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Reviewed on Nov 26, 2018 , Sam Vafaei, Jean-Simon Bonneterre, Yannick Khong

Skullcandy Venue
HEADPHONES REVIEW

Usage Ratings - Version 1.2

Test Benches:

  • 1.2: Winter 2018
  • 1.1: Summer 2017
  • 1.0: Winter 2017
  • 0.9: Winter 2016
6.9
Mixed Usage
What it is: This is the combination of the different use cases to evaluate how versatile the headphones are. Therefore an everyday headphone should be well-rounded enough to adapt to most situations and environments without significant losses in sound quality, design ergonomics or isolation.
Score components:
7.4
Critical Listening
What it is: The level of audio fidelity a headphone can reproduce. Therefore a balanced and true representation of bass, mids, treble, soundstage and imaging, as well as a comfortable listening experience, is essential for critical listening.
Score components:
7.0
Commute/Travel
What it is: How well the headphones handle the loud environments involved in commuting or traveling. Therefore your listening experience should be comfortable, hassle-free and as isolated from noise as possible.
Score components:
7.1
Sports/Fitness
What it is: How well-adapted the headphones are, to use while doing sports or strenuous exercise. Therefore the headphones should not be too cumbersome and deliver a stable and comfortable listening experience.
Score components:
7.1
Office
What it is: How well the headphones can deliver a comfortable and isolated listening experience in an office-like environment. They should not leak much and should block the noise of a busy office.
Score components:
5.6
TV
Score components:
5.0
Gaming
Score components:
Type : Over-ear
Enclosure : Closed-Back
Wireless : Yes
Noise-Cancelling : Yes
Mic : Yes
Transducer : Dynamic

The Skullcandy Venue are decent mixed usage over-ear headphones that have an exciting sound. They have a "V-shaped", or "smiley-face", sound signature with overemphasized sub-bass, recessed mid-range and sharp treble range. They are comfortable if you don’t have a wider head and they have a good 24-hour battery life with a very useful quick charge feature. Unfortunately, their build quality isn’t on par with the Crusher Wireless, but on the upside, they have an amazing wireless range and can also connect to 2 devices simultaneously, which is convenient.

Test Results
Design 6.9
Sound 7.5
Isolation 6.5
Microphone 5.4
Active Features 7.8
Connectivity 5.9
Pros
  • Great battery life and wireless range.
  • Easy to use controls.
  • Decent noise isolation.
Cons
  • A bit tight on some heads.
  • Very bass-heavy sound might not be for everyone.
  • Poor performance mic for voice calls.

Check Price

6.9

Design

Score components:
Skullcandy Venue Design Picture

The Skullcandy Venue are decently built over-ear headphones that have a low-profile look. They are fairly lightweight but might be a bit tight on some people, which won’t be as comfortable for long listening sessions. Their control scheme is good and offers all the common functionalities on top of ANC control. They come with a good case that is useful for when you want to store them away and their build quality falls between the similar designed Hesh 3 and Crusher Wireless. On the upside, they also come with a 1/8” TRRS audio cable so you can use them wired too, even if the battery is dead.

Style
Skullcandy Venue Design Picture 2

These headphones have a sleek and low-profile look. They are mostly made of plastic, but they don’t feel as cheap as the Skullcandy Hesh 3 but isn’t quite on par with the Crusher Wireless. They come in white with some small red accents or in an all-black design and are great headphones to use outside.

7.0 Comfort
What it is: Adjustability and degrees of freedom, pressure, stiffness and weight.
When it matters: When the headphones are going to be used for long durations.
Score components: Subjectively assigned
Skullcandy Venue Comfort Picture
Weight : 0.54 lbs
Clamping Force
What it is: The force that the headphones exert on your head, once you have them on. This is purely a measurement of the force applied, which does not take into account the earpad's surface area and the resulting pressure you will feel, on or around your ears.
When it matters: The tighter the headphones, the more force they put on your head. This can get uncomfortable or cause pain and soreness during long listening sessions.
:
1 lbs

The Skullcandy Venue are comfortable headphones but might be too tight for some people, which will be fatiguing during long listening sessions. The cups are relatively large and fit most ears and are well padded. They are fairly lightweight and don’t put too much pressure on the head. People with wider head sizes might not find these headphones as comfortable.

7.8 Controls
What it is: The control scheme of the headphones, the number of functions provided, button layout and ergonomics as well as the quality of tactile feedback.
When it matters: If you want to control volume, pause your music or make phone calls without directly interacting with your audio device.
Skullcandy Venue Controls Picture
Ease of use : Good
Feedback : Above-average
Call/Music Control : Yes
Volume Control : Yes
Microphone Control : No
Channel Mixing
What it is: Being able to mix audio channels directly on the headphones.
When it matters: This is most useful when using a separate chat software so that you can mix in-game audio and chat audio depending on your needs.
:
N/A
Noise Canceling Control : Yes
Talk-Through : Yes
Additional Buttons : No

The control scheme of the Skullcandy Venue is great and easy-to-use. They provide call and music control, a volume rocker, track skipping, and ANC control which can also let you go in ‘monitor mode’ to hear what’s going on around you. The buttons are rubberized but are still fairly tactile. You can also double tap the main button for your device's voice assistant.

6.1 Breathability
What it is: How hot the headphones get when you wear them for an extended period of time.
When it matters: If you often have long listening sessions or use your headphones while doing physical activities like running or working out.
Score components:
Skullcandy Venue Breathability After Picture
Avg.Temp.Difference : 6.6 C

Like most over-ears, the headphones trap a bit of heat under the ear cups, and there’s not much airflow. They can be used during moderate physical activity, but you might feel you’re sweating more with over-ears. This shouldn’t be an issue for casual listening, especially if you take breaks here and there to let your ears cool off a bit.

6.2 Portability
What it is: The volume of space occupied by the headphones when folded into their most compact format.
When it matters: If you're often on the move and need to carry your headphones in a bag, purse , or pocket.
Score components:
Skullcandy Venue Portability Picture
L : 6.4 "
W : 6.6 "
H : 1.9 "
Volume : 80 Cu. Inches
Stand required : N/A

The Skullcandy Venue are over-ears, which means they aren’t the most portable headphones. However, the cups can swivel and lay flat to easily slide in a bag or the provided case. However, they do not fold into a more compact format like the Hesh 3 or the Crusher Wireless.

7.0 Case
What it is: The provided carrying options to protect your headphones when transporting them.
When it matters: To prevent damaging your headphones, if you often carry them in your bag or pocket.
Score components: Subjectively assigned
Skullcandy Venue Case Picture
Type : Hard case
L : 8.3 "
W : 7.3 "
H : 2 "
Volume : 121 Cu. Inches

The Skullcandy Venue come with a good and solid case that will protect the headphones from scratches, light water exposure, and impacts. The case is fairly thin and doesn’t add too much bulk for when you want to travel, which is great.

