7.1 / spatialisation and NS

TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
I want to change my headset and i have the choice between

7.1 headset (with a lot of little separate speakers for each ears)

and

A very good stereo headset.

I wanted to know what will be the best to choose ?

because it would be very helpfull to have a 7.1 spatialisation to detect very precisely a skulk leaping at your face from behind..
But if the game doesn't calculate this sound information and send it to the headset it will be useless.

So i dont know what is best.

I'm very ignorant about videogames sounds systems, spatialisation in games, and differents things like EAX etc
I dont know what technology are used nowadays and if i have to choose between different "sound" option in the game, i am a little lost.



So what about NS2 ?
I think that sound spatialisation will be really important in this game..
«1

Comments

  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    sennheiser stereo model 555 or 595. Those surround headphones are marketing more then anything :)
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    When i read the 7.1 headset test, they say it's amazing. Even if the stereo one are better for music.
    So why choose a stereo if i can get a good spatialisation ?
    (knowing where the skulk attack from is more useful than listening a better hmg sound or not, dont you think ?)
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    <!--quoteo(post=1747001:date=Jan 12 2010, 04:32 PM:name=Tgaud)--><div class='quotetop'>QUOTE (Tgaud @ Jan 12 2010, 04:32 PM) <a href="index.php?act=findpost&pid=1747001"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When i read the 7.1 headset test, they say it's amazing. Even if the stereo one are better for music.
    So why choose a stereo if i can get a good spatialisation ?
    (knowing where the skulk attack from is more useful than listening a better hmg sound or not, dont you think ?)<!--QuoteEnd--></div><!--QuoteEEnd-->
    It doesn't work, they use all sorts of really bad tricks to try to fake it but it never works. If you are really interested, get a stereo pair and re-route the multichannel output of your computer back into a low latency IR setup and get real surround from your headphones. Anything short of it is really bad, its just a gimmick.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    What kind of crap headphones do you have now that don't let you track enemies via sound? You don't need "surround sound" to do that.
  • TullTull Join Date: 2005-01-07 Member: 33443Members
    FYI, you currently only have 2 pair of ears (at most) and those ears can't in any way track what direction the sound they're hearing are comming from. What we do when we locate stuff by listening is to compare the volume of the soundwaves in each ear. There's only one tiny difference and that being the way the ear is pointed, making sound from behind us appear somewhat different than it would if it where infront of us. This is something all games (that I have played that where made past 1996 or so) simulate more or less. A surround system shouldn't really do any difference in earphones (since they turn when you turn) and the only difference would parhaps be the quality of the speakers.
  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
    Fun with headphones: <a href="http://weblog.404creative.com/2007/06/03/auditory-illusions-holophonic-recordings/" target="_blank">http://weblog.404creative.com/2007/06/03/a...nic-recordings/</a>

    Anyway, go for the good stereo headphones.
  • whocareswcwhocareswc Join Date: 2007-07-31 Member: 61735Members
    <!--quoteo(post=1747014:date=Jan 12 2010, 10:56 PM:name=Tull)--><div class='quotetop'>QUOTE (Tull @ Jan 12 2010, 10:56 PM) <a href="index.php?act=findpost&pid=1747014"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FYI, you currently only have 2 pair of ears (at most) and those ears can't in any way track what direction the sound they're hearing are comming from. What we do when we locate stuff by listening is to compare the volume of the soundwaves in each ear. There's only one tiny difference and that being the way the ear is pointed, making sound from behind us appear somewhat different than it would if it where infront of us. This is something all games (that I have played that where made past 1996 or so) simulate more or less. A surround system shouldn't really do any difference in earphones (since they turn when you turn) and the only difference would parhaps be the quality of the speakers.<!--QuoteEnd--></div><!--QuoteEEnd-->


    read first before making stuff up
    <a href="http://en.wikipedia.org/wiki/Haas_effect" target="_blank">http://en.wikipedia.org/wiki/Haas_effect</a>
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited January 2010
    <!--quoteo(post=1747014:date=Jan 12 2010, 07:56 PM:name=Tull)--><div class='quotetop'>QUOTE (Tull @ Jan 12 2010, 07:56 PM) <a href="index.php?act=findpost&pid=1747014"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FYI, you currently only have 2 pair of ears (at most) and those ears can't in any way track what direction the sound they're hearing are comming from. What we do when we locate stuff by listening is to compare the volume of the soundwaves in each ear.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's not true. The brain can interpret patterns caused by the way the sound is scattered off the outer ear (and other appendages) and this is one of its tools for localizing sound. See, for example, <a href="http://www.aip.org/pt/nov99/locsound.html" target="_blank">http://www.aip.org/pt/nov99/locsound.html</a>.

