In addition 44/16 is standard CD quality and for the most part human ears cannot tell the difference between 16/24 and 44.1/48/96. The valve logo intro music is mp3 44.1khz 192kbps 16 bit stereo. The voice over commands like "enemy spotted" etc \Steam\steamapps\common\Counter-Strike Global Offensive\csgo\sound\player\vo are Wave PCM 44.1Khz at 705kbps 16 bit and are mono. Sample rate change: The music from this folder \Steam\steamapps\common\Counter-Strike Global Offensive\csgo\sound\music is mp3 44.1khz at 128kbps 16 bit stereo. REMOVE BOOM 3D USER PRESET PLUSPlus the clarity will be lovely.īe sure to watch this video by 3kliksphilip for an in depth look at the intricacies of the image below!įirst and foremost, we want to configure out headphones through Windows.Įxclusive mode unchecked and the other: Because it helps avoid stuttering or other audio issues when you have multiple audio applications up, for instance when you are using TeamSpeak and CS:GO. With headphones and proper settings you will be able to hear all of the following with near pinpoint accuracy at the largest range available. a quick google search that can go more in depth for you. In competitive we are not a fan of those "ambient" sounds (for instance the noise from the lights in "paper" on Office). A lot gets lost over speakers, similar to how lots of sounds in life become jumbled in some cases. and how the room acoustics affect said sound. Speakers sound more realistic: This is due to them being able to put out more "ambient" sounds. Of course other factors come into play as previously stated. Because of how headphones are positioned on your ears as well as how the time relay of sounds through the audio systems CS:GO has in place, it provides you with the closest three-dimensional sound-field reproduction available at this time in the game. However CS:GO does not support this feature properly because the system is based off of a planar sound relay. It can also recreate a sound above you (DH Audio and Home Theater 2016). Surround sound is suppose to create a sound-field in front of you, to your sides, and behind you. Speakers could be configured properly, however it would take a lot more time and $1000 .Headphones create their own acoustic space between the cup and your ear cannal.Headphones are more accurate, speakers are more realistic.Noises outside of the game will be almost inaudible in most cases (open-backs being the exception).You usually wont disturb others (Open-backs have the potential, though this is unlikely).We should all promote HRTF to be implemented (o7nJf6BKnLqTzzcOANtH et al 2015).ĬSGO HRTF is available but now the choice is availbe in settings under 3D Audio Processing Plus it can be editied in console. In regards to Speakers using surround sound the noise basically "stays" at that speaker instead of modifying the 3d space around you through acoustic patterns (Princeton University 2010). However you also need to know the map well and the different sound "textures" (brick, wood, snow, metal etc) to know where that sound is positioned in regards to above/below. In CS:GO the sounds we hear are on a plane, so you could hear something behind, front, left, and right. Meaning you can accurately point to the position of the sound above, below, and anywhere around you. Why I don't recommend 5.1: It doesn't give 3D information. Meaning that the only change that occurs is volume difference. In the real world we can pinpoint the position of sounds based off of these three spectrums:ĬS:GO uses stereo panning.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |