Hello, When you state "Games have been in Object Based Audio...". What does that mean exactly? Was there always audio with tied metadata referring to its Spatial position? I thought it was almost the other way around: Game objects with Sounds tied to them. I understand that it is very suited for Object Based Audio as we know it know. It seems indeed that game audio is done in an Object Based Workflow or environment, but can we really speak of Object Based Audio without the Delivery Format being Object Based? Thanks
@id1043354097 ай бұрын
Excellent explanation!
@kodyncheechoo76943 жыл бұрын
pleaseee remodel the head band on astro headsets
@bufonidae3 жыл бұрын
Yeah I don’t use there shit anymore it hurt my head so bad I could not where them after a few months had to return gen 4 a40s and a50s
@Patman2812 Жыл бұрын
Hey can you Explain something to me about Multichannel PCM ? If i set my Xbox to Atmos and the Game does have Atmos it sounds fine and everything, if i play a Game that doesn´t support Atmos it says Multichannel PCM and 2 rear channels ar missing for some Reason, i mean if you turn your Head in Game arround some Objects they are not Hearable anymore when you Face away from them on the sides you hear em just fine....
@o_KingOfKings_o3 жыл бұрын
When gen 5 for the next gen
@jackburton3072 жыл бұрын
"Dolby Headphone" DSP is 5.1/7.1 channel based audio. "Dolby Atmos for Headphones" is object based audio. Dolby Headphone is built in the MixAmp and does better channel based audio 5.1/7.1 virtual surround sound than Dolby Atmos for Headphones. Dolby Atmos for Headphones is software that is downloaded on your console or PCs. Only use Dolby Atmos for Headphones or other object based audio for games specifically programmed for object based audio. I wish you all would explain this difference.
@thatzaliasguy3 жыл бұрын
This video has a large amount of misinformation due to the simplification for lamen terminology. PCM is not exclusively 2 Channel, and supports up to 8 channels (7.1). Secondly, the delay of Toslink (optical) is only up to 16ms. Of which, that audio delay from Dolby Bitstream DOES NOT AFFECT FPS! That comment alone is blatantly made up, possibly due to Astro having a marketing guy try to act like an audio engineer from script. Thirdly, Toslink handles Dolby Atmos with the added benefit of optical's isolation from exterior interference (USB is susceptible to RFI). Lastly, linear audio literally means the the audio is on a singular plane around your ears (2ch, 2.1ch, 5.1ch, 7.1ch), and non-linear means the audio can move around you (360 degrees of freedom) as if you are sitting inside a bubble. However, Object-based spatial audio can be best described as "VR for your ears", putting the listener into the actual sound space of the audio source. This has been achievable since 1993, and about 98% of all 3D game engines since Quake can feed positional audio data to the Atmos algorithm, WITHOUT having to be specifically mixed for such spatial surround. This is because of the design implementations for HRTF since the 1970's.
@theplakstra3 жыл бұрын
So how does it work on PC then? I find even with Dolby Atmos on my gen4 a40’s that I really can’t tell where is someone in my games. I’ve got every gen of astro a40, and I still find that 5.1 on PS3 & PS4 where way better. Then now somehow, because I do play CoD. And since I moved to PC the audio experience has been pretty bad in the way of surroundsound. Idk if its a setting that I’ve been using wrong?! But I use Star Mode with Dolby Atmos on PC. I just feel like the sound stage isn’t there anymore in my games
@Jimmy-vp3mc3 жыл бұрын
When did you get the pc
@Jimmy-vp3mc3 жыл бұрын
Because I had a problem with surround sound as well , until I found the problem
@Jimmy-vp3mc3 жыл бұрын
I could help
@malikali66083 жыл бұрын
@@Jimmy-vp3mc I have same problem. Do you know how to fix it? Please
@theplakstra3 жыл бұрын
@@Jimmy-vp3mc what was the problem you found?
@davezorc2 жыл бұрын
Can't this be explained in like 30 seconds? Channel-based/linear = The sound channel mix is processed at the studio. The *channel mix* is *recorded into soundtrack* as *discreet* channels which a decoder (such as a home theater receiver) *"passively"* decodes. Object-based/non-linear = The sound channel mix is processed NOT at the studio, but at the theater or at home. The desired sound "location" is defined as an object with coordinates in 3D space and *channel mix* is done *"actively"* by decoder (such as a home theater receiver). I'd wager some Dolby Engineer came up with the eureka moment of using object-based audio for movies while playing a video game.
@Nosctis3 жыл бұрын
NEW GENERATION ??? 2021 ??? 2022 ??? 2042 ???
@austinbradford19573 жыл бұрын
Biggest fucking hackers on apex using Mods to win games in arena. Such as when losing a 2v3. Damage mods and aim snapping.
@AJJJ-co2vd2 жыл бұрын
Idk to me on my Xbox multi channel pcm sounds better then dolby atmos.
@DyNaVySioN3 жыл бұрын
Very well, but I don't agree with the issue of the devices themselves failing to process the audio and even less with the absence of the optical port. Audio over the optical port is far superior to audio over USB. The A40 and A50 are horrible on the next generation consoles, not worth the current cost, many cheaper products do even better.
@ThatOneTemptation3 жыл бұрын
DO NOT WASTE YOUR MONEY ON ASTRO HEADSETS ESPECIALLY NOT A50’s!