7.0 Build Quality
What it is: Durability, material quality, cheap/expensive feel.
When it matters: When the headphones are going to be used by multiple users (classes/studios), by children, in tough conditions, on a daily basis, or for exercise.
Score components: Subjectively assigned
Skullcandy Venue Build Quality Picture

The Skullcandy Venue are an improvement over the cheap, plasticky Hesh 3, but are not as well-built as the Crusher Wireless. They have fairly dense plastic cups that feel solid and shouldn’t get too damaged if dropped accidentally. The headband is also reinforced with a thin metal band, like the Hesh 3. However, overall, they don’t feel like more premium headphones, and their weak point is probably the swiveling parts of the ear cups.

7.5 Stability
What it is: How the headphones are designed to prevent them from slipping off your ears or falling off your head.
When it matters: If you plan on using the headphones while doing sports or other physical activities that requires a lot of movement.
Score components: Subjectively assigned
Skullcandy Venue Stability Picture

These over-ears are stable on the head thanks to their tight fit. They're stable for light physical activities like running but won’t be ideal for more intense sports. On the upside, they are wireless, and you won’t have to worry about a cable getting hooked on something and yanking the headphones off your head.

Cable
Skullcandy Venue Cable Picture
Detachable : Yes
Length : 4 ft
Connection : 1/8" TRRS

The headphones come with a USB to micro-USB charging cable and a 1/8” TRRS audio cable for when you want to use them passively, even when the battery is dead.

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Headshots 1
Headshots 2
7.5

Sound

What it is: How accurately the audio is reproduced. The tests are performed with the headphones' most commonly used features enabled (noise-cancelling, wireless, etc.)
Skullcandy Venue Frequency Response

The Skullcandy Venue is a good sounding pair of closed-back over-ear headphones. They have a deep, consistent, and powerful bass, an even and decently balanced mid-range, and a great treble. However, their bass is a bit hyped in the sub-bass region, which some people may like, and their mid-range is noticeably recessed on vocals and lead instruments. Also, their treble could sound a little sizzly and sharp. Overall, they have the smiley-face (V-shaped) sound profile which makes them exciting, especially on bass-heavy material, however, they may not be the ideal choice for vocal-centric music.

8.6 Bass
What it is: Frequency Response from 20Hz-250Hz
When it matters: When the material is heavy on bass frequencies, such as those of kick drums and bass guitar.
Score components:
Skullcandy Venue Bass
Std. Err.
What it is: The amount of deviation (weighted standard error) in bass frequency response (20Hz-250Hz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) bass performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
2.14 dB
Low-Frequency Extension
What it is: The lowest frequency at which the frequency response reaches -3dB of the target response.
When it matters: Shows how extended the bass is.
Good value: <40Hz
Noticeable difference: 5Hz
:
10 Hz
Low-Bass
What it is: The average amount of over/under-emphasis in frequency response from 20Hz-60Hz.
When it matters: Kick drums and low frequency effects get their 'thump' from this range. Mostly felt than heard.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
4.31 dB
Mid-Bass
What it is: The average amount of over/under-emphasis in frequency response from 60Hz-120Hz.
When it matters: Melodic bass instruments have most of their fundamental frequencies in this range. This is where the 'body' and 'punch' of the bass sits.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
0.63 dB
High-Bass
What it is: The average amount of over/under-emphasis in frequency response from 120Hz-250Hz.
When it matters: Most instruments get their warmth and full-ness from this range. When over-emphasized, mixes tend to get muddy and boomy.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
1.06 dB

The bass is great. LFE (low-frequency extension) is at 10Hz, which is excellent. Also, low-bass, responsible for the thump and rumble common to bass-heavy music and sound effects is overemphasized by more than 4dB. This gives the bass of these headphones a bit of extra thump, which some people may like. Mid-bass, and high-bass are even and very well-balanced, resulting in an accurate reproduction of bass and kick instruments.

6.9 Mid
What it is: Frequency Response from 250Hz-2KHz
When it matters: When the material is heavy on mid-range frequencies. This is the case for the majority of audio content.
Score components:
Skullcandy Venue Mid
Std. Err.
What it is: The amount of deviation (weighted standard error) in mid frequency response (250Hz-2.5KHz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) mid performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
4.13 dB
Low-Mid
What it is: The average amount of over/under-emphasis in frequency response from 250Hz-500Hz.
When it matters: Most instruments have their fundamentals or low harmonics in this range. Over-emphasis in this range sounds muddy and cluttered. Under-emphasis, thins out the vocals and lead instruments.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-1.88 dB
Mid-Mid
What it is: The average amount of over/under-emphasis in frequency response from 500Hz-1KHz.
When it matters: This range is occupied mostly by upper harmonics. Over-emphasis sounds forward and boxy. Under-emphasis pushes instruments to the back of the mix.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-5.71 dB
High-Mid
What it is: The average amount of over/under-emphasis in frequency response from 1KHz-2KHz.
When it matters: Most instruments, especially vocals, get their intensity and clarity from this range. Over-emphasis sounds honky and harsh, under-emphasis sounds weak and distant.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-2.18 dB

The mid-range performance is decent. The overall response is even and flat, but with a 5dB recess centered around 700Hz. This pushes vocals and lead instruments to the back of the mix, by favoring bass and treble frequencies.

8.5 Treble
What it is: Frequency Response from 2KHz-20KHz
When it matters: When the material is heavy on high-range frequencies, such as voice, cymbals, and any other material where brightness, brilliance and airiness is desired.
Score components:
Skullcandy Venue Treble
Std. Err.
What it is: The amount of deviation (weighted standard error) in treble frequency response (2.5KHz-20KHz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) treble performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
2.85 dB
Low-Treble
What it is: The average amount of over/under-emphasis in frequency response from 2KHz-5KHz.
When it matters: Almost all instruments rely on this range for their presence, detail, and articulation. Over-emphasis can sound harsh and painful. Under-emphasis hurts the comprehensibility of vocals and lead instruments.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-1.06 dB
Mid-Treble
What it is: The average amount of over/under emphasis in frequency response from 5KHz-10KHz.
When it matters: This is the sibilance range. Cymbals, vocals, and lead instruments rely on this range for brightness and presence. Over-emphasis sounds piercing and painful, under-emphasis sounds dull and lispy.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
1.26 dB
High-Treble
What it is: The average amount of over/under-emphasis in frequency response from 10KHz-20KHz.
When it matters: This range gives brilliance and airiness to the sound. Over-emphasis sounds hissy, under-emphasis sounds closed-up and lifeless.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
1.29 dB

The treble range performance is great good. Low-treble and most of mid-treble are even well-balanced and within 1dB of our target. This is important for the accurate reproduction of vocals, cymbals, and lead instruments. However, the bumps around 10KHz could make vocals and cymbals a little sibilant (sharp and piercing on S and T sounds).

