I would really like to read your opinion on it, krimhorn. The simplicity of it no more cables spread everywhere! However, when or if I buy new headphones, maybe I'll consider more than a simple stereo headset, if there truly is a difference. The headphones with multiple drivers thing is mostly over. What is done now is DSPs that massage the sound in various ways on the fly. This means if you have an Atmos receiver, it can take a stereo source and translate it to 7. It can also translate it to 7. It's surprisingly effective.
Many stereo tracks from tv shows have better directionality than some of the prebaked surround sound tracks although then you're reliant upon the DSP to fish out the vocals and force them on the center; it's pretty good at that but not perfect. Of course, many movies have native meta data for the overhead sources it has to be metadata since HDMI doesn't have official channels for it.
Headset, audio working but an odd issue with my microphone arises. | Tom's Guide Forum
Almost all 4K discs have this and many blurays, as well, until many companies took it away to sell 4K players so fewer standard releases are featuring it despite the file size increases being marginal. For headphones, this means collapsing sources, generally. It can be pretty effective at this. OTOH, while some people buy the "binaural" hype, for a lot of sounds, in a vacuum, you'll often have a much harder time detecting sounds from specific directions than with an actual surround system.
For example, helicopters and dragon fire will sound like they're coming from overhead because your brain can filter that due to your natural assumptions, above and below for other things can be much harder to detect.
Our favorite Xbox One gaming headset, the Razer Kraken Tournament Edition, is 37% less today
Still, it's pretty solid tech, especially on a horizontal plane. It can work with either stereo settings or surround: remember that windows vista and later, all sound is done by windows and not your sound card. So most games generally use a middleware solution wwise, etc which passes on multichannel to windows which passes it on to the Atmos codec that comes with your headphones or you buy via the "walled garden" microsoft store. It will then accentuate the directionality of that sound to make it more comprehensible when listening through regular headphones, no multi-driver gimmicks required.
I think you can try the windows atmos for a trial period? There are also several prebaked atmos headphone videos out there for you to peruse. You only have two ears after all. What's more this tech is old. Or just watch this if you're lazy.
Headphones compulsory, the effect doesn't work otherwise. The reason 5. I'm not sure exactly when it happened, but modern games are finally doing this properly again, without you having to pay a ransom to wankers like Dolby. I'm going to work on a more comprehensive response for Sunius tomorrow but I figured I'd respond to this tonight richleader wrote: For headphones, this means collapsing sources, generally.
This is most common when converting standard multichannel sources via an HRTF due to the fact that they're taking a speaker mix, placing those "speakers" in a simulated location and then performing the calculations for the positional effect. The result tends to be a "ring" of audio around you that kind of feels like speakers positioned right outside your head. That's the reason that locating can be a bit difficult at times. Games that use actual 3D positional audio of the type that Aureal had pioneered in the consumer space back in for god's sake don't have that issue as they can position the point source of the actual audio emitter and feed that through the HRTF.
Unfortunately it's only been recently in no small part due to VR that games have started to provide actual 3D audio options due to the death of Aureal and the high CPU cost of the calculations. The sounds have actual distance and while some of the elevation sounds can feel like they're coming from the side, much of that seems to actually be because of how the person doing the recording is moving. They're probably not being perfectly above or below. It also has a much better feel of distance than simple volume level can provide because distance plays a big part in how long it takes sounds to reach each ear.
Dystopia wrote: The reason 5. Can't really say much about the 7. It's been great so far, never had trouble keeping it paired with it's receiver, and battery life on it lasts at least a full day of usage if it was at full charge before. My only complaint really is that it's a bit confusing how it displays it's on and its battery levels.
For it's reasonable price, it's been great. The only reason why I got new headphones is because my old Steelseries Siberia V2 was having the over the ear padding materials wear out from years of use. Even so they are still very usable. Oh yeah, I'm still bitter about the demise of Aureal too, but chronologically what I said is correct. I was playing Far Cry a few months ago and I suddenly realised that explosions were reflecting off the rocks in a sort of canyon.
Creative were a bunch of cunts, but they did eventually implement Aureal's tech. Game audio was finally coming back from where it was in the Aureal days, and Microsoft pulled the rug out from under it and really killed game audio for about a decade. It's coming back again, but it's not quite there. The transitions between rooms are too harsh and abrupt, the system will sometimes hold up and play audio with the settings for a different part of the map, echoes are pretty subtle if they're even there at all.
Prey was better, but it's not as fresh in my memory. It created this uncomfortable position where they needed to run on Windows 98 to run A3D properly, but you couldn't build a Win98 machine with the graphical performance to run solidly above 60FPS at high resolution. That's very close to the ultimate 98 PC. So, if I'm understanding you guys correctly, as long as there is competent software pre-processing delivering audio to the headphones at the OS or game level , a good set of simple stereo headphones is all that's needed to access multichannel sound.
