Multichannel Positional Audio Issue

Discus and support Multichannel Positional Audio Issue in XboX Insiders to solve the problem; Note: I'm going to reference the PS5 as a comparison point. If this triggers you, you've been warned. I've been playing Watch Dogs Legion on the Xbox... Discussion in 'XboX Insiders' started by /u/Dare2094, Jan 19, 2021.

  1. /u/Dare2094
    /u/Dare2094 Guest

    Multichannel Positional Audio Issue


    Note: I'm going to reference the PS5 as a comparison point. If this triggers you, you've been warned.

    I've been playing Watch Dogs Legion on the Xbox Series X and PS5 and have noticed odd audio positioning issues. I'm using a Z906 with the DTS codec enabled in 5.1. My front speakers are at the edges of my TV and my side channels are roughly 90 degrees from my sitting position on both sides. Netflix test patterns produce sound from the correct channels. I'm connected via Optical from my TCL R635 performing passthrough.

    To try to paint a picture with words, let's say the camera is facing me at about 80 degrees and I'm messing with a console, oriented to the right of the screen. In this case I'm assuming 0 degrees is directly behind me. Off in the distance but running toward me from behind is an attacker, shouting. They're visible on screen. My expectation is that the sounds of the console I'm messing with would come from the front right and the sound of the attacker would be coming from the front left.

    On the Xbox I get this weird amalgamation in which the console is coming from the rear left and the attacker is coming from both right channels.

    For a point of comparison, if I replicate that same scene with the PS5, the sounds seem oriented correctly based on the position of the sound source relative to the camera. The audio comes out of the speakers I expect it to, and at the levels I expect it to.

    Using a different game for an example, Black Ops Cold War often produces similar anomalies on my Series X. Valhalla, while I've not tested it extensively, seems more accurate.

    Is there something I'm doing that would cause these strange audio anomalies?

    submitted by /u/Dare2094
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    /u/Dare2094, Jan 19, 2021
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  2. NewBlacksmurf Win User

    MULTICHANNEL AUDIO!

    Hi MADDUCKY013,

    I can't speak for Microsoft Xbox, but i can tell you that the current updates that should hit in Feb 2015 will not have or add this feature.

    Also, keep in mind that the current adapter used to send sound from the controller is "stereo" only.

    My thoughts are that if this is supported in the future, it would be by a specific headset and Turtlebeach seems to be the only company producing high end headphones with Xbox One compatibility marketing surround sound of any kind.

    I have not seen anywhere regarding multichannel DTS or DD but have you thought about getting wireless headphones that work through a stereo rather than the investment of headphones limited to one console?
  3. Richiestang78 Win User

    MULTICHANNEL AUDIO!

  4. jmcode Win User

    This whole HDMI bitrate vs 7.1 uncompressed is driving me nuts?!?! What is the best/correct setting?!?!

    That is absolutely incorrect. PCM is the raw, uncompressed audio and certainly can be discrete multi-channel 5.1/7.1/etc. Bitstream is multichannel (usually) PCM audio that has been compressed to a single bitstream using a lossy codec (Dolby Digital or
    DTS) or a lossless codec (Dolby TrueHD or DTS Master Audio). That bitstream is ultimately decompressed to multichannel PCM (though it will not be quite as good as the original if a lossy codec was used) to be played through your speakers. Usually, your receiver
    will be the device decompressing the bitstream from, for example, a Dolby Digital DVD soundtrack; but because the Xbox One mixes together audio sources for Snap etc., it has to decompress all incoming bitstream sources to make the mix. If you set the Xbox
    One to output bitstream, you are needlessly (if your receiver has HDMI) forcing the Xbox One to compress the multichannel PCM audio mix to a bitstream and send it to the receiver, which will just decompress it to multichannel PCM again. Among other things,
    this wastes processing power and may cause A/V sync issues.
  5. jmcode Win User

    Problems with Onkyo TX-NR818 Receiver

    Lemon, the One does not output Dolby Digital currently. However, do you have this or a similar Onkyo receiver? If not, not sure why you posted here... If so, you don't need Dolby Digital. The Xbox One does output uncompressed multichannel 5.1/7.1, which
    the receiver should handle and produce true surround sound. DD and DTS are just methods used to compress multichannel audio. As such, you are better off skipping the (re)compression to DD if you have a receiver that can accept the uncompressed multichannel
    audio over HDMI.
  6. jmcode Win User

    Bitstream setting-Why forced to choose DTS or Dolby?!

    Absolutey stick with 5.1/7.1 uncompressed over HDMI if you can. It is not a simple firmware fix because, for Snap etc. to work as designed, the One must decode the Dolby/DTS audio to mix in the other sound sources. If your receiver has HDMI and supports
    uncompressed 5.1/7.1, why would you want it to reencode that uncompressed mix back to Dolby/DTS only to have the receiver to decode it again? This extra step certainly could cause sync issues because each encoding or decoding takes time and processing power.

    It seems to me that many folks here believe that Dolby and DTS are synonymous with surround/multichannel sound and that, if they don't see those lights or words on their receiver, they are not getting multichannel sound. This is simply not (necessarily)
    the case. Dolby and DTS in their various forms are just codecs for compressing multichannel audio, similar to how MP3/FLAC/etc. are codecs for compressing stereo audio from CDs etc.
Thema:

Multichannel Positional Audio Issue

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