Raw Frequency Response
What it is: The average uncompensated frequency response of the headphone. For in-ears and earbuds, this corresponds to the average of 5 measurements/re-seats on the dummy head (HMS). For over/on-ear headphones, this corresponds to the average of 5 measurements/re-seats on the HMS (Head Measurement System) for the mid and treble ranges, and 5 measurements/re-seats on 5 human subjects for the bass range.
When it matters: This is for those who want to see the raw and uncompensated frequency response of the headphone. Some of the more advanced users, are able to read and evaluate headphone frequency response in its raw form and without compensation. This will be especially useful to them if they have their own headphone compensation/target curve, which may differ from the compensation curve/target response used by RTINGS.com.
Score components:
8.8 Frequency Response Consistency
What it is: The amount of deviation of each frequency response pass, from the average frequency response.
When it matters: Shows how consistently the headphones perform after re-positioning them.
Score components:
Skullcandy Venue Consistency L Skullcandy Venue Consistency R
Avg. Std. Deviation
What it is: The average amount of deviation in frequency response of 5 re-seats, from the average frequency response.
When it matters: Shows how consistently the headphones perform after re-positioning them.
Good value: <0.5
Noticeable difference: 0.1
:
0.25 dB

The frequency response consistency of the Venue is very good. Similar to some other ANC (active noise cancelling) headphones like the QuietComfort 35 II and the WH-1000XM3, it seems the Venue uses their noise cancelling system as a feedback tool to check for bass delivery. This results in a very consistent bass response across multiple users, which is great. They also perform quite consistently in the treble range, most likely due to the small size of their earcups.

8.8 Imaging
What it is: Imaging qualities are inherent to the audio content, the headphones have to 'reproduce' them rather than 'create' them. They determine how accurately the objects are positioned in the stereo image, and how transparent the imaging is.
When it matters: When accurate positioning of the objects in the stereo image, and clear and transparent imaging is desired.
Skullcandy Venue Group Delay Skullcandy Venue Phase Response
Weighted Group Delay
What it is: The average amount of group delay calculated based on a perceptual weighting filter. Group delay indicates how long it takes for each frequency to reach their maximum amplitude. This is a monaural quality and can be perceived even with one ear.
When it matters: Headphones with lower group delay have more transparent imaging and a tighter bass. Headphones with higher group delay in the bass range tend to have a wimpy and loose bass, and headphones with higher group delay in the treble range tend to have a less transparent imaging.
Good value: <0.5
Noticeable difference: 0.1
:
0.23
Weighted Amplitude Mismatch
What it is: The Left/Right balance of our test unit, that is, the amount of amplitude difference between the left and right drivers. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When a properly balanced stereo image and low manufacturing tolerance is desired. A poor score indicates a noticeable difference in level between the left and right drivers.
Good value: <1.5
Noticeable difference: 0.1
:
0.6
Weighted Frequency Mismatch
What it is: The amount of difference (Std. Err.) between the frequency response of the left and right drivers of our test unit. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When an even and stable stereo image, as well as a low manufacturing tolerance, is desired. A poor score indicates there may be 'holes' in the stereo image at certain frequencies.
Good value: <2
Noticeable difference: 0.1
:
1.74
Weighted Phase Mismatch
What it is: The amount of difference (Std. Err.) between the phase response of the left and right drivers of our test unit. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When an even and stable stereo image, as well as a low manufacturing tolerance is desired. A poor score indicates there may be inaccuracies in the stereo image reproduction at certain frequencies.
Good value: <16
Noticeable difference: 3
:
2.78

The imaging is great. Their weighted group delay is at 0.23, which is within good limits. The GD graph also shows that the entire group delay is within the audibility threshold. This indicates a tight bass and a transparent treble reproduction. Additionally, the L/R drivers of our test unit were very well-matched in amplitude, phase, and frequency response, which is important for the accurate localization and placement of objects (instruments, voice, footsteps) in the stereo image.

5.4 Soundstage
What it is: Soundstage qualities are not inherent to the audio content, the headphones have to 'create' them rather than 'reproduce' them. They determine whether the sound is perceived to be coming from inside or in front of the head, how open and spacious the soundstage is, how much the headphones acoustically interact with the environment, and how strong the phantom center is.
When it matters: When an accurately produced, large and spacious soundstage, similar to that of a stereo loudspeaker setup is desired.
Skullcandy Venue PRTF
PRTF Accuracy (Std. Dev.)
What it is: The standard deviation of the PRTF (Pinna-related transfer function) of the headphones compared to a reference loudspeaker's PRTF at 30°. This quality is monaural and can be perceived even with one ear. This test does not apply to in-ears and earbuds, due to the lack of pinna interaction.
When it matters: An accurate pinna activation is mainly responsible for how natural and speaker-like the soundstage is perceived to be. The less error in the shape of the PRTF, the more natrual and speaker-like the perception of the soundstage will be. High amounts of error may indicate a soundstage that is unnatural or odd.
Good value: <2.5
Noticeable difference: 0.1
:
2.74 dB
PRTF Size (Avg.)
What it is: The average amplitude of the PRTF (Pinna-related transfer function) of the headphones compared to that of a reference loudspeaker's PRTF at 30°. This quality is monaural and can be perceived even with one ear. This test does not apply to in-ears and earbuds, due to the lack of pinna interaction.
When it matters: This value is responsible for the perceived size of the soundstage. The higher the value, the larger the perceived size of the soundstage. However, values above the reference (5.0dB) could result in a soundstage that is perceived as unnatural or odd.
Good value: >3.7
Noticeable difference: 0.1
:
7.82 dB
PRTF Distance
What it is: The depth of the "10KHz notch" of the headphone's PRTF, which is caused by phase cancellations at the concha. This quality is monaural and can be perceived even with one ear. This test does not apply to in-ears and earbuds, due to the lack of pinna interaction.
When it matters: This value is mainly responsible for the perceived distance and elevation of the soundstage. A small distance value may result in a soundstage that is perceived to be located inside the head. Larger values may help pull the soundstage out from inside of the head and bring it to the front.
Good value: >13
Noticeable difference: 1
:
8.22 dB
Openness
What it is: How open the headphones are, and how open and spacious they sound. This quality is monaural and can be perceived even with one ear. This test differentiates between acoustically and electronically produced crosstalk and only takes the acoustically generated crosstalk into account. This value is the inverse of the Noise Isolation test score, and could be indirectly related the acoustic impedance of the headphones.
When it matters: When a headphone with a sense of an open, and spacious soundstage is desired. A value of 10 indicates a fully open headphone, and a value of 0 indicates a fully closed headphone.
Good value: >7.5
Noticeable difference: 0.5
:
3.5
Acoustic Space Excitation
What it is: How loud the headphones are, and how much they excite their environment acoustically. If the headphones are loud and open enough, the sound leaking from the headphones will be affected by the environment (reflections/reverb) before reflecting back into the open headphones and to the listener's ears. This quality is monaural and can be perceived even with one ear. This value is the inverse of the Leakage test score.
When it matters: Headphones with higher excitation values, similar to openness, tend to have soundstages that are perceived as more open and spacious.
Good value: >7.5
Noticeable difference: 0.5
:
3.9
Correlated Crosstalk
What it is: How strong and solid the phantom center is. This is mostly a stereo quality and its effects on mono content are minimal. This test is sensitive to the phase of the crosstalk and whether it is produced acoustically or electronically.
When it matters: When a true reproduction of the stereo image is desired. A value of 0 indicates no crosstalk, or that the existing crosstalk is not correlated enough to affect the phantom center. A negative score means the crosstalk is out of phase with the original signal, resulting in a slightly wider stereo image at the expense of creating a 'hole' at the center of the stereo field. A positive score means the crosstalk is in phase and positively affecting the phantom center.
Good value: >1dB
Noticeable difference: 0.3dB
:
0.0 dB

