will launch alongside PS5". https://www.gamesindustry.biz/articles/2020-05-12-sony-unveils-playstation-studios-brand-to-launch-alongside-ps5.
4. ↑ "SCE Establishes SCE Worldwide Studios" (PDF) (Press release). Sony Computer Entertainment. September 14, 2005. Retrieved 2005-09-14.
5. ↑ 5.0 5.1 "Bitsummit". http://bitsummit.org/2015/?page_id=3388.
6. ↑ "Sony appoints Guerrilla Games' Hermen Hulst new head of PlayStation worldwide studios". https://www.washingtonpost.com/video-games/2019/11/07/sony-appoints-guerrilla-games-hermen-hulst-new-head-playstation-worldwide-studios/.
7. ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 7.16 7.17 7.18 7.19 Barker, Sammy (August 28, 2019). "Guide: All Sony First-Party Studios and What They're Working On". http://www.pushsquare.com/news/2019/08/guide_all_sony_first-party_studios_and_what_theyre_working_on.
8. ↑ Leedham, Robert (June 29, 2021). "Why PlayStation bought Returnal developer Housemarque: the inside story". https://www.gq-magazine.co.uk/culture/article/housemarque-sony-playstation-acquisition.
9. ↑ "Quarterly Securities Report For the three months ended December 31, 2019". p. 39. https://www.sony.net/SonyInfo/IR/library/Sony_Quarterly_Securities_Report_2019Q3.pdf.
10. ↑ "PlayStation to open development studio in Malaysia". November 8, 2019. https://www.gamesindustry.biz/articles/2019-11-08-playstation-to-open-malaysian-development-studio.
11. ↑ "About us". July 1, 2021. https://www.nixxes.com/about-us/. Retrieved July 1, 2021.
12. ↑ Makuch, Eddie (July 1, 2021). "Sony Buys Another Game Studio, Avengers And Rise Of The Tomb Raider's Nixxes Software". GameSpot. https://www.gamespot.com/articles/sony-buys-another-game-studio-avengers-and-rise-of-the-tomb-raiders-nixxes-software/1100-6493477/. Retrieved July 1, 2021.
13. ↑ Varela, Ramón (January 16, 2020). "PlayStation: Todos sus estudios y los juegos en desarrollo" (in es). https://vandal.elespanol.com/reportaje/playstation-todos-sus-estudios-y-los-juegos-en-desarrollo.
14. ↑ 14.0 14.1 LeBlanc, Wesley (June 2, 2021). "Team Asobi Officially Announced as a PlayStation Studio, Reveals New Logo". https://www.ign.com/articles/team-asobi-official-playstation-studios-dev-new-logo.
15. ↑ 15.0 15.1 15.2 Yoon, Andrew (January 10, 2012). "Sony shuts down Little Deviants, Pursuit Force dev". https://www.shacknews.com/article/71918/sony-shuts-down-little-deviants-pursuit-force-dev.
16. ↑ 16.0 16.1 16.2 16.3 16.4 16.5 MCV Staff (August 2, 2011). "IN DETAIL: Sony's sixteen first-party studios". https://www.mcvuk.com/in-detail-sonys-sixteen-first-party-studios/.
17. ↑ 17.0 17.1 Brightman, James (March 22, 2016). "Sony confirms closure of Evolution Studios". https://www.gamesindustry.biz/articles/2016-03-22-sony-confirms-closure-of-evolution-studio.
18. ↑ 18.0 18.1 18.2 Frank, Allegra (January 12, 2017). "Sony shuts down 20-year-old studio in European restructuring". https://www.polygon.com/2017/1/12/14251842/guerrilla-cambridge-closed.
19. ↑ 19.0 19.1 Cifaldi, Frank (May 13, 2011). "How Moving To Austin Energized Starhawk". https://gamasutra.com/view/feature/134746/how_moving_to_austin_energized_.php.
20. ↑ 20.0 20.1 Plunkett, Luke (January 16, 2012). "Every Game Studio That's Closed Down Since 2006". https://kotaku.com/every-game-studio-thats-closed-down-since-2006-5876693.
21. ↑ Robinson, Andy; Calvin, Alex (February 25, 2021). "Sources: PlayStation is winding down Sony Japan Studio". Video Games Chronicle. https://www.videogameschronicle.com/news/sources-playstation-is-winding-down-sony-japan-studio/. Retrieved June 30, 2021.
22. ↑ 22.0 22.1 Dring, Christopher (February 4, 2020). "PlayStation to close Manchester VR studio". https://www.gamesindustry.biz/articles/2020-02-04-playstation-to-close-manchester-vr-studio.
23. ↑ 23.0 23.1 Yin-Poole, Wesley (July 21, 2015). "WipEout: The rise and fall of Sony Studio Liverpool". https://www.eurogamer.net/articles/2013-03-22-wipeout-the-rise-and-fall-of-sony-studio-liverpool.
24. ↑ 24.0 24.1 24.2 Moriarty, Colin (March 31, 2012). "Confirmed: Sony Closes Zipper Interactive". https://www.ign.com/articles/2012/03/30/confirmed-sony-closes-zipper-interactive.
25. ↑ Mark Cerny's "Road to the PS4" @ Gamelab 2013 . YouTube (June 27, 2013). Retrieved on July 16, 2013.
26. ↑ Naughty Dog Careers . Naughtydog.com. Retrieved on July 16, 2013.
27. ↑ Sony’s Secret Super Development Team . PS3 Attitude (June 5, 2009). Retrieved on July 16, 2013.
28. ↑ Sony XDev Europe . Official Site
29. ↑ Worldwide Studios/XDev . XDev on Worldwidestudios.net