In a PC gaming context, I suppose the in-game options override Windows settings, right? Or do I have to be careful to ensure Windows is not messing it? I ask this because I notice Widows is always switching my speaker configuration from stereo to 5. I thought that, as I only have a stereo output, I should choose that option but maybe the right option is the 5.
SuinusLatinus wrote: So, if I'm understanding you guys correctly, as long as there is competent software pre-processing delivering audio to the headphones at the OS or game level , a good set of simple stereo headphones is all that's needed to access multichannel sound.
Any of the Dolby Headphone processors will install a driver that presents itself to Windows as either a 5. Though I just found out about Windows Sonic for Headphones the other day which is exactly that built in to Windows. If you're on Windows 10 latest, go to the output device that you're using have in the Audio Control Panel and there will be a tab for "Spatial Sound".
Choose "Windows Sonic for Headphones" and it should work exactly like all of the third-party processors keep "Turn on 7. The vast majority of games automatically select their output type based on the currently set audio output device. So if Windows is outputting to a stereo device then the game will output stereo.
Headset: Hell in a Cell
Similarly, if it's outputting to a multichannel device then the game will select the closest multichannel format that it supports. The only time that I've seen this be any different is if the game supports virtual surround via a "headphones" option which is still fairly rare and then you'd select that to get virtual surround. Otherwise, just set your output in Windows and let the game detect it and set the audio mode.
Oh, and apologies for not getting that write up I mentioned last week. I've been dealing with some back issues that have made it difficult to concentrate due to lack of sleep. I've definitely not forgotten about it. Quote: Oh, and apologies for not getting that write up I mentioned last week. I would swear that option wasn't there before Curiously, after choosing it, the behaviour I described about Windows reverting to 5. Now, with Windows Sonic for Headphones and the "Turn on 7.
Not very intuitive. SuinusLatinus wrote: Curiously, after choosing it, the behaviour I described about Windows reverting to 5.
Widening the sound stage is actually a fairly simple effect to achieve. The way our brains process audio is by the volume and the time it takes to receive audio waves. The way we tell front from back is by turning our heads. The brain then picks up whether a sound is in front or to the rear and fixes that in our mental map of the area.
Standard stereo and 5. Virtual surround sound works by adjusting the timing of different sounds coming through the speakers. Here's a very simple trick you can try: Download a copy of Audacity and load or create a mono recording. You can use a stereo recording, but you need to sum it to mono for this to work Now duplicate the track into a second track. SO when a headtube is welded on it tends to become slightly oval. The traditional solutions to this are either doing nothing and hoping the tight fit of the cup sorts it out; OR to ream and face the headtube.
Reaming and facing is fine for high end frames but it needs to be carefully allowed for, plus it adds cost. Reaming and facing an actual bearing seat is much more difficult so the manufacturers of Hidden headsets have tried to design the problem out. As you can see there is a very slight gap between the bearing unit and the headtube sides. This means that you will never have to hammer your bearings in or out; Woo-Hoo! Instead the bearing unit sits on a forty five degree chamfer. As the top bolt is tightened the bearing unit settles down into this conical seat which matches a conical chamfer on the outside of the bearing.
The first biggie is that the frame needs to be well made. As long as the hiddenset is mainly on the top end bikes it will probably work very well, but on cheaper bikes with a higher tendancy to distort under welding, things could start going wrong. IF the headtube does distort from round to a slight oval then the bearing will not sit on its forty five degree ledge properly. It may touch only at the sides while the front and back sit a little away from the seat. This would manifest itself as a very slight wobble under big loads. Every time you hit a ramp it might click or groan.
As time went by this movement would reduce the bearing unit life drastically. And if it was run with broken bearings all the usual problems of flared headtubes would be likely, only mending a hiddenset headtube is likely to be even harder then an ordinary frame. Another consideration is also related to wobble.
If the headset is even slightly loose then the bearings can wobble around in their seats; in the same way a funnel can rattle about in the neck of a bottle. If this isnt corrected then it can wear the seats or even flare the headtube. This is road-bike technology! Those skinny but fit guys who hammer round the Tour de France are undoubtedly hard on bikes in their own way but it is very different to us scum-bags launching off ramps, steps and dirt jumps into oblivion.
Campagnolo who make the Hiddenset used to make BMX racing parts many many years ago but they dumped us when things got tough in the Eighties. What the hell is a hidden headset? What the hell is a Hidden Headset? Good question. And surprisingly hard to answer. If you cut one in half it would look like this: As you can see the contact points are at the inside and outside of each ball so this is the direction it can best carry loads. BUT a pure thrust bearing can take almost NO radial load. Cut in half one would look like this: As you can see this sort of bearing can just fall to bits and needs to be loaded to hold it together, and the contact points are top and bottom.
This is a representation of what a hidden headset would look like sawn in half.