How to enable and use Windows Sonic surround sound. Sound of music frequency response

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Last year, HyperX rolled out a whole host of new headsets in a variety of price and user segments: from the esports Drone and mainstream Stinger to a true flagship that combines excellent sound and one of the best microphones: the HyperX Cloud Revolver. During this time, the company managed to collect enough feedback on latest model to re-release it, adding a feature with virtual 7.1, while simultaneously improving it on all fronts.

What is virtual surround sound anyway? How can one even claim surround sound if a stereo headset’s hardware is almost no different from models with virtual surround sound? Let’s try to answer all these questions in order, and at the same time see what has changed in Revolver, which received the letter S at the end.

How does sound work?

You can delve endlessly into the physical process of emission and perception of sound waves, and write a large article, but we are analyzing a specific case, so we will limit ourselves to a simple and rather rough description: it is enough to remember the essence of the processes taking place.

In the case of sound reproduction by equipment, a powerful magnet is located in the center of the speaker. Its field can be used to be repelled and attracted to it by passing current through a coil of wire that is attached to a sound-emitting membrane. The sound source produces certain electrical vibrations, they pass through the coil, excite a magnetic field, it interacts with the corresponding field of the magnet and the coil begins to move, dragging the membrane with it. The movements of this structure back and forth affect the layers of air bordering it.


The result is waves diverging in all directions: low pressure, high pressure, low pressure, high pressure. Next, these waves penetrate our ear, interact with the eardrum, and then the reverse process occurs - the brain “decodes” the vibrations into what we understand as sound, and many years of training of the neuronal system allows us to understand speech, distinguish music from the sound of falling rubble, and so on further.


The same thing happens when you hit, say, a stick on an empty barrel: the kinetic energy of the impact leads to vibrations of the surface, which shakes the air, and then according to the same principle.

Surround sound

The speed of sound in space is conditionally constant, depending on the density of the medium, but for the conditions of existence familiar to the brain, there is almost no difference in the speed of sound at high and low atmospheric pressure. Again, through evolution and maturation, the brain has learned to find patterns between the direction from which the sound came and the difference in signals between the right and left ears. In the case of nature, the difference in the arrival of sound to the left and right ear is provided by the source of vibrations itself. In films, sound sources are assigned at the creation stage, in games they are calculated in real time, relative to the position of the camera and the surrounding space, and if someone approaches you from behind, a signal is given to the corresponding sound channels, it goes to the speakers, which vibrate the air. The waves interfere with those reflected from the walls, emitted by other speakers, added and subtracted, depending on the phase, and eventually reach the ears. Next, the brain, taught by life experience and centuries of evolution, understands that now it needs to give the command to its legs to “Run away,” or at least turn around and identify the source visually.

The nuances of surround sound

The human body contains several unique patterns. All people have different fingerprints, the iris of the eye and the shape of the ears, which practically does not change in the process of growing up: the size of individual parts of the ear may change, but its relief and internal structure are rather scaled and change slightly. From about two months of life, the brain begins to learn to use the ears for their intended purpose: hearing abilities develop, and throughout life it hones the skill of determining the direction of sound not only by the difference in sound vibrations arriving in time, but also by how the sound is reflected / absorbed by different parts auricle before reaching the eardrum. The mechanism is complex, but quite effective: it’s not just that most developed mammals have complex-shaped ears - reptiles, (in particular, snakes) are almost deaf and perceive a limited range of frequencies.

Ear examinations

A special mannequin that simulates the structure of the head and its behavior in terms of absorption, reflection and propagation of sound waves, a bunch of high-precision microphones, a room with a sound-absorbing coating, a train of teraflops, a dozen scientists and a lot of time spent on calculations, made it possible to create general patterns of change in the sound wave, coming to the ears. The difference between the outgoing signal, the microphone next to the mannequin, and the microphones in the “ears” made it possible to determine how the human body affects the propagation of sound.

All this was necessary for maximum data cleaning from polluting influences. Next, these data were applied as a filter to the original data, and the main measurements were made with various models ears. The study looked for patterns between the shape of the outer ear and how signals coming from different directions are distorted - and they were found. It is these changes in the signal shape (averaged, of course) that are used to transform “regular” sound into “surround” sound when using stereo headphones without additional speakers.

