The Nameless Guide To PC Gaming Audio (with binaural headphone surround sound)
Feb 26, 2017 at 6:51 PM Post #3,766 of 4,136
  Wow that was fast!
 
So if understand this right ALchemy with a fitting sound card will "transform" all my games so they have "amazing" positional audio, so even the newest ones like Overwatch, For Honor, BF1 etc. ?
 
And Dolby Atmos will do the same without need for a certain sound-card?

 
No, ALchemy will only work with DirectSound games, so it's mostly for older games. Modern games don't use that.
 
And yes, Dolby Atmos will theoretically provide you with virtual surround for any app, but we're still waiting for it's release. Some games already have it built-in, like Overwatch. You just need to enable it in the settings.
 
Feb 26, 2017 at 6:54 PM Post #3,767 of 4,136
I missed your first post while typing my own nowI read it and understand it :wink:
 
ALchemy for older games - so I guess I wont be looking into that
 
Dolby Atmos for all games (and even watching youtube videos etc.) and some newer games specially implement it to make it even more awesome
 
Thanks again for the answers
 
Feb 26, 2017 at 8:06 PM Post #3,768 of 4,136
The way DirectX Audio currently works is it allows a couple of different ways to play sound, one of which is to play a sound at a particular location and DirectX already includes some sort of HRTF and HRIR to map that to speakers or headphones depending on your setup. I presume Dolby Atmos would replace that algorithm with the their solution, whether that be for your speakers or your headphones.
 
But its also possible with DirectX audio to play sounds out a particular speaker, bypassing all the relative location stuff and instead just play out the speakers. Games often do this for music or cutscene videos etc. But there might (I have never checked) be middleware that bypasses the location DirectX stuff and writes directly to the speaker layout, and that wouldn't work with Atmos.
 
Feb 26, 2017 at 8:09 PM Post #3,769 of 4,136
Dolby Atmos - does anyone else feel like this is just PC audio system going off to the TV's and then coming back? Because its arguably how PC sound works today its just Microsoft hides how the implementation works and so does Dolby. Neither gives the same functionality to get to the audio stream and raw position and world information we saw back in the 2000's with Aureal and Creative sound cards. It just feels like a competitor for what MS has been doing ever since Vista released.
 
Thankfully we can try Dolby Atmos in Overwatch and personally I think its meh. Compared to the GSX 1000 and SBZ its nowhere near for headphones. I put it about the same as Dolby headphone, if I still had a DH setup I would probably record them both and do a very deep comparison because I suspect they sound almost identical. Which means its better than Microsoft's generic implementation but doesn't compete favourably with CMSS, SBX pro or the surround on GSX 1000.
 
Feb 26, 2017 at 9:05 PM Post #3,770 of 4,136
  Dolby Atmos - does anyone else feel like this is just PC audio system going off to the TV's and then coming back? Because its arguably how PC sound works today its just Microsoft hides how the implementation works and so does Dolby. Neither gives the same functionality to get to the audio stream and raw position and world information we saw back in the 2000's with Aureal and Creative sound cards. It just feels like a competitor for what MS has been doing ever since Vista released.

 
What do you mean "going off to the TV"?
 
The virtual surround solutions we have nowadays take an X number of channels (typically 7.1) from the game and apply the HRTF to that. Yes, this is inferior to the Aureal and Creative systems, in which there was complete 3D sound rendering sent to an arbitrary number of speakers (headphones, 2.1, 7.1, etc).
 
How I see it, Dolby Atmos is working on that same principle. For example, in Overwatch, the Dolby Atmos for Headphones setting does exactly what Creative CMSS 3D for Headphones did back then. The engine has the 3D sound space and renders that to the headphones with HRTF.
What I'm hoping is that the Dolby Atmos integrated in Windows will do is do this for all applications, specially for games that directly support Dolby Atmos, and also for games that just output standard 7.1 sound (albeit inferior in quality). From the screenshot I've seen around this seems to be the case, which is great news.
 
Feb 26, 2017 at 9:42 PM Post #3,771 of 4,136
   
What do you mean "going off to the TV"?
 
The virtual surround solutions we have nowadays take an X number of channels (typically 7.1) from the game and apply the HRTF to that. Yes, this is inferior to the Aureal and Creative systems, in which there was complete 3D sound rendering sent to an arbitrary number of speakers (headphones, 2.1, 7.1, etc).
 
How I see it, Dolby Atmos is working on that same principle. For example, in Overwatch, the Dolby Atmos for Headphones setting does exactly what Creative CMSS 3D for Headphones did back then. The engine has the 3D sound space and renders that to the headphones with HRTF.
What I'm hoping is that the Dolby Atmos integrated in Windows will do is do this for all applications, specially for games that directly support Dolby Atmos, and also for games that just output standard 7.1 sound (albeit inferior in quality). From the screenshot I've seen around this seems to be the case, which is great news.