The Skullcandy Venue have a sub-par soundstage. Their The PRTF response shows a good amount of pinna activation, however, the accuracy of the activated resonances is not good. Also, there is not a notch present around the 10KHz region. This, along with the closed-back design of these headphones, results in a soundstage that is located inside the listener's head.

6.6 Total Harmonic Distortion
What it is: The subtle, unwanted frequencies (harmonics) produced alongside the intended frequencies.
When it matters: When clean and pure sound reproduction is desired, though its effect is not as noticable as frequency response.
Score components:
Skullcandy Venue Distortion
Weighted THD @ 90
What it is: The overall amount of harmonic distortion measured at 90dB SPL. To make the score more perceptually relevant, more weight is given to the higher frequencies.
When it matters: How pure the sound is at moderate listening levels.
Good value: <0.100
Noticeable difference: 0.1
:
4.717
Weighted THD @ 100
What it is: The overall amount of harmonic distortion measured at 100dB SPL. To make the score more perceptually relevant, more weight is given to the higher frequencies.
When it matters: How pure the sound is at loud listening levels.
Good value: <0.300
Noticeable difference: 0.1
:
12.289

The harmonic distortion performance of the Venue is average. The overall amount of harmonic distortion produced is relatively high, especially in the mid-range. This could make the sound of these headphones a bit impure. However, there is not a big rise in THD under heavier loads, which is good.

6.5

Isolation

Score components:

The isolation performance of the Skullcandy Venue is average. Their ANC feature is good, but they have a lot of self-noise, and a small hissing sound can be heard when no audio is playing. This is not audible once you start playing audio content. They also have an average leakage performance but shouldn’t be an issue if you don’t blast your music at very high volumes. They don’t isolate much in the lower frequencies, which isn’t ideal for daily commuting, but their isolation in the mid-range will be suitable for filtering out most of office noise and conversations.  

6.4 Noise Isolation
What it is: How much outside noise is blocked out by putting the headphones on.
When it matters: If the headphones are going to be used in a noisy envinronment (airplane, subway, etc.)
Score components:
Skullcandy Venue Noise Isolation
Isolation Audio
What it is: The simulated noise isolation of the headphones, demonstrating how much outside noise is blocked out by putting the headphones on. This recording is created using an EQ and is not an actual recording. For headphones with ANC (active noise cancellation), the playback simulates the isolation with ANC enabled.
When it matters: When the headphones are going to be used in a noisy envinronment (airplane, subway, etc.)
:
Overall Attenuation
What it is: The overall amount of environmental noise reduction in dB.
When it matters: In loud envinronments like planes, trains, offices, etc.
Good value: <-20dB
Noticeable difference: 1dB
:
-18.86 dB
Bass
What it is: The overall amount of noise isolation in the bass range (20Hz-250Hz).
When it matters: When the outside noise is bass-heavy, like in airplanes.
Good value: <-15dB
Noticeable difference: 1dB
:
-11.67 dB
Mid
What it is: The overall amount of noise isolation in the mid-range (250Hz-2.5KHz).
When it matters: When the environment's noise is mid-heavy, like in an office.
Good value: <-15dB
Noticeable difference: 1dB
:
-17.65 dB
Treble
What it is: The overall amount of noise isolation in the treble range (2.5KHz-20KHz).
When it matters: When the environment's noise is treble-heavy. Although uncommon, areas with sharp sounds fall under this category.
Good value: <-30dB
Noticeable difference: 1dB
:
-27.79 dB
Self-Noise
What it is: The amount of noise created by the active electronics of the headphones (if applicable), measured from 300Hz-20KHz. Applies mostly to wireless and noise-cancelling headphones.
When it matters: If too loud, it could become distracting when listening to quiet material like podcasts and audiobooks.
Good value: <16dB
Noticeable difference: 1dB
:
24.24 dB

The Skullcandy Venue have an average isolation performance. With ANC (active noise cancelling) enabled, these headphones achieved more than 11dB of isolation in the bass range, which is decent. This means they will be able to cancel out the low rumbling noises of airplane and bus engines to an acceptable degree. In the mid-range, important for blocking out speech, they achieve about 18dB of isolation, which is good. In the treble range, occupied by sharp sounds like S and Ts and computer fan noise, they isolate by about 28dB, which is above-average. However, these headphones produce a significantly high amount of self-noise, which could be distracting to some people when there is not audio playing through the headphones.

6.6 Leakage
What it is: The amount of sound bleeding out of the headphones.
When it matters: When the listener doesn't want people around them (in office, recording studio, etc.) to hear what is being listened to.
Score components:
Skullcandy Venue Leakage
Leakage Audio
What it is: The simulated sound leakage heard 1 foot away from the user, while the user is listening to a 100dB SPL signal. This recording is created using an EQ and is not an actual recording.
When it matters: When you don't want people hear what you are listening to.
:
Overall Leakage @ 1ft
What it is: The amount of sound leakage heard 1 foot away from the user, while the user is listening to a 100dB SPL signal.
When it matters: When you don't want people hear what you are listening to.
Good value: <35dB
Noticeable difference: 1dB
:
41.99 dB

The leakage performance of the Venue is about average. The significant portion of their leakage is spread between 1KHz and 7KHz, which is not very broad and is mostly concentrated in the treble range. So the leakage will sound relatively thin. The overall level of the leakage is not very loud either. With the music at 100dB SPL, the leakage averages at 42dB SPL and peaks at around 58dB SPL at 1 foot away, which is just below the noise floor of most offices.

