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Yes, but we're talking about games here, not music. The audio files in games are compressed to begin with, and I don't place the same hifi requirements on explosions and gunfire that I do with music. I simply EQ a bit to compensate for the CMSS's altered sound signature, and for a game, it's good enough. This isn't a fatal flaw. A fatal flaw would be if CMSS-3D turned off your sound.
Could I get the details on these EQ settings? (It might also help to know what headphones you're using, in case their sound signature turns out to be drastically different from my Stax Lambdas and AD700s.)
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It gets the position of where the sound is, and does processing to the sound after based on the geometry relative to your player's location. For headphones, CMSS-3D has to be set on headphone mode or it won't apply the calculations correctly. When it does the calculation for a 2.0 speaker system, it's taking into consideration the natural crossfeed that will occur with speakers, that is absent in headphones. The reason people prefer setting it to 2.0 mode is because it doesn't alter the SQ as much as headphone mode.
Pretty much. It helps to know the difference between how the APIs describe sound. Here's a crude example:
XAudio2, FMOD et al.:
"There's a sound playing faintly through your front right speaker, and another sound playing loudly through your rear left speaker." (They describe sound in terms of what speakers in a conventional home theater speaker configuration happens to be closest to the sound's location.)
DirectSound3D and OpenAL:
"There's a sound 45 degrees to your right 20 feet away, behind these walls, and also 30 degrees elevated up. There's another sound 135 degrees to your left, 10 feet away, unobstructed, at your current height." (They describe sound with 3D coordinates and leave the sound device driver to decide where and how to play back those sounds, as it should be.)
If it has that much spatial information to work with, CMSS-3D Headphone will not waste time with emulating a home theater speaker system and instead attempt to present the sounds as if you were right there in the virtual environment, being exposed to the sounds in those exact positions.
More details can be found here:
"So, what's Creative doing about OpenAL and the rise of software audio?"
While the SQ hit that CMSS-3D Headphone imposes isn't exactly desirable, getting backstabbed in a game because you didn't hear that someone was BEHIND you is even worse, and it doesn't murder sound quality to the point where I can't tell apart gunshots, reloading sounds, footsteps, explosions, etc. Remember, you're playing a game; you don't have time to be analyzing the smallest details in every sound! Though to be frank, I don't know if the SQ hit is necessary per se, especially given the hype that the Smyth SVS Realiser gets in terms of replicating home theater speaker systems several times more expensive; perhaps it's an artifact of having to use a generic HRTF, or Creative hasn't refined their HRTF tech enough (tech that's likely derived from Aureal and Sensaura's approaches, I might add).