![]() ![]() Microsoft uses a 2 channel output device, but then reports it as a 7.1 device to the game. Most virtual surround devices appear as a 5.1/7.1 sound card, so any game which supports surround sound automatically works. via CMSS-3D is some of the best I've heard.Ĭlick to shrink.This is the problem with the way Microsoft handles spatial audio/virtual surround. I'm not sure how well it comes across in a video made from short clips like that, but the positional audio in F.E.A.R. You need to be wearing headphones, and have them set to stereo (though spatial sound shouldn't interfere). I do still intend to record a comparison of 7.1 downmixing including Atmos and DTS, but I recorded this for another topic as an example of 3D Audio/virtual surround including height information, in F.E.A.R. In some respects, Spatial Sound is really just getting us back to where things were 15 years ago - except you have to buy an app instead of a sound card. The frustrating thing is that we actually did have height information previously via DirectSound3D, but Windows Vista killed off hardware acceleration for it, which largely meant that virtual surround solutions were forced to derive their output from a 5.1 or 7.1 mix. ![]() Object-based audio like Atmos/Spatial Sound is 3D and can contain height information. Click to shrink.7.1 audio - which most virtual surround tech is based on - doesn't contain height information so that's to be expected. ![]()
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