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Television|

| U.S. production|

* Adelaide Productions
* Sony Crackle
* The Minisode Network
* Culver Entertainment
* Embassy Row
* TriStar Television

|

International production|

* 2waytraffic
* Left Bank Pictures
* Playmaker Media
* Silvergate Media
* Stellify Media
* Teleset

Distribution|

* Funimation (95%, co-owned with Aniplex)
* Manga Entertainment (UK)
* Madman Anime Group
* AnimeLab

* v
* t
* e

Sony Pictures Television TV channels and VOD platforms

O = online VOD platform

Americas|

| U.S. networks|

Sony Movie Channel
Game Show Network
getTV
Cine Sony
Sony CrackleO
Defunct
3net (joint venture with Discovery and IMAX)
Fearnet (joint venture with Comcast and Lionsgate)

|

Canada|

Former
Sony Movie Channel and AXN Movies (rebranded)

Latin America|

AXN
Lifetime [50%; joint venture with A&E Networks]
Sony Channel
Defunct
Animax
Locomotion
Sony Spin

Asia|

| Indian
sub-continent|

* v
* t
* e

Sony Pictures Networks India

Hindi entertainment|

* SET
* Sony Sab
* Sony Max
* Sony Max 2
* Sony Pal
* Sony Wah

English entertainment|

* AXN
* Sony Pix

Bengali entertainment|

* Sony Aath

Sports|

* Sony Six
* Sony ESPN (50%; Joint venture with ESPN Inc.)
* Sony Ten
* Sony Ten 1
* Sony Ten 2
* Sony Ten 3
* Sony Ten Golf

Acquisition pending
TEN Sports Pakistan
TEN Cricket International

Music|

* Sony Mix

Other channels|

* Sony BBC Earth (50%; Joint venture with BBC Studios)
* Sony Yay

Other businesses|

* Sony LIV (Online VOD platform)

Former|

* Animax
* Sony Le Plex
* Sony Rox

Japan|

Animax

Animax PlusO
AXN

AXN Mystery
AXN PlusO
Star Channel [25%; joint venture with Tohokushinsha Film and Itochu]

