rochm
New Head-Fier
- Joined
- Feb 2, 2015
- Posts
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Update: today Creative push an update of the app "sound blaster central "to enable the 96000 playback with E5, now no issues... On IOS
Was there a problem for 96KHz sample rate? I use 96K/24 from my Linux box, and never had issues.
Hey Kodhifi - Just wanted to clarify for you.
SBX in HEADPHONE mode is indeed using dynamic HRTFs. It's definitely not just applying a reverb signal. In fact our upmixer goes to 9.2 channels and applies HRTFs using that channel information versus the standard 7.1 of the other guys. This is processed in real-time and applied dynamically and accurately. The extra upmixer channels typically gives us a much better head to head result in sound placement once it's mixed back down to the stereo signal with HRTFs applied.
SBX in STEREO mode is not using HRTFs.
So if you want accurate and dynamic surround virtualization on headphones, make sure to set your E5 (or X7) to HEADPHONE mode and this will do the trick.
"the surround information isn't there, so there is nothing for HRTF to mix."
when a game outputs 2 channels or 8 channels , no matter how many channels it outputs, it always outputs the same information. when it outputs 2 channels everything is crammed into 2 channels, when it outputs 8 channels , the game software separates the information and outputs them in 8 channels. That is my understanding. I could be wrong but I have several external soundcards from Asus and creative that only accept two input channels.
"I'm telling you as clearly as I can, if windows doesn't detect the device as multi channel, it won't send multi channel, if it does't send multichannel, there is no surround information, if there is no surround information, you can't encode surround."
Newer algorithms don't need multi channels to create virtual surround. By your thinking, A game that can output 2 channels or 5.1 channels, adds extra information to the output channels when one switches from 2 to 5.1 and cuts down information when switching from 5.1 to 2. That is absurd.
So, conclusion is that whether a game outputs 2 channels or 5.1 channels, it always outputs the same information, newer algorithms make use of this fact. they take two channels from windows and apply the algorithm. and then you have virtual surround.
"I'm telling you as clearly as I can, if windows doesn't detect the device as multi channel, it won't send multi channel, if it does't send multichannel, there is no surround information, if there is no surround information, you can't encode surround."
Newer algorithms don't need multi channels to create virtual surround. By your thinking, A game that can output 2 channels or 5.1 channels, adds extra information to the output channels when one switches from 2 to 5.1 and cuts down information when switching from 5.1 to 2. That is absurd.
So, conclusion is that whether a game outputs 2 channels or 5.1 channels, it always outputs the same information, newer algorithms make use of this fact. they take two channels from windows and apply the algorithm. and then you have virtual surround.
I appreciate an inside opinion, but since the WDM driver is only sending you 2 channel audio, you can upscale it to 1000 channels, and it won't make a lick of difference, the surround information isn't there, so there is nothing for HRTF to mix. It's applying a reverb effect to a 2 channel source, this is not surround no matter how you try to argue otherwise.
I can appreciate you have a company line to tote, but if you listened to even a mediocre dolby headphone setup like the Plantronics Gamecon, where you configure windows to use it as a 5.1 or 7.1 device, and you get true multi directional front rear and side HRTF encoding, the sound is superior to the 5's 'effect'.
You can see in the screenshots below that windows only detects the E5 as a 2 channel audio source. Stereo in, stereo out, no HRTF. HRTF for simulated surround requires the windows driver model to supply surround information. For comparison I included a screenshot of my vanilla realtek on board audio, which windows detects as a surround device.
If windows detected the E5 as more than just stereo, I might believe what you're saying. You can't create directional audio from a 2 channel source, that's not how it works. You can create a 2 channel output, from a 4, 5.1, or 7.1 input, apply HRTF to it and encode it as dolby headphone and it tricks the ears with directional cues and sounds like real surround. The E5 doesn't do this, it applies a reverb effect to a 2 channel source.
Sorry to hijack the ongoing conversation but since we have DigitalRonyn's attention in this thread, please explain the microphone profiles shown in the e5 control app!
Definitely see the point you're making here and appreciate you laying it out visually.
We are however still using an HRTF in the final downmixed result. Despite there being only a stereo source..we're upmixing that stereo source and making a compare between the two channels and making assumptions based on the comparison. It's nowhere near as accurate as having a 5.1 or 7.1 source, but an HRTF is being applied to the end result in headphone mode.
That being said, you are absolutely spot on. The more channels our intake has to deal with, the more realistic and accurate the surround result is going to be. A stereo source is only going to provide so much information that you can base assumptions on.
The basic functionality of our SBX surround over headphones works as follows:
Receive Input from Source Device (Stereo / 5.1 / 7.1) > Upmixer > Apply HRTF based algorithms > Downmix back down to stereo. The more channels (source information) we have to play with..the more convincing and realistic the result is going to be.
The E5 was conceived as a portable headphone amp / dac and thus the original intent was to keep it as "pure" a device as possible with stereo being the spec.
We've seen a lot of demand since launch from users for additional functionality as they are looking for a solution they can use at their desktop as an internal card replacement (with headphones) as well as something they can take on the road. The flexibility of the device and our chipset has allowed us to add additional functionality. Scout Mode being an example of something that our engineers could deploy due to the flexibility of the design and the way the tech utilizes the SBAxx-1 chipset that's in the E5.
We'll keep on improving as we see more requests and the ability with the product to do so.
And just to be clear..my tone here is definitely not combative! I love the fact that there's an extremely knowledgeable base of users here in the forum and this feedback definitely makes its way to our product team. My goal is just to clarify the tech and how we've deployed SBX Surround with the E5.