No that isn't true, take a look at the DirectSound API (https://msdn.microsoft.com/en-us/library/windows/desktop/ee416765(v=vs.85).aspx) and (https://msdn.microsoft.com/en-us/library/windows/desktop/ee418756(v=vs.85).aspx). The DX sound API is based on positioned 3D objects and then it generates the appropraite sound in the almost all games. Dolby Atmos is a competitor for this as it does the same thing with a similar interface. Windows contains a HRTF and HRIR already but they are pretty bad and they only support basic reverb effects and not a lot else, its less capable than EAX was and certainly doesn't give environmental sound as well as Aureal did. But to claim its just 5.1/7.1 channels isn't true, it could be a game can play sound out to speakers but that isn't how they work in anything but the video based cutscenes.
 
Mar 12, 2017 at 6:44 AM Post #3,773 of 4,136
Hello everyone.
 
Is there a reason to get X-Fi Titanium HD, if I already have X-Fi HomeTheater HD with MUSE 02 op-amp? I know that Titanium HD uses CA20K2 with 80 million transistors, while HomeTheater HD uses EMU20K2 with 61 million transistors. Titanium HD also has SNR of 122 dB, while HomeTheater HD has SNR of 109dB.
 
Mar 12, 2017 at 6:55 AM Post #3,774 of 4,136
  Hello everyone.
 
Is there a reason to get X-Fi Titanium HD, if I already have X-Fi HomeTheater HD with MUSE 02 op-amp? I know that Titanium HD uses CA20K2 with 80 million transistors, while HomeTheater HD uses EMU20K2 with 61 million transistors. Titanium HD also has SNR of 122 dB, while HomeTheater HD has SNR of 109dB.

 
Might help to know the prices of what you pay for the Titanium-HD and how much you can sell the HomeTheater HD for?
If this is for headphones, consider getting a headphone amplifier, to plug into the Titanium-HD's RCA jacks.
 
Mar 12, 2017 at 8:54 AM Post #3,775 of 4,136
   
Might help to know the prices of what you pay for the Titanium-HD and how much you can sell the HomeTheater HD for?
If this is for headphones, consider getting a headphone amplifier, to plug into the Titanium-HD's RCA jacks.

I can get Titanium HD for about the same price I just got (and I am able to sell for) HomeTheater HD. But I am wondering, if there is any noticeable difference in sound quality, since HomeTheater HD is made from quality components either, plus the op-amp is changed for a better sounding MUSE 02. And HomeTheater HD has features that are missing in Titanium HD. I will use it mostly for older games I like to play.
P.S. I already read your advice about plugging a headphone amplifier into the Titanium-HD's RCA jacks in your previous posts and planning to do so :)
 
Mar 21, 2017 at 8:49 AM Post #3,776 of 4,136
Hey guys i got some noob questions about how to configure battlefield 1 in the following setup:
 
Sennheiser HD 598
Xonar DGX (just ordered one)
 
Old setup:
Mixamp Pro 2013
HyperX Cloud Core
 
I normaly play with some friends using the mixamp pro (usb conected) and pair with a HyperX Cloud Core mostly for the mic, but when i play alone i used the HD 598. Since i ordered the DGX i would like to properly configured the game and the sound card, so the question are:
 
What in game audio configuration should i use?
And what is the recomended configuration on the DGX?
 
In other train of thougs, there is any reason to use the mixamp pro any more? Are any improve conecting the mixamp pro with the optic cable?
 
Thx for the time guys.
 
Mar 21, 2017 at 9:25 AM Post #3,777 of 4,136
Hey guys i got some noob questions about how to configure battlefield 1 in the following setup:

Sennheiser HD 598
Xonar DGX (just ordered one)

Old setup:
Mixamp Pro 2013
HyperX Cloud Core

I normaly play with some friends using the mixamp pro (usb conected) and pair with a HyperX Cloud Core mostly for the mic, but when i play alone i used the HD 598. Since i ordered the DGX i would like to properly configured the game and the sound card, so the question are:

What in game audio configuration should i use?
And what is the recomended configuration on the DGX?

In other train of thougs, there is any reason to use the mixamp pro any more? Are any improve conecting the mixamp pro with the optic cable?

Thx for the time guys.

In game set to surround, home theater NOT headphones

In windows audio setting set speakers to 7.1 NOT stereo

In asus panel enable Dolby Headphone.

No point in using mixamp.
 
Mar 21, 2017 at 9:54 AM Post #3,779 of 4,136
Thx a lot for the help that was fast haha. I am going to use some custom drivers for the DGX card, any recomendation on that matter?

Asus Unified Drivers should do the job.
 

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