Taiwan|

AXN
Animax

Animax HD

Southeast
Asia|

Gem [50%, joint venture with NTV]
Defunct
AXN Beyond
BeTV
Sony Channel

Europe,
Middle
East,
Africa
(EMEA)|

| Germany|

AnimaxO
Sony AXN
Sony Channel
Defunct
Animax (linear television)

|

Italy|

Defunct
AXN
AXN Sci Fi
Cine Sony
Pop

The
Netherlands|

Former
Film1

Film1 Action
Film1 Drama
Film1 Family
Film1 Premiere

Defunct
Film1 Festival
Film1 Sundance

Portugal|

AXN

AXN Black
AXN White

Defunct
Animax

Russia|

Sony Channel
Sony Turbo
Sony Sci-Fi

Spain|

AXN

AXN SyncO
AXN White

Defunct
Animax

Turkey|

* Sony Channel
* Sony Çocuk
* Planet Mutfak
* Planet Türk

UK & Ireland|

* v
* t
* e

Television channels in the United Kingdom and Ireland operated by Sony Pictures Television

Current|

Pop
Pop Max
Sony Channel
Sony Crime Channel
Sony Movies
Sony Movies Action
Sony Movies Classic
Tiny Pop

Former|

Bliss
Flava
More Than Movies
Movies4Men
Movies4Men 2
Pop Girl
Scuzz
True Crime
True Drama
True Entertainment
True Movies
True Movies 2
TruTV

Miscellaneous|

* Sony Pictures Television
* CSC Media Group
* animaxtv.co.uk (VOD)

Baltics|

Sony Channel
Sony Turbo

Central and
Eastern
Europe
(CEE)|

AXN

Adria
Hungary

AXN NowO
AXN Black
AXN Spin
AXN White
Sony Max
Sony Movie Channel
Viasat Hungary

Viasat 3
Viasat 6

Defunct
Animax
AXN Crime

Middle East|

AXN Middle East

Arabic
English

Defunct
AXN Israel

Africa|

Defunct
Animax
Sony Channel
Sony MAX

Other|

* Digital
* Mobile
* Entertainment Japan
* Family Entertainment Group
* Studios
* Madison Gate Records
* Ghost Corps

Defunct|

* Columbia Pictures Television
* Columbia TriStar Television
* Merv Griffin Enterprises
* ELP Communications

Online distribution
platforms|

* PlayStation Network
* PlayStation Now
* PlayStation Store
* PlayStation Video
* PlayStation Plus
* PlayStation Vue
* Sony Crackle
* Minisodes
* Sony Liv

Other businesses|

* Sony DADC
* Sony Network Communications
* Sony Professional Solutions
* M3 (39.4%)
* Sony/ATV Music Publishing
* APM Music
* EMI Music Publishing
* Extreme Music
* Hickory Records
* EMI Production Music
* Vaio (4.9%)

Other assets|

* Sony Corporation of America (umbrella company in the US)
* Other subsidiaries
* List of acquisitions

Nonprofit organizations|

* Sony Institute of Higher Education Shohoku College

Other|

* History of Sony
* Sony Toshiba IBM Center of Competence for the Cell Processor
* Sony timer

* v
* t
* e

Physical audio recording formats

Mechanical|

* Music box cylinder or disc (9th century)
* Mechanical cuckoo (early 17th century)
* Punched card (1881)
* Music roll (1883)

Analog|

| Grooved surface|

* Phonautogram (1857)

|

Grooved cylinder|

* Phonograph cylinder (1877)
* Graphophone/Dictaphone cylinder (1887)
* Perfected phonograph/Ediphone (1888)
* Salon cylinder (1890s)
* Stentor cylinder (1890s)
* Le Céleste cylinder (1890s)
* Gold moulded record (1902)
* Indestructible record (1907)
* Amberol record (1908)
* Blue Amberol record (1912)
* Paradis cylinder (1913)

Grooved disc|

* Phonograph record (1889)
* Pathé disc (1905)
* Diamond disc (1912)
* Pathé Actuelle (1920)
* Edison Voicewriter (late 1940s)
* SoundScriber (1945)
* Audograph (1945)
* Long play (1948)
* Highway Hi-Fi (1956)

Grooved tape|

* Tefiphon (early 1930s)
* Teficord (early 1930s)
* Tefifon (1936)
* Dictabelt (1947)

Sound-on-film|

* Phonofilm (1919)
* Tri-Ergon (1922)
* Movietone (1926)
* Photophone (1929)
* Fantasound (1940)

Loose magnetic wire|

* Wire recording (1898)