Works, but not perfect

The audio card in the remote control can operate in two modes: stereo and 7.1. The system doesn’t care how many speakers you actually have, it will provide seven channels of sound. The game engine or multimedia player will read this information and produce the appropriate sound panorama, sending the required audio stream to each channel. Next, the built-in chip comes into play: it adds the difference in signal arrival for the left and right ears and applies the average changes obtained from the studies. Unless you have very prominent ears, this process to some extent, it allows you to trick the brain and force it to determine the direction, although not as well as it happens in a real environment.

HyperX Cloud Revolver S

The main difference between the S version and its predecessor is, of course, a new remote control with built-in audio, the ability to connect via USB and support for virtual 7.1, but in addition to these changes, something has been updated in the headset.



The design of the case remained the same, but the materials were changed, no more “game” black and red coloring. Many users liked the strict design of the mid-line CloudX headset, and the re-release of the flagship received the corresponding colors: classic black with gray/silver elements. New model with the microphone disconnected, it looks like the average audiophile headphones in a techno style.

Improvements

The elastic characteristics of the headband have been revised: the steel bracket has become softer, and the new Revolver S does not squeeze the head as tightly. In a similar way, the parameters for the self-adjusting headband were re-selected. Taking into account all the changes, the headset sits much softer on the head and puts even less pressure on the brain.

The rest of the structure was left unchanged. The speaker cups have two degrees of freedom and adapt to any head shape, the ear pads and support arch are filled with polyurethane foam with memory effect, which is covered with high-quality leatherette with micro-perforation - the design breathes and wicks away moisture.

The headset fits perfectly on almost any head, automatically adjusts to the owner and allows you to comfortably communicate, play or listen to music for several hours in a row.

Communication

The microphone migrated without any changes. The same detachable flexible rod is used, the connection is made through a classic 3.5 mm connector. It holds its shape, can be easily straightened, and the reliable and moderately bendable body will prevent you from damaging the internal wire.

The element itself is still the same: electret, condenser, highly directional. Excellent sensitivity, noise reduction with a “beam” aimed directly at your mouth, built-in protection against blowing, and now also built-in microphone volume control in the USB remote control.

USB sound

The sound card is combined with a sound control panel. The design is minimalistic: three buttons (switching Dolby 7.1 mode, equalizer preset and muting the microphone), three indicator LEDs, two large and convenient wheels for adjusting the volume of the incoming and outgoing audio signal. There is a clip on the back side, you can hang the remote control on your sleeve or collar, or you can attach it to the same USB wire and thereby shorten its almost endless (2+ meters) length.

Dolby 7.1

The mode is activated by pressing a single button (without it, the headphones mix the set 7.1 into stereo). It will work when connected to a PC or PS4 / PS4 Pro. It does not require any drivers, it is determined by the system out of the box, there is no need to install additional software. In films with multi-channel audio, the technology works well: the sense of direction of the special effect is enhanced, although not as radically as with “honest” surround sound.

In games, the effect is highly dependent on many factors. In racing simulators, I was able to hear the enemy “behind me” and feel from which side they were trying to get around me. In some shooters it was possible to more accurately determine the enemy's position by ear, but not in all. It was not always possible to understand the direction of the “diagonal” sounds: the opponent was in front-left or behind-left. In any case, the direction of movement itself is felt better than with a conventional stereo, and good. The opinions of friends who managed to listen to the headset were divided.

Some clearly heard the direction of the sound, others could determine the direction very conditionally: in front, on the left, on the right, sometimes behind. In the case of listening to regular content (for example, music), Dolby 7.1 will simply stretch the stereo base. There will be some sense of being in a large room with speakers rather than sound coming from headphones.

Equalizer presets

In the basic mode (all indicator LEDs are turned off), the headset does not interfere with the audio stream in any way: it reproduces what you listen to in the form in which it received the audio signal from the PC. The first mode is an increase in low frequencies, the second is a stretching of the mids and a general “flattening” of the frequency response, the third is an increase in the vocal range and sharpness of the sound.

One can be used for corresponding music genres, the other for fine tuning sound using the player's software equalizer, and the latter - in games, in order to better hear ringing sounds such as footsteps and the voices of party members.