    (In principle you should be able to easily reproduce these cues in stereo headphones, but the problem is that different people have different outer ears, and their brains are adapted to localizing sound using their set of ears.)
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    <!--quoteo(post=1747001:date=Jan 12 2010, 04:32 PM:name=Tgaud)--><div class='quotetop'>QUOTE (Tgaud @ Jan 12 2010, 04:32 PM) <a href="index.php?act=findpost&pid=1747001"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When i read the 7.1 headset test, they say it's amazing. Even if the stereo one are better for music.
    So why choose a stereo if i can get a good spatialisation ?
    (knowing where the skulk attack from is more useful than listening a better hmg sound or not, dont you think ?)<!--QuoteEnd--></div><!--QuoteEEnd-->
    two words: credible source

    <!--quoteo(post=1747002:date=Jan 12 2010, 04:38 PM:name=CyberMantis)--><div class='quotetop'>QUOTE (CyberMantis @ Jan 12 2010, 04:38 PM) <a href="index.php?act=findpost&pid=1747002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It doesn't work, they use all sorts of really bad tricks to try to fake it but it never works. If you are really interested, get a stereo pair and re-route the multichannel output of your computer back into a low latency IR setup and get real surround from your headphones. Anything short of it is really bad, its just a gimmick.<!--QuoteEnd--></div><!--QuoteEEnd-->
    no matter how many times I read this, it doesn't make sense. If he has a stereo headset, where exactly is he going to re-route the other 5 channels and how is that going to help anyways?
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    <!--quoteo(post=1747028:date=Jan 12 2010, 07:28 PM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE (R_e_n_e_g_a_d_e @ Jan 12 2010, 07:28 PM) <a href="index.php?act=findpost&pid=1747028"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->two words: credible source


    no matter how many times I read this, it doesn't make sense. If he has a stereo headset, where exactly is he going to re-route the other 5 channels and how is that going to help anyways?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I have listed the procedure, everything you need to know is stated. I am not being cryptic here.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Yep, a good sennheiser set. Stereo.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    <!--quoteo(post=1747032:date=Jan 12 2010, 07:41 PM:name=CyberMantis)--><div class='quotetop'>QUOTE (CyberMantis @ Jan 12 2010, 07:41 PM) <a href="index.php?act=findpost&pid=1747032"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have listed the procedure, everything you need to know is stated. I am not being cryptic here.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Maybe I'm just dense, but it read like an underpants gnomes scheme:
    1) get a pair of stereo headphones
    2) connect channels 3-7.1 to a low latency setup... of what? headphones, speakers, mixer?
    3) ???
    3) get real surround from stereo headphones (!?)
    Can you elaborate on what sort of IR setup you refer to? Or how real surround sound is achieved through stereo headphones?
  • simon kamakazisimon kamakazi Join Date: 2009-04-28 Member: 67296Members
    hmm i havent tryed surround sound head phones sounds like a gimik to me tho, the best spacialisation u can get on head phones needs to be customised each person individualy.

    theres this techniquie of making a mold of your head and ears and placing mics in there to record. when u listen back to a recording made this way apparently its uncanny and sounds apear behind u ubove u ect, the headfones are stereo tho. but a second person wouldent get the same effect.
  • TullTull Join Date: 2005-01-07 Member: 33443Members
    <!--quoteo(post=1747021:date=Jan 12 2010, 06:15 PM:name=a_civilian)--><div class='quotetop'>QUOTE (a_civilian @ Jan 12 2010, 06:15 PM) <a href="index.php?act=findpost&pid=1747021"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's not true. The brain can interpret patterns caused by the way the sound is scattered off the outer ear (and other appendages) and this is one of its tools for localizing sound. See, for example, <a href="http://www.aip.org/pt/nov99/locsound.html" target="_blank">http://www.aip.org/pt/nov99/locsound.html</a>.

    (In principle you should be able to easily reproduce these cues in stereo headphones, but the problem is that different people have different outer ears, and their brains are adapted to localizing sound using their set of ears.)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Oh, I was wrong. Thanks for the link!
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    <!--quoteo(post=1747048:date=Jan 12 2010, 09:06 PM:name=simon kamakazi)--><div class='quotetop'>QUOTE (simon kamakazi @ Jan 12 2010, 09:06 PM) <a href="index.php?act=findpost&pid=1747048"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hmm i havent tryed surround sound head phones sounds like a gimik to me tho, the best spacialisation u can get on head phones needs to be customised each person individualy.

