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They always do this. 2 times a day
Binaural have to be recorded as Binaural. And after a couple hours of the sound, your ears permanently adjust to the audio. Each and every listen back to binaural results in a larger soundstage, but not as large as your first. Drugs....
Anything surround sound to a headphone gives you what you can replicate with a headphone wrapper. Not really the best experience, but the closest you can get.
I tested the SPL Phonitor and I was amazingly impressed with the wrapping. The closest possible way to speakers through headphones.
But headphones are still #2 behind speakers because of the problems with the imaging
Please watch
THIS for more info
You're thinking about it in terms of music, where everything is pre-recorded and pre-mixed, usually with loudspeakers in mind. I'm talking in terms of gaming, where there is a 3D soundfield running on-the-fly, within which sounds can play back anywhere, and the sound device naturally mixes everything in real-time as well. Think of it as possibly having a speaker anywhere and everywhere there would be a sound source. (Of course, XAudio2 and FMOD just have to ruin this by pre-mixing into 7.1 or stereo before it ever hits the sound device driver, but that's a different matter. Let's just go with the DirectSound3D and OpenAL approach for this one.)
If you don't understand why I keep going on about this,
read this whole thread. It highlights nicely just what I'm talking about here. If you're too lazy to click and read through, have a quote:
Quote:
It doesn't render a soundstage, it renders the 5.1/7.1 speaker positions only. If you read up on why Xaudio and Fmod does this, they basically say that classic line: "It's not a bug, it's a feature" - that automatically mixing it to 5.1/7.1 is just there to save you time. (Which annoys me, because a lot of developers would dance naked through a swarm of bees to ensure that the eyelashes of their character is rendered in the best-looking way possible, but when it comes to sound, it's "Aw jeez, let's try to get it out of the way as quickly as possible.")
For those not following, here's how Xaudio/FMOD describes the position of a sound:
"It's coming from the front right speaker, fairly loud."
Here's how OpenAL/DS3D describes it:
"It's coming from 12 metres away, +64 degrees on your horizontal axis, and +37 degrees on your vertical axis."
See the difference? With the proper approach that OpenAL and DirectSound3D use, you're not constrained to some 7.1 format. The sound device can use this spatial information to mix and play back the sounds where and how it best sees fit. It will mix it binaurally for headphone playback on-the-fly if you choose, and the sound will have the sensation of coming from directions
other than 7.1 speaker positions. This is exactly how CMSS-3D Headphone works with DirectSound3D and OpenAL games; it doesn't try to emulate being in a speaker room playing game sounds, it attempts to emulate actually being in the game environment where the sounds are playing!
It's just that for games that use audio renderers that pre-mix everything into 7.1 at best and stereo at worst, a binaural headphone wrapper has no more spatial information than that, and imaging is compromised. I don't think I need to explain whether an actual 7.1 speaker setup or a headphone forced to emulate a 7.1 speaker setup because the game audio isn't providing anything better is going to sound better.
If you want to use speakers, you wouldn't have to be limited to 7.1: you could place as many speakers as the sound device has outputs, tell the sound device's drivers where those speakers are placed, and it will decide which speaker is best suited to playing a sound in that position.
Soundstage obviously goes to loudspeakers since the drivers aren't right next to your head, but imaging is another matter. I'd certainly like to know how 7.1 conveys any sense of height without using any sort of binaural HRTF techniques. (Yes, I've been referring to binaural surround as being through headphones, but it also works through speakers...much less effectively, because now you have to worry about crosstalk cancellation and other such things since both ears will hear each and every one of those speakers. Admitted, binaural techniques rely on both ears hearing the same source, but it needs to be carefully controlled if it's to simulate what isn't actually there.) I'm not necessarily looking for the sensation of having the whole room drowned in sound; I'm just looking to know where all the enemies are without having to see them, and CMSS-3D Headphone does an excellent job of that for me without all the complications involved in a speaker setup, especially the room.
It's not a sensation I can easily describe on a forum like this, but I can hear almost exactly where people are in DirectSound3D and OpenAL games (somewhat less so in anything that's stupidly pre-mixed to 7.1 beforehand), including
vertically. I can not only tell whether they're off to my front right or rear left, but whether they're above or below in addition to that. Those extra cues can make all the difference in a heated fragfest.