Sound of music frequency response

Revolver S retains the sound feel of its predecessor. Uniform filling of low, mid and high frequencies, a small peak at 3 kHz, giving a sense of “purity” to the sound. For relatively low-impedance headphones, the sound is surprisingly balanced. Rock compositions sound neat, guitars, vocals, drums - everything is heard extremely clearly, there is no feeling of being taken out of context or a clear dominance of one of the sounds over the other (at least on those tracks that are properly mixed by the sound engineer and balanced across the stage). Jazz and blues with brass aggressively burst into the consciousness, filling it with overtones and hoarse vocals, in which the “black” style of performance is immediately recognizable. Classical works and the playing of a modern orchestra are full-bodied and voluminous; when listening, you literally feel that subtle resonance of a mass of similar instruments playing in unison.

Listening to music is pleasant, and individual preferences b O More low or mid frequencies can always be compensated with an equalizer. Game application requires headphones to have a wide stereo panorama and a clear sense of sound direction, with this the headset is fine.

The frequency response curve was measured by specialists from PCgames at a stand whose price is comparable to a good car. A mannequin of the head and torso, appropriate level of equipment for recording and analyzing the signal, compliance with all methods and several repeated measurements to average the obtained values ​​and search for deviations.

Distortion:

Balance:

TL;DR: HyperX Revolver S - fully charged

This is not the first time that the gaming division of Kingston HyperX listens to user feedback, carefully studies, analyzes and draws the right conclusions from the experiences of consumers of their products. The headset was upgraded on all fronts, without “cutting” any of the existing advantages.

Want a more mature, formal design? Here he is. The body is still the same, but no more bright red accents. Barely noticeable stitching with light threads, a silver logo and white sectors, which do not reveal the gaming origin of the gadget.

Complained that competitors have surround sound for the money? A universal audio card that works with PC and PlayStation is already included. This piece of hardware does not require special drivers and any software that consumes the resources of your computer, everything will work out of the box. And for owners of expensive audio cards and music lovers from mobile gadgets, the headset can still be connected via classic 3.5 mm connectors; an extension cord is included.

Did the headset cling too tightly to your head and did not want to come off, slowly zombifying the wearer and forcing you to distribute HyperX products among your friends? We dealt with the first one, but the second one, sorry, is not a bug, but a feature. It’s a sin not to recommend good gadgets to your party members; you have to defeat the next world evil with them, but they again don’t hear anything.

Amazing sound and one of the best microphones in the headset industry are still here. Is it time to take stock?

Equipment, price, where to buy

Full specifications and equipment of HyperX Cloud Revolver S:

Headphones

  • Type: Closed, with self-adjusting headband;
  • Weight: 360 g + microphone 16 g;
  • Speaker: membrane diameter 50 mm, neodymium magnet core;
  • Frequency range: 12 Hz – 28 KHz;
  • Impedance: 30 Ω;
  • Sound pressure level: 100.5dBSPL/mW at 1KHz
  • Harmonic Distortion:< 2%;
  • Power consumption: standby mode - 30 mW, maximum - 500 mW;
Cable length and connectors
  • Headset (4-pole 3.5 mm jack): 1 m;
  • Audio card (USB): 2.2 m;
  • Extension cable (2x3.5 mm jack): 2 m.
Microphone
  • Sensing element: electret, condenser;
  • Directional pattern: bidirectional, noise canceling;
  • Frequency range: 50 Hz – 18 KHz;
  • Sensitivity: -44 dbV (0dB=1V/Pa,1kHz).
They are asking for the updated model about the same as they asked for the old one: 12,990 rubles. And in early April, you will be able to personally touch, try on and listen to the headset throughout the HyperX partner network. Well, in order not to miss the start of sales, then in Eldorado at

Razer Surround delivers the best virtual 7.1 surround sound experience, no matter what headset you're using.

Many existing technologies for creating virtual surround sound are inaccurate because people perceive the simulated sound space differently. It is because of this that virtual surround sound is often inferior to conventional sets of speakers.

The algorithms behind Razer Surround create an incredibly precise surround sound environment and allow the user to customize the position of sound sources. It is this calibration that allows Razer Surround to provide in-game accuracy and give gamers a gaming edge.

Best-in-class 7.1 virtual surround sound

Razer Surround is an advanced processing system that creates virtual 7.1 surround sound. High-quality sound will allow you to immerse yourself in the game. Conventional virtual sound processing systems use the principles of universality: the sound is formed based on the average size and shape of the ears. With this approach, it is impossible to customize the sound for a specific user.