5.4

Microphone

What it is: The microphone section shows the quality of speech capture and transmission by the mic, as well as how well the microphone under test handles noisy environments.
When it matters: For your speech to be transmitted to and understood properly by the listener, the microphone needs to have a good recording quality. If the environment the microphone is being used in is noisy, a microphone with a good noise handling performance would be needed as well.
Score components:
Integrated
What it is: The microphone integrated in the ear cup or ear bud of a wireless headphone.
When it matters: For calls, gaming and voice over IP software or for any other use of the microphone.
Good value: Yes
:
Yes
In-line
What it is: The microphone inside the in-line remote of audio cables for wired and wireless headsets.
When it matters: In-line microphone are usually better than integrated mics. If you need better recording quality and noise handling for calls, gaming and voice over IP software then use the audio cable of your wired or wireless headphone if it has an inline microphone.
Good value: Yes
:
No
Boom
What it is: A typically better microphone, that's also adjustable and extends so that the mic is closer to your mouth.
When it matters: Much better recording quality and noise handling than in-line or integrated mics. Primarily used for gaming and voice over IP software.
Good value: Yes
:
No
Detachable Boom
What it is: A boom mic that is detachable from the headset.
When it matters: If you want to use your headphone outdoors without the bulk and hassle of the Boom mic.
:
N/A

The Skullcandy Venue have a sub-par microphone. In quiet environments, speech recorded or transmitted with this mic sounds relatively thin, and noticeably muffled and lacking in detail. In noisy situations, it will struggle to fully separate speech from background noise even in moderately loud environments like a busy street.

5.3 Recording Quality
What it is: Microphone recording quality shows how natural, neutral, extended and intelligible speech would be with the device under test, in a quiet environment.
When it matters: A microphone with a good recording quality ensures that the person listening to you would hear a full, clear, and easily understandable speech. Therefore, it is important whenever a good quality of speech transmission and intelligibility is needed.
Score components:
Skullcandy Venue Microphone Frequency Response
Recorded Speech
What it is: Actual audio recording of the headphone's microphone, recorded while placed on the dummy head, with speech being played back through the dummy head's mouth simulator.
When it matters: When a clean, full, and intelligible speech transmission is required.
:
LFE
What it is: Low-frequency extension shows how deep the bass response of the microphone is, and therefore, how deep and full your voice would sound to the listener. It is the lowest frequency at which the frequency response reaches -3dB of the target response.
When it matters: LFE is not a big factor in speech intelligibility and even speech recorded with a mic that has an LFE of 500Hz could still be easily understood. Therefore, it is mostly important if you are concerned with how deep and full your voice would be heard.
Good value: <150Hz
Noticeable difference: 30Hz
:
397.39 Hz
FR Std. Dev.
What it is: Frequency Response Standard Deviation shows how accurately and balanced sound is captured by the microphone at each frequency. FR Std. Dev. is calculated between LFE and HFE, and the rest of the spectrum is ignored.
When it matters: A good frequency response is desired when a natural and neutral speech quality is desired. As opposed to HFE which is more a metric for speech intelligibility, frequency response could be considered as a metric for a natural and neutral sound.
Good value: >3.5dB
Noticeable difference: 0.5dB
:
17.03 dB
HFE
What it is: High-frequency extension is the highest frequency at which the frequency response reaches -3dB of the target response. It shows how extended the treble response of the microphone is.
When it matters: HFE is one the most important factors in speech intelligibility. The higher the HFE, the brighter, more open, and more extended the speech quality will be which makes it a lot easier to understand by the listener.
Good value: >8KHz
Noticeable difference: 1KHz
:
22988.02 Hz
Weighted THD
What it is: The unwanted frequencies (harmonics) produced alongside the intended frequencies, which cause deformation of an output signal compared to its input.
When it matters: When clean and pure sound reproduction is desired, though its effect is not as noticable as frequency response.
Good value: <1.5
Noticeable difference: 1.0
:
7128.561
Gain
What it is: Shows how much louder the microphone can go above our reference loudness level. The gain value is reported relative to our reference level, which is 94dB at a distance of 5cm from the mouth.
When it matters: A microphone with a high gain is important when the input signal (speech) is very quiet. For example when whispering, or talking on the phone in a library.
Good value: >18dB
Noticeable difference: 3dB
:
32.57 dB

The recording quality of this mic is sub-par. LFE (low-frequency extension) is at 397Hz, resulting in a recorded/transmitted speech that sounds relatively thin. The drop off above 4KHz is a limitation of Bluetooth protocol and common among all Bluetooth microphones. This makes speech muffled and lacking in detail.

5.5 Noise Handling
What it is: How well the microphone is able to separate speech from background noise, so that the transmission would include more voice and less noise.
When it matters: When a clean and intelligible speech transmission is desired in a noisy situation like talking on the phone on a busy street or on the bus.
Score components:
Skullcandy Venue SpNR
Speech + Pink Noise :
Speech + Subway Noise :
SpNR
What it is: Speech to Noise Ratio is the difference in level between speech and background noise as heard by the listener
When it matters: If the microphone is going to be used in a noisy environment, it is important for it to be able to separate the speech from background noise, so the voice would be easily audible and understandable.
Good value: >24dB
Noticeable difference: 3dB
:
7.15 dB

The noise handling of the Venue's integrated microphone is sub-par. This mic achieved a speech-to-noise ratio of 7dB in our SpNR test, indicating it is best suited for quiet environments and may struggle to fully separate speech from ambient noise even in moderately loud situations.

7.8

Active Features

What it is: Headphones with active components that require a battery. This includes noise cancelling and wireless headphones that actively reduce noise or transmit audio via a wireless connection.
When it matters: How suitable the power and wireless specifications of an active headphone will be, depending on your listening habits. The range and/or discharge time of the active headphone you select will be important if you're often on the move or have long uninterrupted listening sessions.
Score components:

The Skullcandy Venue have great battery life, but they do not have any compatible mobile app for additional customization. You can expect around 24 hours of playback from a full charge, and they will take about 2 hours to charge fully. They also have a quick charge feature that gives you a few hours of battery life for only a few minutes of charging. You can also use them wired if the battery is dead, but you won’t be able to use the ANC feature. Their power saving mode is great, and you can even pair them with the Tile app which will let you track your headphones easily if you lose them. You can also use your device assistant with the headphones by pressing the main function button twice.

