Now that tactical shooters have gone from a hardcore gamer niche to arguably the primary way many teenagers hang out with peers, good spatial sound is a huge opportunity. If someone could make $200 headphones where you could easily perceive if someone was above you or below you in Fortnite or Warzone, you would have a billion dollar company. As it is, most of us need visual indicators to tell where a nearby gunshot o…
Surround Sound in Headphones
71–80 of 107 posts
Re: Surround Sound in Headphones
#72I have a 5.1 surround system (with real speakers around me) and I find the lack of surround support in games sad. How come not any game supports output to a surround system - they have their sound sources in a 3D environment and should be able to mix a sound output with arbtrary speaker setup ?
Like the other comments I'm confused, pretty much any game I've played for the past few years supports surround sound, most of them 7.1 even. What I don't understand is why Dolby Atmos is not used much more for games. Xbox One and PC support it but only very few titles use it. PS4 and PS5 don't support it all for games (only for video content), despite all Sony's bragging about their dedication to PS5 audio. Dolby At…
Re: Surround Sound in Headphones
#73I find the way some of these surround virtualizations work to be odd. Like when I used Atmos, it sounded more like I was in a room surrounded by speakers instead of like I was actually immersed in the content. Maybe that's desirable for movies? It certainly didn't make sense to me for games.
That makes sense, since Atmos is a discrete set of channels designed for speakers in specific locations around the listener. The alternatives are: - record a real sound space using a binaural mic head, then simply use 2-channel output. Head tracking not supported, HRTF is physical not modeled/virtual. - build a 3D virtual sound space. Apply the HRTF in post-production with output to 2 headphone channels. Head trackin…
I think that's the issue as well; in a room with speakers all around, the sound has space to move and bounce about and merge so the individual speakers are less obvious, but in headphones it's pretty much a straight line into your ear. Might just need a bit of fine tuning and partial merging of multiple channels / directions.
Re: Surround Sound in Headphones
#74I have a 5.1 surround system (with real speakers around me) and I find the lack of surround support in games sad. How come not any game supports output to a surround system - they have their sound sources in a 3D environment and should be able to mix a sound output with arbtrary speaker setup ?
Like the other comments I'm confused, pretty much any game I've played for the past few years supports surround sound, most of them 7.1 even. What I don't understand is why Dolby Atmos is not used much more for games. Xbox One and PC support it but only very few titles use it. PS4 and PS5 don't support it all for games (only for video content), despite all Sony's bragging about their dedication to PS5 audio. Dolby At…
Re: Surround Sound in Headphones
#75Now that tactical shooters have gone from a hardcore gamer niche to arguably the primary way many teenagers hang out with peers, good spatial sound is a huge opportunity. If someone could make $200 headphones where you could easily perceive if someone was above you or below you in Fortnite or Warzone, you would have a billion dollar company. As it is, most of us need visual indicators to tell where a nearby gunshot o…
Err. There are plenty of surround sound headphones in the <$200 range, like ones from Logitech, and they are a billion dollar company.
Re: Surround Sound in Headphones
#76Earlier quoted context omitted.
my 2 cents is that it's really tough to market high quality audio despite a clear market willing to buy high quality audio. There are dozens of ostensibly high quality brands selling 500 dollar headphones with drastically different audio quality. The audiophile community would often have you believe that all such headphones are junk and a random small brand has the best headphones of all. At least tvs have color accu…
I think there needs to be a standard "demo" reel of audio quality, similar to the way TVs/displays have the multi-color grid/gradient thing for showing clarity of the pixels. It's hard to compare when a person goes into one shop and hears an action movie, but in another one he hears a concert/symphony on a different speaker/headset.
Re: Surround Sound in Headphones
#77Re: Surround Sound in Headphones
#78Now that tactical shooters have gone from a hardcore gamer niche to arguably the primary way many teenagers hang out with peers, good spatial sound is a huge opportunity. If someone could make $200 headphones where you could easily perceive if someone was above you or below you in Fortnite or Warzone, you would have a billion dollar company. As it is, most of us need visual indicators to tell where a nearby gunshot o…
Re: Surround Sound in Headphones
#79I find the way some of these surround virtualizations work to be odd. Like when I used Atmos, it sounded more like I was in a room surrounded by speakers instead of like I was actually immersed in the content. Maybe that's desirable for movies? It certainly didn't make sense to me for games.
That makes sense, since Atmos is a discrete set of channels designed for speakers in specific locations around the listener. The alternatives are: - record a real sound space using a binaural mic head, then simply use 2-channel output. Head tracking not supported, HRTF is physical not modeled/virtual. - build a 3D virtual sound space. Apply the HRTF in post-production with output to 2 headphone channels. Head trackin…
Re: Surround Sound in Headphones
#80Earlier quoted context omitted.
This rendition of Amiga tracker music is fantastic as well. https://youtu.be/W1bgMX4UCjw
I wouldn’t call that a “rendition”. A “cover” or ”remake” would be a better term; it takes some liberties with the source material. Compare it to (one of) the original music: https://ftp.acc.umu.se/mirror/media/Oakvalley/soamc/000/MP3/...