Razer Surround allows you to customize your sound and select your ideal settings. The system takes into account the shape of the ears and the capabilities of the headset and based on this creates the most realistic sound possible.

Storing personal settings in the cloud

First, you set the parameters of the sound environment by passing a series of simple audio tests. Based on the data obtained, the system, using unique processing algorithms, generates realistic sounds coming from any direction and distance: delays, sound overlap, amplitude and other factors are taken into account. Custom calibration parameters are automatically saved to the cloud so you don't have to repeat setups.

When you come to a club, visit friends, or participate in a championship, you simply log into the system - and the optimal sound environment is immediately configured based on individual calibration of sound processing algorithms. Getting into the game is actually very simple.

Supports all stereo headsets!

Razer Surround is given to you as a bonus. When you use a regular stereo headset, the audio capabilities are only half realized.

By calibrating in the Razer Surround Wizard, you'll discover the true potential of modern in-game audio—you'll learn to track your enemies with your hearing. Your games will sound new and you will be immersed in this world.

And its prospects.

In this material, you will learn about the features of sound and music playback in VR, what problems audio specialists face and how they can be solved.

“What is real is what you realize”

There are two ways to transmit information using VR technologies. In the first case, developers strive to recreate a picture that is as close to reality as possible. In the second, to generate a completely different world and atmosphere, to create an illusion in which everything that happens is logically connected.

With the second method, everything is simple: if the setting, characters and their actions are not real, then the laws of this world differ from reality. It is much more difficult to recreate something that is in itself real. The difficulty is that in some games or videos strange moments arise that “pull” the human consciousness out of this illusion.

Game developers and animators are familiar with a hypothesis called the “uncanny valley” effect. The essence of the hypothesis is that a character who looks or acts almost like a person, but is still slightly different from him, causes us to fear or dislike. Something similar happens with sound in VR.

Unlike visual perception, it is much more difficult to determine which object is in front of us by ear. You can find out its approximate size and relative distance to it only if the object makes sounds. Due to the fact that we have a rich “auditory” experience of perceiving the world, in virtual reality the brain compares new information with what is happening to us in reality.

Human voice in in this case– the most “familiar” factor for us: therefore, its presence in the sound design of the game significantly facilitates our “auditory immersion” in virtual reality. But the voice, like a humanoid character, is subject to the “uncanny valley” effect. For example, too much sound compression will cause “mistrust” in our consciousness.

The video below helps you understand what our brains are capable of. The brain receives all information about the movement of objects only from the sound signal. It is recommended to listen to this and the following videos with headphones and eyes closed.

The sound in this video was created using the binaural recording method: it is performed through two microphones, and the final fragment must be listened to with headphones.

In addition to the special placement of microphones, the recording involves either a mannequin that imitates a real head, or a so-called Jacklin disk (pictured below). Don't confuse the terms "binaural" and "stereo". Conventional stereo recording does not take into account the distance between the ears and the reflection of sound from the head and ears - factors that influence the propagation of sound.

In modern virtual reality helmets, these conditions, unfortunately, are not taken into account. Moreover, companies such as Project Morpheus and HTC Vive provide VR headsets without headphones, inviting customers to use their equipment. The Oculus Rift kit includes branded headphones, but even here they are supposed to be replaced with a “higher quality” model.

Headphones with Surround Sound 7.1 technology are very popular among gamers. The gaming community site Kotaku held a vote for the best gaming headphones. The most popular models were wireless headphones Astro A50 and Logitech G930 supporting this technology. In other words, the community itself has determined that " high quality» implies the presence of a surround sound effect.

So, binaural sound is different from stereo. Stereo (2.0), in turn, differs from surround sound (7.1): While binaural and stereo sound require special recording methods, then in order to achieve the surround sound effect, the sound must be played through large number sound sources. It is the number of speakers that creates the immersive effect.

However, for VR, what is primarily important is not immersion, but the “realism” of sound. If a binaural recording is processed through 7.1 headsets, the final recording is unlikely to meet the listener's expectations. This means that this problem cannot be solved using standard methods.

The main thing is realism


To achieve realistic sound, you need to take into account the position of the body in space, as well as monitor the interaction with the head transfer function (HRTF).