8.6 Battery
What it is: The power source of your headphones. All headphones with active features have a battery that will deplete over time.
When it matters: To continue using the active features of your headphones. Some models lose features or switch off completely when the battery is drained, which limits what you can do with them until the next charge.
Battery Type
What it is: The type of battery that the headphones use. Usually AAA or embedded, Li-ion rechargeable batteries.
When it matters: When your headphones run out of power. Rechargeable batteries usually charge via the headphones Micro-USB port whereas AAA batteries have to be replaced or charged with an external device.
:
Rechargable
Battery Life
What it is: The amount of time it takes for a headphones' battery to be completely drained. Battery life will vary depending on the active features used and volume level.
When it matters: For active headphones that connect wirelessly, have noise cancellation or other audio-enhancing features, that cease to work once the battery is dead.
Good value: >10hrs
Noticeable difference: 0.5hrs
:
24 hrs
Charge Time
What it is: The amount of time your active headphones have to be connected to a power source to charge from 0 to a 100%. However, charging time will vary depending on your power source.
When it matters: To be able to use the active features of your headphones. Especially, wireless ones that completely switch off and need to be recharged when the battery is dead.
Good value: 2h or less
Noticeable difference: 0.25h
:
1.8 hrs
Power Saving Feature
What it is: A feature that turns off the headphones, after a set time, when they're not in use.
When it matters: To prolong battery life when the headphones are not being used, or if you forget to manually turn off your headphones.
:
Standby mode
Audio while charging
What it is: Some active headphones remain usable while charging. They continue to stream audio and do not disable other active features.
When it matters: This makes sure that your headphones's battery are not being drained when your relatively close to a power source. However, this means wireless headphones will need a wired connection to the power source during the charging process.
:
Yes
Passive Playback
What it is: Active headphones that still work when all their active features are turned off or out of power.
When it matters: If you run out of power and do not have spare AA/AAA batteries or access to a power source to recharge your headphones.
:
Yes

Their battery life is right around 24 hours, which will last you more than a day with intense listening. They also have a quick charge feature that will give you around 5 hours of continuous playback for only 10 minutes of charging time, according to Skullcandy’s specs sheet. They can also be used passively if the battery is dead, but without the ANC feature. They also have a power saving mode to save battery life.

0 App Support
What it is: The additional app provided to enhance your listening experience. They typically deliver a set of practical features that give you more control over the sound, noise cancelling and effects that the headphones produce.
When it matters: An app with a lot of features allows you to customize your listening experience to suit your taste and preferences. For example, additions like an equalizer can give you more bass or treble and room effects can simulate a bigger Soundstage in closed back headphones.
Score components: Subjectively assigned
App Name : N/A
iOS : N/A
Android : N/A
Mac OS : N/A
Windows : N/A
Equalizer
What it is: Parametric, graphic or preset sound profiles that slightly alter the frequency response.
When it matters: If you want to tailor, your listening experience. Depending on what you're listening to you may want more or less bass for some tracks or more mid-range for vocals-heavy audio.
:
N/A
ANC control
What it is: Control over the Active noise canceling technology. This could be either a simple on/off button, and adjustable slider or even adaptive self-regulating noise cancellation.
When it matters: If you're in an environment where you need to monitor your surroundings or completely isolate yourself from ambient noise.
:
N/A
Mic Control : N/A
Room effects
What it is: Room effects that enhance the audio quality to make it more immersive.
When it matters: If you want to further tweak your listening experience. Adding room effects, can simulate a more spacious Soundstage or deliver a surround sound-like feel.
:
N/A
Playback control
What it is: An in-app player that gives you access to play/stop, track skipping or volume controls directly with the app.
When it matters: It's a shortcut that allows you to control your audio without leaving the application.
:
N/A
Button Mapping : N/A
Surround Sound : N/A

Unfortunately, the Skullcandy Venue do not have a compatible app for added customization options.

5.9

Connectivity

What it is: The inputs and outputs of wired and wireless headphones, as well as their latency performance and range.
When it matters: To know how compatible your Bluetooth device, console or PC will be with your wired or wireless headset.
Score components:
  • 10% Bluetooth
  • 33% Wired
  • 10% Base/Dock
  • 22% Wireless Range
  • 25% Latency

The Skullcandy Venue can also be used wired with the provided 1/8” TRRS audio cable. They support Bluetooth 5.0, so you might get better results than what we measured since our test bench only supports up to Bluetooth 4.2 for now. Like most Bluetooth headphones, they have too much latency to be suitable for video content or gaming, but this shouldn’t be an issue if you use the audio cable. They can also connect to 2 devices simultaneously which is convenient. Their wireless range is excellent, and you shouldn’t have any problem if you keep your audio source on you.

6.8 Bluetooth
What it is: Bluetooth support for wireless headphones.
When it matters: To connect wirelessly to Bluetooth sources like your phone, tablet, console, PC and TV.
Score components:
  • 80% Multi-Device Pairing
  • 20% NFC
  • <1% PS4 Compatible
  • <1% Xbox One Compatible
Bluetooth Version : 5.0
Multi-Device Pairing
What it is: A Bluetooth profile that allows some headphones to be simultaneously connected to multiple Bluetooth sources, and have full call and media support on both/all devices they are connected to.
When it matters: To quickly switch between your Bluetooth sources. For example, switching from your phone to your home or work PC and still have call and media support on both devices.
Good value: 2 devices.
:
2 Devices
NFC
What it is: Near Field Communication technology that allows you to quickly, pair your headphones with your Bluetooth and NFC-enabled device.
When it matters: This makes pairing with an NFC-enabled device a lot easier than the typical and often tedious hold-to-pair procedure that most wireless headphones have.
Good value: Yes
:
No
PS4 Compatible
What it is: Bluetooth compatibility with the PlayStation 4.
When it matters: To connect your headphones wirelessly with your PS4.
Good value: Audio + Microphone
:
No
Xbox One Compatible
What it is: Bluetooth compatibility with the Xbox One.
When it matters: To connect your headphones wirelessly with your Xbox one.
Good value: Audio + Microphone
:
No

The Skullcandy Venue Bluetooth headphones can pair with 2 devices simultaneously which is great if you want to switch between a computer and a phone. Unfortunately, they do not have NFC support. On the upside, they support Bluetooth version 5.0, so you might experience better wireless range and reliability if you have a 5.0 source too.