    theres this techniquie of making a mold of your head and ears and placing mics in there to record. when u listen back to a recording made this way apparently its uncanny and sounds apear behind u ubove u ect, the headfones are stereo tho. but a second person wouldent get the same effect.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think you're referring to <a href="http://en.wikipedia.org/wiki/Binaural_recording" target="_blank">Binaural</a> and <a href="http://en.wikipedia.org/wiki/Holophonics" target="_blank">Holophonic</a> recordings, though the effects are still readily tangible. Just pop the terms into a search engine and check out some of the clips, the results can be quite creepy.
  • JirodyneJirodyne Join Date: 2010-01-12 Member: 70095Members
    edited January 2010
    <!--quoteo(post=1746996:date=Jan 12 2010, 03:55 PM:name=Tgaud)--><div class='quotetop'>QUOTE (Tgaud @ Jan 12 2010, 03:55 PM) <a href="index.php?act=findpost&pid=1746996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I want to change my headset and i have the choice between

    7.1 headset (with a lot of little separate speakers for each ears)

    and

    A very good stereo headset.

    I wanted to know what will be the best to choose ?

    because it would be very helpfull to have a 7.1 spatialisation to detect very precisely a skulk leaping at your face from behind..
    But if the game doesn't calculate this sound information and send it to the headset it will be useless.

    So i dont know what is best.

    I'm very ignorant about videogames sounds systems, spatialisation in games, and differents things like EAX etc
    I dont know what technology are used nowadays and if i have to choose between different "sound" option in the game, i am a little lost.



    So what about NS2 ?
    I think that sound spatialisation will be really important in this game..<!--QuoteEnd--></div><!--QuoteEEnd-->


    Wait wait wait.... The game isn't even out yet... isn't even in any kinda beta.... and you want to know what the best headset would be? How the hell would we know?! We can only guess, and even then it goes down to personal preference. To me, I say buy the cheapest pair that will last for a while and spend the rest of the money on other games, food, or maybe a lap dance. Either way, it's better than going out and buying the best headset for the best game, that isn't even out yet, and is a wasting that money.
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    edited January 2010
    If you can make spatialisation with stereo only, why the ###### ppl would invent complex home cinema system like 7.1?

    If you can localize the action with only two speakers ?

    It make no sense.

    How with a left/right headphone you can both localize :

    _left right action (that seems ok)
    _Front/behind action (some people talk of different "volume" system, to distinguish both... hmm not convinced)
    _Top/Bottom action ????? No one speaking about that. How can i know that the skulk coming on me from behind, is on the air or on the ground with a ###### dump stereo headset (where only two information are transmitted LEFT and RIGht).


    Edit: and i dont understand why the topic has been put here...
    it's not an idea neither a suggestion, and it's speaking of NS sound like the others topic "ns graphic" and "ns physic".
  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    It's not only the volume that differs between sounds that come from i.e. in front of you compared to behind you. If a good audio system is implemented in NS2, two sound sources (stereo) should suffice, as the sound would be emulated as if in real life.
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    edited January 2010
    Yeah but you dont say "HOW" the 3D sound is restitued in Sterero.
    How can your left speaker tell your ear that the sound come from
    Top
    Bottom
    Behind
    Bottom-Behind
    Front Top

    etc.

    It's just a dumb speaker, all he can say to your ear is "hey there is a sound on my side !!"
    After, with some sound traitement and volume you can distinguish sound difference so you think it's front/behind
    But what about the Top/bottom thing ?
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    You hear in stereo, you have two ears, therefore you can only have two sources of sound and thus two "dumb" speakers is all that's needed. The smart part is done by your brain, it analyzes the waveform sources for pitch, freq., etc. to determine attributes such as distance and intensity.

    It's like saying how can you tell the position of some object when all you have is a dumb monitor/eyes?

    However it doesn't mean you can just "spatialize" stuff. A given spatialization represents information for an exact location of your head. In order for that to work in-game you would need to record every sound in 3D in every possible location it could occur or use an algorithm. Obviously the former is impossible, and if the latter were feesible/ it would have already been available in OpenAL or DirectX.
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    why cant you just calculate sound from one item to another ?