In VR, the user has the ability to move and move their head in any direction. Accordingly, if the head, or rather the ears, change their position, then the incoming sound signal should also change. Binaural recording can enhance the immersive effect of virtual reality, emphasizing the depth of the events taking place.

In addition to the sounds that we are used to hearing - the so-called diegetic sounds, there are also non-diegetic sounds: we do not hear them in everyday life, but they could be part of a computer game or movie. An example is background music or the narrator's speech.

IN computer game we are not interested in where the voice and music come from. Another thing - virtual reality. To fit non-diegetic sounds into the virtual world, it is necessary to use connecting objects. For example, it would look logical if the narrator speaks on the radio or into a telephone receiver.

As for music, other questions arise here. Of course, it can be tied to a radio so that it is clear where the sound is coming from. But this is not enough: the music coming from it will sound uneven.

One of possible solutions– the use of dynamic compression combined with low-frequency boost, causing a “proximity effect”. In the video below, Alexander J Turner explains this phenomenon in detail. It is closely related to the design of the microphone: the closer the speaker is to it, the brighter the low frequencies at the output and the more saturated the sound will be.

Games often feature tracks recorded in studios or other acoustic environments. These spaces convey a lively sound by mixing the sound of instruments with the sound reflections in the room. Thus, at a concert at the conservatory there is no feeling that the music is oppressive or invading personal space. On the contrary, we feel that she is at a distance from us.

However, VR does not use “too lively” recordings: the listener will not understand where the sound is coming from. An alternative solution to this problem would be to record the music in a neutral environment and then post-process it so as not to disturb the organic sound. It might also be worth ditching the stereo sound and bringing everything down to a more centered sound. You can compress it a little and then apply equalizer settings to it. Then the music will sound as if it is playing not “somewhere out there”, but “in our head”.

The effect of realism can also be achieved through an unobtrusive emphasis on the surrounding situation. For example, in the following video there is both visual and aural tension. It's worth noting that the effect of the diegetic sounds in this recording is stronger than the non-diegetic sounds, and there is more emphasis on the setting than the sound.

Another example of the same approach. Just a few sounds create a tense and tense atmosphere.

Thus, a sound that is too clean and precise may seem artificial. At the same time, even if it is “dirty”, it creates a realistic picture - with the help of additional sound effects or a dynamic environment – ​​the listening experience will be much stronger.

In other words, there is no need to strive to make the sound perfect. It is necessary to make it as realistic as possible so that the listener can feel the emotions that the creator of this or that work intended.

We constantly look into new products and simply study interesting materials about sound. Just recently we started preparing themed

Do you want to get high-quality surround sound in your headphones or home theater completely free of charge? Read this manual.

With each new release (update) operating system Windows 10 developers never cease to amaze users with various useful mini-functions. One has only to go to any parameters of the system, devices, personalization, privacy, etc., you will certainly find settings that at first glance are not very noticeable, but very useful.

And no matter who says it, Microsoft is developing its operating system, first of all, for you and me. All these statements that they collect confidential data and spy on us are nonsense!

A competent user will configure the system so that the transfer of secret information to the other party will be minimized. If you do not want data about your preferences collected, disable this option. Tired of advertising - block its display. If you are afraid of viruses and other malicious applications, use official, not hacked software!

And finally, if you don’t like Windows itself, find a replacement in the form or MacOS. But let's not talk about that now!

The latest system update comes with a new “Spatial Sound” feature. If you activate it, you will certainly get the feeling that the sound is playing around you, and not through your headphones. To put it a little differently, it will be 3D or three-dimensional.

As you can see, Microsoft is not forcing this feature on the user here, as it is disabled by default. And then we will find out how to enable it.

SURROUND SOUND

Windows 10 can broadcast spatial audio using a combination of a special driver, application and headphones. This technology is designed to improve the sound quality, first of all, of your headphones.

To enable it you need:

  • click right click mouse over the icon in the system tray and click on “Playback devices”;
  • select “Speakers” and click on the “Properties” button;
  • go to the “Spatial Sound” tab and select its format from the drop-down list (Windows Sonic or Dolby Atmos for headphones).