9.1 Wired
What it is: The type and compatibility of audio cables for wired and wireless headphones.
When it matters: For all devices with a regular audio jack (line-out) and also compatibility of the in-line remote/boom microphone with consoles and Personal computers.
Score components:
  • 13% Analog
  • 9% USB
  • 26% PS4 Compatible
  • 26% Xbox One Compatible
  • 26% PC Compatible
Cable Tested : Not OS specific
Analog
What it is: A regular 1/8" TRS audio jack or a 1/4 or 1/16 TRS with a 1/8 TRS adapter.
When it matters: For all devices with a line out.
Good value: Yes
:
Yes
USB
What it is: A USB or USB adapter to connect to your devices for audio and microphone.
When it matters: A digital USB adapter usually offers a slight advantages over a regular audio jack, like a DAC, and amplifier module or software support and compatibility with PCs. However it may not be as compatible with consoles.
Good value: Yes
:
No
PS4 Compatible
What it is: PS4 compatibility with a regular 3 or 4 pin 1/8 TRS audio cable.
When it matters: When you want to use a wired headphone with your PS4
Good value: Audio + Microphone
:
Audio + Microphone
Xbox One Compatible
What it is: Xbox One compatibility with a regular 3 or 4 pin 1/8 TRS audio cable.
When it matters: When you want to use a wired headphone with your Xbox One
Good value: Audio + Microphone
:
Audio + Microphone
PC Compatible
What it is: PC compatibility with a regular 3 or 4 pin 1/8 TRS audio cable.
When it matters: When you want to use a wired headphone with your PC.
Good value: Audio + Microphone
:
Audio + Microphone

They also come with a 1/8” TRRS cable, so you can use the headphones passively, even when the battery is dead. You won’t be able to use Bluetooth and the ANC features if the battery is dead, but if not, you can still use the ANC feature, while using the headphones wired. If you want to use them for gaming, you can connect them to your controller and have audio and microphone support, and you won’t have any latency issues.

0 Base/Dock
What it is: The base station, dock or dongle transmitter of wireless headphones that receive data/audio via a proprietary frequency range.
When it matters: Knowing the inputs and outputs of the base/dock/dongle as well as its compatibility with consoles and Personal Computers. Also whether the base supports dock charging to easily recharge the headphones without any cables.
Score components:
  • 5% Optical Input
  • 22% Line In
  • 5% Line Out
  • 22% USB Input
  • 4% RCA Input
  • 9% PS4 Compatible
  • 9% Xbox One Compatible
  • 9% PC Compatible
  • 2% Power Supply
  • 13% Dock Charging
Wireless Type
What it is: The type of wireless connection used by the base station/dock to communicate with the headphones.
When it matters: For latency and range. For example Radio frequency has low latency but mediocre range when obstructed and proprietary docks have their own 2.x GHz or 5 GHz frequency which varies in performance.
:
N/A
Optical Input
What it is: Optical input for audio.
When it matters: Optical can carry a bit more data at faster speeds than typical wired connection which allows for more high quality, lossless audio.
Good value: Yes
:
N/A
Line In
What it is: The regular wired input via a 1/8" TRS audio jack.
When it matters: For any device that has a line out for audio transmission.
Good value: Yes
:
N/A
Line Out
What it is: A regular 1/8TRS audio jack output.
When it matters: If you need to share the audio source with other devices. A line out lets you connect other headphones or speakers to the dock/base station.
Good value: Yes
:
N/A
USB Input
What it is: A digital USB input instead of a typical 1/8 TRS line-in.
When it matters: A USB connection can provide both an audio input and power to the Dock or Base station.
:
N/A
RCA Input
What it is: Audio input using via an RCA connectors.
When it matters: Provides better stereo audio to the dock/base that's then transmitted to the headphones.
Good value: Yes
:
N/A
PS4 Compatible
What it is: Dock/Base station compatibility with the PlayStation 4.
When it matters: To be able to use all the features of the dock/base station with out losing audio or microphone capability.
Good value: Audio + Microphone
:
N/A
Xbox One Compatible
What it is: Dock/Base station compatibility with the Xbox One.
When it matters: To be able to use all the features of the dock/base station with out losing audio or microphone capability.
:
N/A
PC Compatible
What it is: Dock/Base station compatibility with your Personal Computer.
When it matters: To be able to use all the features of the dock/base station with out losing audio or microphone capability.
Good value: Audio + Microphone
:
N/A
Power Supply
What it is: The connector type of the power source.
When it matters: The accessibility of the power source. For example a power supply with USB/USB-C connects to multiple devices, PC , PS4, Xbox One or even with your regular phone charger whereas a A/C adapter is less common.
Good value: USB/USB-C
:
N/A
Dock Charging
What it is: Charging the headphones via the dock/base station instead of a charging cable.
When it matters: It makes charging your headphones easier and gives you a sport to store your headphones when they are not in use.
Good value: Yes
:
N/A

The Skullcandy Venue do not have a base/dock. If you want a versatile headset with a base that you can also use wired, check out the SteelSeries Arctis 7.

9.4 Wireless Range
What it is: Headphones that offer a cable-free listening experience over a wireless network, typically via Bluetooth or radio frequency.
When it matters: If you don't want to be limited by the length of an audio cable. This means having the freedom to move around in your home or office with a much greater range than an audio cable could provide, especially, if the Bluetooth source is heavy or difficult to carry.
Score components:
Obstructed Range
What it is: The range that the wireless headphones can reach before dropping any audio when the Bluetooth source was placed in another room.
When it matters: If you can't or prefer not to carry your Bluetooth source on you, while listening to your audio in an indoor environment. Although, the obstructed wireless range will slightly depend on your home or office layout.
Good value: >35ft
Noticeable difference: 5ft
:
69 ft
Line of Sight Range
What it is: The range that the wireless headphones can reach before dropping any audio when in direct line of sight of the Bluetooth device.
When it matters: If you can't or prefer not to carry your Bluetooth source on you, while listening to your audio in a large and open environment.
Good value: 170ft or more
Noticeable difference: 10ft
:
146 ft

The Skullcandy Venue have an excellent wireless range, and you might even get better results if you have a Bluetooth 5.0 source. They have better range than both the Crusher Wireless and the Hesh 3. This makes them suitable for most use cases and environments especially if you keep your phone or your Bluetooth source on you.