    For example, to a skulk to the marine


    The skulk position have x y z position, and the marines does too.
    So you just have to take three number in consideration to have effective 3d sound..
    (i'm not talking about reverberation here) .
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    Do you only take into consideration X Y Z when you render an object? Sound waves typically refract and reflect and occlude in millions of different ways before they reach your ears. Modeling this accurately would require a sophisticated real-time algorithm, and as I said if it were feasible, it would be available.
  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    <!--quoteo(post=1747086:date=Jan 13 2010, 08:50 AM:name=Tgaud)--><div class='quotetop'>QUOTE (Tgaud @ Jan 13 2010, 08:50 AM) <a href="index.php?act=findpost&pid=1747086"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's just a dumb speaker,<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's why I said it's up to the game audio engine to emulate the sounds depending on location of sound source. Computers are dumb too, software might be smart.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--quoteo(post=1747092:date=Jan 13 2010, 05:22 AM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE (R_e_n_e_g_a_d_e @ Jan 13 2010, 05:22 AM) <a href="index.php?act=findpost&pid=1747092"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you only take into consideration X Y Z when you render an object? Sound waves typically refract and reflect and occlude in millions of different ways before they reach your ears. Modeling this accurately would require a sophisticated real-time algorithm, and as I said if it were feasible, it would be available.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's feasible (you don't have to simulate everything exactly); the problem is that it would only work for some people because people have differently shaped ears.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    <!--quoteo(post=1747098:date=Jan 13 2010, 05:04 AM:name=a_civilian)--><div class='quotetop'>QUOTE (a_civilian @ Jan 13 2010, 05:04 AM) <a href="index.php?act=findpost&pid=1747098"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's feasible (you don't have to simulate everything exactly); the problem is that it would only work for some people because people have differently shaped ears.<!--QuoteEnd--></div><!--QuoteEEnd-->
    And you're basing that on what?... different ear shape isn't the problem - they can provide options for selecting that. The problem is there's no way you're going to model the reflections off the intricate folds of an ear, wall, materials, etc. in real-time. If I am wrong about this, you need only point me to an implementation. The best sound effects we have to date are doppler, occlusion, and a handful of others found in DirectSound or EAX, but none of which are capable of generating binaural 3D sound.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited January 2010
    <!--quoteo(post=1747106:date=Jan 13 2010, 08:48 AM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE (R_e_n_e_g_a_d_e @ Jan 13 2010, 08:48 AM) <a href="index.php?act=findpost&pid=1747106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And you're basing that on what?<!--QuoteEnd--></div><!--QuoteEEnd-->
    The fact that you don't need to do all the modeling in real time. You can reduce all of that information to a single (complex) function of frequency and angle, which relates the output amplitude and phase to the input amplitude and phase. See, for example, <a href="http://en.wikipedia.org/wiki/Anatomical_transfer_function" target="_blank">Anatomical transfer function</a> or the article I linked earlier.

    Edit: also,
    <!--quoteo(post=1747106:date=Jan 13 2010, 08:48 AM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE (R_e_n_e_g_a_d_e @ Jan 13 2010, 08:48 AM) <a href="index.php?act=findpost&pid=1747106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->different ear shape isn't the problem - they can provide options for selecting that.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The space of complex functions of (frequency, azimuth, inclination) is quite large. I don't know how much of it humans occupy, but I suspect it's much more than you could realistically provide options to select (keep in mind you'd need to select such an option from a continuum, and probably a very high-dimensional one).
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    <!--quoteo(post=1747115:date=Jan 13 2010, 07:16 AM:name=a_civilian)--><div class='quotetop'>QUOTE (a_civilian @ Jan 13 2010, 07:16 AM) <a href="index.php?act=findpost&pid=1747115"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The fact that you don't need to do all the modeling in real time. You can reduce all of that information to a single (complex) function of frequency and angle, which relates the output amplitude and phase to the input amplitude and phase. See, for example, <a href="http://en.wikipedia.org/wiki/Anatomical_transfer_function" target="_blank">Anatomical transfer function</a> or the article I linked earlier.
    The space of complex functions of (frequency, azimuth, inclination) is quite large. I don't know how much of it humans occupy, but I suspect it's much more than you could realistically provide options to select (keep in mind you'd need to select such an option from a continuum, and probably a very high-dimensional one).<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm aware of the article and the maths behind it, and although I can agree with what you're saying, until an implementation is found, common sense prevails. As this is not a new technology, the conclusion is either a) it is not interesting to the gaming industry, or b) it is not feasible to implement in real-time.
    Seeing as there is a healthy appetite for sound effects (EAX, DirectX, OpenAL) (a) does not seem likely; so we must conclude (b), unless one is willing to believe that no one has thought of it for gaming until now.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    Found <a href="http://www.codinghorror.com/blog/archives/000494.html" target="_blank">this article</a> with a quick search. I won't say too much since I'm clearly not an expert on the subject, but in summary: anatomical transfer functions are already commonplace, and are present in e.g. EAX and DirectX. They are also computationally expensive (but that's what hardware acceleration is for).
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    I've had CMSS on both my SB: Live and Audigy, it's never done anything much, although the article does say X-Fi is better, I doubt it reaches binaural quality (if you have an X-Fi, try the RightMark test). I noticed yesterday something in the <a href="http://msdn.microsoft.com/en-us/library/bb318665%28VS.85%29.aspx" target="_blank">DirectSound API</a>. If all that's needed is passing around a "Buffer3D" object developers would have jumped on this years ago - the X-Fi has been out for a while.

    Considering we're at the point of having things like 3D Video and amBX, I'd think the industry would have at least given 3D audio in games a try. I dunno, I'd be interested to see what Max has to say on this.
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