raband
500+ Head-Fier
I was, and continue to be, wrong almost every single time I post in this thread
FTFY
I was, and continue to be, wrong almost every single time I post in this thread
3d audio is a superset of 7.1 audio where you can have things like up and down (so all 3 dimensions are represented). An example is dolby atmos. Now if you want to listen to either format on headphones and have good sound localization, you're gonna need an hrtf downmix. An example is dolby atmos for headphones. The two things are similarly named, but they are distinct.
In this thread, people are using the sennheiser gsx as an hrtf for 7.1 audio. If the game has 3d audio, it can scale down to 7.1 or you would have to get a new hrtf if you wanted the height channels.
yes, exactly. thats the "TRUE" definition of 3d sound. Explain that to the other guy.
But I'm not sure dolby atmos does that. I've never really heard up and down sounds in anything.
And I have to disagree when it comes to gaming, especially nowadays, if you want a good 3d / surround sound or good positional audio, all you need is headphones with good soundstage and the game itself.
Dolby atmos is a surround sound format that can store height, in addition to other directions. If you want to hear those directions on headphones, that's the job of the hrtf, which is a distinct thing.
Even if you have a game with a sophisticated object based audio engine, and headphones with amazing soundstage, you still need an hrtf for good sound localization on headphones. On headphones, the hrtf is the mechanism that allows a trained listener to differentiate between front and back, or up and down. Otherwise those sounds could be identical because there is only left and right in a stereo layout.
With stereo, the way people perceive those directions is through keyboard and mouse movements (analogous to head tracking in vr) or visual feedback. On the other hand, a trained hrtf user could continue to localize in those directions with their hands off the controls and blindfolded. That has gameplay consequences since you can't always be swinging your head and moving around or always have eyes on whatever is shooting or generating sounds.
This is not so complicated. I think a game will likely have a 3d audio system internally, but use pcm audio outputs. It's possible in the future, games will start using dolby atmos or windows sonic for 3d audio output more. However, regardless of whether the game outputs an object based format or surround sound pcm, you still need an hrtf downmix to have good sound localization on headphones. That doesn't change.
The video is nice. Once the output is set to stereo, I can hear sound from above and below, when direct in fron to the soud source and the camera islooking up or down.
It should work quite well. I drive both, my HD650 and the HD660S from my GSX1000. Only that I select this for games and movies, not for music.Guys thinking of buying the GSX 1200 for my Shen HD 700 i have been using my motherboard to power them now looking for a different option that will give be better quality sound.
Would this be a good option?
700's are my main goto for the unit.
@CooloutAC's trolling fun.
Most games today use a proprietary sound engine.Sound sources are always objects in a three dimensional space. However, they are mixed to 7.1 channels where any top/down information is largely lost. Which game uses what is detailed here: http://satsun.org/audio/
So it works like this. (Whenever a game does not offer the option to select speaker setup it is using what is currently presented in Windows sound settings):
A) Normal 7.1 Home Cinema Setup, speakers set to 7.1 in Windows, game set to 7.1:
Sound source in 3D space -> Soundengine Processing to 7.1 speakers, where upwards/downwards information is largely lost -> 7.1 Channel game sound -> 7.1 channels sent to speaker setup.
No upwards/downwards separation.
B) Home Cinema Setup or Headphones, speakers set to 2.0 in Windows, game set to 2.0
Sound source in 3D space -> Soundengine Processing to 2.0 speakers, where upwards/downwards and front/back information is largely lost -> 2.0 sound sent to speaker setup -> upfill of the 2.0 signal by the receiver.
No upwards/downwards separation.
No front/back separation.
C) Home Cinema Setup, speakers set to 2.0 in Windows, game set to 7.1:
Sound source in 3D space -> Soundengine Processing to 7.1 speakers, where upwards/downwards and front/back information is largely lost -> 7.1 sound sent to Windows Audio Service -> Downmix to 2.0, where front/back separation is completely lost -> 2.0 signal sent to receiver -> upfill of the 2.0 signal by the receiver.
No upwards/downwards separation.
No front/back separation.
D) Stereo Headset on soundcard with HRTF-based surround simulation, speakers set to 7.1 in Windows, game set to 7.1:
Sound source in 3D space -> Soundengine Processing to 7.1 speakers, where upwards/downwards information is largely lost -> 7.1 channels sent to soundcard -> HRTF-processing to Stereo output on Headphones.
No upwards/downwards separation.
E) Stereo Headset on soundcard with HRTF-based surround simulation, speakers set to 2.0 in Windows, game set to 2.0:
Sound source in 3D space -> Soundengine Processing to 2.0 speakers, where upwards/downwards and front/back information is largely lost -> 2.0 sound sent to soundcard ->
> adding some reverb -> Stereo Output on Headphones
No upwards/downwards separation.
No front/back separation.
F) Stereo Headset on soundcard with HRTF-based surround simulation, speakers set to 2.0 in Windows, game set to 7.1:
Sound source in 3D space -> Soundengine Processing to 7.1 speakers, where upwards/downwards and front/back information is largely lost -> 7.1 sound sent to Windows Audio Service -> Downmix to 2.0, where front/back separation is completely lost -> 2.0 signal sent to soundcard -> adding some reverb -> Stereo Output on Headphones
No upwards/downwards separation.
No front/back separation.
G) Dolby Atmos speaker setup with Atmos-source:
Sound source in 3D space -> Soundengine Processing to whatever your speaker setup is -> 2.0/5.2/7.2./9.2 or whatever your speaker setup sent to speakers.
To some degree this may even work with the TVs built-in speakers as they are using reflections from the walls and ceiling of your room.
H) Dolby Atmos for Headphones with Atmos-source:
Sound source in 3D space -> HRTF-processing to Stereo output.
Your are doing F) which is obviously ****e.