0.8 Latency
What it is: How long it takes for audio to play through your headphones once the audio signal has been sent from a source.
When it matters: When gaming or watching movies. High latency means you will hear the audio much later than the images you see on screen.
Score components:
Default Latency
What it is: The Base RF latency or the default sub-band coding (SBC) of most Bluetooth headphones.
When it matters: When watching videos a high latency can cause sync issues between the images you see and the audio you hear.
Good value: 50ms or less
Noticeable difference: 15ms
:
232 ms
aptX Latency
What it is: An audio coding algorithm (Codec) that improves bit rate efficiency. It reduces latency and improves sound quality over Bluetooth.
When it matters: For better sound quality if your often streaming music over Bluetooth. Also it slightly improves latency when watching videos with wireless headphones.
Good value: 50ms or less
Noticeable difference: 15ms
:
N/A
aptX(LL) Latency
What it is: Low latency variation of aptX that significantly reduces sync issues between video and sound when using Bluetooth headphones.
When it matters: When watching videos or gaming latency is a lot more noticeable than just listening to music.
Good value: 50ms or less
Noticeable difference: 5ms
:
N/A

Like most Bluetooth headphones, their latency is too high for video content or gaming, but they can also be used with the provided audio cable which gets rid of latency issues. They have a bit more latency than some of the other Skullcandy models we've tested, but they all won't be ideal for watching a lot of video content unless you use them wired.

In the box

Skullcandy Venue In the box Picture

  • Skullcandy Venue Headphones
  • Carrying case
  • Audio cable
  • USB charging cable
  • Manuals

Compared to other Headphones

Skullcandy Venue Compare Picture

The Skullcandy Venue are versatile closed-back over-ear headphones that have an exciting sound profile. They have a decently built and lightweight design but might be a bit tight for some people. They are going to be better suited for bass-heavy genres and not vocal-centric music. They are decently comfortable and well-padded. Their ANC feature is not the best when compared to higher-end models, but it still does a good job at isolating you from ambient noise. See our recommendations for the best wireless over-ear headphones and the best noise cancelling headphones.

Skullcandy Crusher Wireless

The Crusher Wireless and Venue perform very similarly. While the Venue are more comfortable and have a more exciting sound, the Crusher Wireless are better-built headphones and have a great 36-hour battery life. The Crusher also have a slider that lets you control the amount of bass you get, up to a ridiculous amount. On the other hand, the Venue can be paired with 2 devices simultaneously and have an ANC feature to isolate ambient noise.

Skullcandy Hesh 3

The Skullcandy Venue are better headphones than the Hesh 3. Their build quality is better, and they feel more durable.  They are also less prone to bass inconsistencies, and they also isolate more noise thanks to the ANC feature. On the other hand, the Hesh 3 have a better microphone for calls and are less expensive. They also have a great battery life for their price tag but still don’t beat the 24 hours of the Venue.

Bose QuietComfort 35 II

The Bose QuietComfort 35 II are better headphones than the Skullcandy Venue. Their noise canceling feature is better, and they have a more neutral sound than the Venue. They are also one of the most comfortable headphones we’ve reviewed so far and are better-built. However, the battery life is slightly better on the Skullcandy Venue, and they have better wireless range. They are also not as expensive as the premium QC35 II.

Beats Studio3 Wireless

The Beats Studio 3 Wireless are better headphones than the Skullcandy Venue. They have a more neutral sound profile, especially in the mid-range, while still sounding exciting. They are better-built and are more comfortable. Their ANC feature blocks more noise than the Venue’s and the provided case is better. On the other hand, the Venue can connect to 2 devices, and their bass isn’t as prone to inconsistencies as the Studio 3s.

Conclusion

6.9Mixed Usage
What it is: This is the combination of the different use cases to evaluate how versatile the headphones are. Therefore an everyday headphone should be well-rounded enough to adapt to most situations and environments without significant losses in sound quality, design ergonomics or isolation.
Score components:
Decent for mixed usage. The Skullcandy Venue are fairly versatile headphones since they can also be used wired to eliminate their latency issues. They are comfortable for longer listening sessions and are well-built. They have an exciting sound profile and a decent ANC feature to isolate ambient noise during commuting. They are stable enough for most sports but aren’t sweat resistant, and the over-ear design is not the most breathable. If used wirelessly, they won’t be great for watching TV and gaming, and the microphone won’t be the best to communicate in multiplayer games.
7.4Critical Listening
What it is: The level of audio fidelity a headphone can reproduce. Therefore a balanced and true representation of bass, mids, treble, soundstage and imaging, as well as a comfortable listening experience, is essential for critical listening.
Score components:
Decent for critical listening. These headphones have a "V-shaped" sound signature with an overemphasized sub-bass, recessed mid-range and hyped treble. However, this results in an exciting sound that some may prefer but won't be for everyone. Unfortunately, they don’t have an EQ to customize the sound to your liking, but if you’re a fan of bass-heavy music, you’ll be satisfied with these.
7.0Commute/Travel
What it is: How well the headphones handle the loud environments involved in commuting or traveling. Therefore your listening experience should be comfortable, hassle-free and as isolated from noise as possible.
Score components:
Above-average for commuting and traveling. They are comfortable for most but might be tight for some people. They also block a good amount of ambient noise but have a lot of self-noise, which will be audible if you’re not playing any audio. Their ANC feature is quite good, and they don’t leak too much if you don’t blast your music at high volumes. Their long 24-hour battery will be more than enough for flights, and the nice provided case helps protect the headphones when you store them away.
7.1Sports/Fitness
What it is: How well-adapted the headphones are, to use while doing sports or strenuous exercise. Therefore the headphones should not be too cumbersome and deliver a stable and comfortable listening experience.
Score components:
Okay for sports. They are a bit tight on the head so they are fairly stable for most sports and running. However, the over-ear fit is not very breathable, and these won’t be ideal, especially since they are not sweat resistant. They also are not very portable and don’t fold into a more portable format. Their bulky design might not be the best for certain exercises at the gym.
7.1Office
What it is: How well the headphones can deliver a comfortable and isolated listening experience in an office-like environment. They should not leak much and should block the noise of a busy office.
Score components:
Decent for office use. Their long battery life will last you more than a full work day, and they are comfortable enough for long listening periods, but they might be a bit tight if you have a wider head. They block a decent amount of noise present in an office environment and will help you focus on your task. If you also move away from your computer quite often, they can also be connected to your phone simultaneously, which can be very convenient.
5.6TV
Score components:
Sub-par for TV. The Skullcandy Venue won’t be ideal to use for TV since they have a good amount of latency while used wirelessly and when wired, you’ll be limited by the small range of the cable and won’t be able to sit on your couch, unless you get an audio cable extension.
5.0Gaming
Score components:
Bad for gaming. Even if they can be used wired to eliminate the latency issues, the microphone of these headphones is not as great as gaming headsets on the market. If you play alone and don’t need a microphone, you can plug these into a controller without caring about wireless range, and they’ll be decent thanks to their comfort and exciting audio reproduction.

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