DOLBY ATMOS

It is a surround sound technology for creating real-time, dynamically rendered sound environments. It requires a special application from Store. If you select this option and click the “Apply” button, it will automatically install the Dolby Access application.

A significant advantage of the application is that it supports sound improvement for home theaters, if the hardware supports Dolby technology.

The setup will not force the user to delve into the jungle of complex parameters. Simply select the appropriate profile on the start screen and the application will automatically configure the equipment.

WINDOWS SONIC

Enables integrated spatial audio on Xbox and Windows, with support for both surround and height signals. Audio will be able to be transmitted without the need to change the code.

Now the result! In my case, even the simplest and cheapest headphones, when choosing the Dolby Atmos format, changed their sound, an order of magnitude better than the original one. What happened for you? I'm waiting for your answer in the comments.

I urge you to take a look at . Our Facebook group is waiting for you.

By Windows default Sonic for Headphones is disabled, but you can enable it for virtual surround sound. This option is also available on Xbox One.

How to enable Windows Sonic

You can easily enable or disable this feature using the sound icon in the notification area. Right-click the speaker icon, select spatial audio, and select Windows Sonic for Headphones to turn it on. Select Turn off here to disable Windows Sonic.

If you don't see an option here or in the control panel to enable spatial audio, then your sound device doesn't support it. For example, this option will not be available when using the laptop's built-in speakers.

You can also access this feature from Control panels. To run it, go to Control PanelEquipment and soundSound.

Double-click the playback device you want enable Windows Sonic, go to the tab Spatial audio and select Windows Sonic for Headphones in the drop-down list.

You can also enable Dolby Atmos for headphones in the same drop-down menu. It's a similar spatial audio technology to headphones, but it uses Dolby technology and requires an in-app purchase to unlock.

You can also turn the option on or off on the Spatial Sound tab.

On the Xbox One console, this option is in the menu SystemSettingsScreen and soundAudio output. Select Windows Sonic for headphones under Headset audio.

What is spatial sound

This is the same data that Dolby Atmos receives, which is why Windows Sonic provides full support for Dolby Atmos in the latest Windows versions 10. Combined with receiver and sound system with Dolby Atmos support, you'll hear sounds as if they were coming from 3D space - both vertically and horizontally - for enhanced surround sound effect.

So, for example, if the sound is coming above and to the right, relative to your position in a movie, TV show or video game, the ceiling speaker on right side will make this sound louder and earlier.

The Dolby Access app from the Windows Store helps you set up Dolby Atmos home theater audio on your Windows 10 PC.

How spatial sound works in headphones

Spatial data is only useful if you have a Dolby Atmos system that can actually use it. Even if you have a traditional 7.1 surround sound system, you're just getting normal surround sound with eight channels of audio—seven speakers plus a subwoofer.

However, this positional data can provide spatial audio in any pair of headphones. You just need to enable either "Windows Sonic for Headphones" or "Dolby Atmos for Headphones". Both work similarly, but the Dolby version uses Dolby technology and requires an app purchase, while Windows Sonic only uses Microsoft technology and comes free with Windows 10 and Xbox One.

When you enable one of these features, your Windows PC (or Xbox One) will mix audio using positional data, providing virtual spatial audio. So, if you are playing a game and the sound is coming from above your character and to the right, the sound will be mixed before it is sent to your headphones so that you hear that sound from both above and to the right.

These spatial audio features only work with applications that provide spatial data to Windows.

How about 7.1 virtual surround sound

At turning on Windows Sonic headphone function Enable virtual 7.1 surround sound in the Sound Control Panel will also be enabled. On the Xbox One console this feature is called Use virtual surround sound.

With 7.1 surround sound enabled, Windows will use 7.1 surround sound in video games or movies, and mix them with position-based stereo sound before sending it to your headphones, meaning 5.1 surround sound will also work.

To properly use this feature, you will need to configure your game or video player to output 7.1 surround sound, even if you are using headphones. Your headphones will function as a virtual 7.1 surround sound device.

But, unlike true surround sound, you're still using a standard pair of stereo headphones with two speakers - one for each ear. However, virtual surround sound provides better positioning sound signals, which are especially useful when playing on PC or Xbox.

The virtual surround sound feature works with all applications that provide 7.1 audio. Many games and movies that don't provide spatial audio do have support for 7.1 surround sound, so it's compatible with many other apps.

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