Magnetic wire cartridge|

* Lorenz Textophon (1942)
* US Army RD-11B/GNQ-1 (1944)
* Cosmos Industries MX-303A/ANQ-1 (1944)
* RCA MI-12875 (1947)
* RCA MI-12877 (1947)
* Peirce 265B (1951)
* Peirce 330/360 (1951)
* Protona Minifon P51 (1951)
* Protona Minifon P55 (1955)
* Protona Minifon special (1961)
* Crouzet-Jaeger cartridge (1962)

Magnetic surface|

* Magnetic stripe card (1900)

Magnetic disc|

* Telefunken magnetic disc (1945)
* Thermionic Products Recordon (1948)
* Record Maker Pye (1953)
* Synchrofax (1959)
* Audio High Density (1978)

Loose magnetic tape|

* Blattnerphone (1928)
* Magnetophon (1935)
* 1/4" tape (1949)
* 1/2" tape (1953)
* Fullcoat magfilm (1953)
* Stripe magfilm (1953)
* 1" tape (1957)
* 2" tape (1967)
* 3/4" tape (1969)
* 3" tape (1978)

Magnetic tape cartridge|

* Optaphon (1951)
* Cousino Echo-matic (1952)
* Mohawk Message repeater cartridge (1953)
* Stenorette (1954)
* Mohawk Midgetape RL (1955)
* Dictaphone Dictet (1957)
* Rediffusion Reditune (1957)
* Saba Sabafon (1958)
* RCA tape cartridge (1958)
* Philips EL 3581 (1958)
* Protona Attaché (1959)
* Fidelipac (1959)
* Cousino MR-9000 (1960)
* IBM Magnabelt (1961)
* Dictaphone Travel master (1961)
* Nippon Electronic Vity cassette (1961)
* Grundig Cassette LFH 0084 (1962)
* Orrtronic Tapette (1962)
* 3M Scotch (1962)
* Cousino Echo-matic II (1962)
* Stereo-Pak (1962)
* Philips EL 3583 (1963)
* Compact cassette (1963)
* Grundig En3 (1964)
* Sabamobil (1964)
* 8-track (1964)
* Micro pack 35 (1964)
* Assmann-Stuzzi Memocord (1965)
* Cantata 700 (1965)
* DC-International (1965)
* Nippon Electronic Memo-call (1965)
* PlayTape (1966)
* Muntz Stereo Mini-twin (1967)
* Grundig DeJ614 (1968)
* Microcassette (1969)
* Sanyo Tape cartridge (1969)
* HiPac (1971)
* Steno-Cassette (1971)
* Stenorette DL (1972)
* Capitol Records Audiopak (1972)
* Elcaset (1976)
* Bandai micro cartridge (late 1980s)
* Picocassette (1985)
* Pocket Rockers (1988)

Standalone adaptor|

* Soundstream (1976)
* X80/ProDigi (1980)
* DASH (1982)
* PCM adaptor (1982)
* DA-88/DTRS (1993)

Digital|

| Magnetic tape cartridge|

* Digital Audio Tape (1987)
* NT (1992)
* Digital Compact Cassette (1992)

|

Sound-on-film|

* CDS (1990)
* Dolby Digital (1992)
* DTS (1993)
* SDDS (1993)

Optical disc|

* Compact disc (1982)
* Philips CD-BGM (1989)
* MiniDisc (1992)
* HDCD (1995)
* Super Audio CD (1999)
* DVD-Audio (2000)
* DataPlay (2002)
* Hi-MD (2004)
* DualDisc (2004)
* BD-Audio (2008)
* HFPA (2013)
* MQA-CD (2014)

Electronic circuit|

* Sound chip (late 1970s)
* MP3 player (1996)
* HitClips (1999)
* Yaboom Box (1999)
* Takara E-kara (2001)
* Toymax VJ Starz (2002)
* USB flash drive (2004)
* MicroSD (2007)

Hybrid|

* Mini-cassette (1967)
* U-matic (1971)
* Pioneer Artists Compact LaserDisc (1986)
* CD Video (1987)
* ADAT (1991)
* Timecode vinyl (2001)
* VinylDisc (2007)

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Original source: https://en.wikipedia.org/wiki/Sony Dynamic Digital Sound. Read more

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