Surround Sound Test 5.1
- Ensure your speakers are performing at optimum levels. Use Dolby Atmos trailers to test the speakers connected to your sound system.
- Watch video 5.1 Surround Sound test files various formats AAC,AC3,MP4,DTS WAV,AIFF,WMV,WMA PRO Skip to main content Donor challenge: Your generous donation will be matched 2-to-1 right now.
Dolby Digital Plus is the only delivery format that can use the same stream for delivery to TVs, set-top boxes, and mobile devices. Ideal Companion for Video Codecs Advanced compression algorithms allow delivery of discrete 5.1-channel surround sound at 192 kbps, half the data rate typically used.
5.1 surround sound ('five-point one') is the common name for six channel surround sound audio systems. 5.1 is the most commonly used layout in home theatre.[citation needed] It uses five full bandwidth channels and one low-frequency effects channel (the 'point one').[1]Dolby Digital, Dolby Pro Logic II, DTS, SDDS, and THX are all common 5.1 systems. 5.1 is also the standard surround sound audio component of digital broadcast and music.[2]
All 5.1 systems use the same speaker channels and configuration, having a front left and right, a center channel, two surround channels and the low-frequency effects channel designed for a subwoofer.
- 2Application
History[edit]
A prototype for five-channel surround sound, then dubbed 'quintaphonic sound', was used in the 1975 film Tommy.[3]
5.1 dates back to 1976[citation needed] when Dolby Labs modified the track usage of the six analogue magnetic soundtracks on Todd-AO 70 mm film prints. The Dolby application of optical matrix encoding in 1976 (released on the film, Logan's Run) did not use split surrounds, and thus was not 5.1. Dolby first used split surrounds with 70mm film, notably in 1979 with Apocalypse Now. Instead of the five screen channels and one surround channel of the Todd-AO format, Dolby Stereo 70 mm Six Track provided three screen channels, two high-passed surround channels and a low-frequency surround channel monophonically blended with the two surround channels.
When digital sound was applied to 35 mm release prints, with Batman Returns in 1992, the 5.1 layout was adopted. The ability to provide 5.1 sound had been one of the key reasons for using 70 mm for prestige screenings. The provision of 5.1 digital sound on 35 mm significantly reduced the use of the very expensive 70 mm format. Digital sound and the 5.1 format were introduced in 1990, by KODAK and Optical Radiation Corporation, with releases of Days of Thunder and The Doors using the CDS (Cinema Digital Sound) format.
5.1 digital surround, in the forms of Dolby Digital AC3 and DTS, started appearing on several mid 90s Laserdisc releases, with among the earliest being Clear and Present Danger and Jurassic Park (the latter having both AC3 and DTS versions). Many DVD releases have Dolby Digital tracks up to 5.1 channels, due to the implementation of Dolby Digital in the development of the DVD format. In addition, some DVDs have DTS tracks with most being 5.1 channel mixes (a few releases, however, have 6.1 “matrixed” tracks). Blu-ray and digital cinema both have eight-channel capability which can be used to provide either 5.1 or 7.1 surround sound. 7.1 is an extension of 5.1 that uses four surround zones: two at the sides and two at the back.
A system of digital 5.1 surround sound has also been used in 1987 at the Parisian cabaret the Moulin Rouge, created by French engineer Dominique Bertrand. To achieve such a system in 1985 a dedicated mixing console had to be designed in cooperation with Solid State Logic, based on their 5000 series, and dedicated speakers in cooperation with APG.[4] The console included ABCDEF channels. Respectively: A left, B right, C centre, D left rear, E right rear, F bass. The same engineer had already developed a similar 3.1 system in 1973, for use at the official International Summit of Francophone States in Dakar.
Application[edit]
Channel order[edit]
The order of channels in a 5.1 file is different across file formats. The order in WAV files is (not complete) Front Left, Front Right, Center, Low-frequency effects, Surround Left, Surround Right.[5]
Music[edit]
Regarding music, the main goal of 5.1 surround sound is a proper localization and equability of all acoustic sources for a centered positioned audience. Therefore, ideally five matched speakers should be used.
For play-back of 5.1 music recommendations of the International Telecommunication Union (ITU) have been released and propose the following configuration (ITU-R BS 775):[6]
- five speakers of the same size for front, center and surround
- identical distance from the listeners for all five speakers
- angle adjustment regarding viewing direction of audience: center 0°, front ±22.5° for movies ±30° for music, surround ±110°
See also[edit]
References[edit]
- ^'Understanding Surround Sound Formats'. Crutchfield.com. 23 September 2009. Retrieved 7 March 2011.
- ^'What is 5.1'. Archived from the original on 17 March 2012.
- ^Mosely, John (January 1977). 'Quintaphonic Sound'. Journal of the SMPTE. l86.
- ^'Recherche & Développement'. Archived from the original on 3 August 2008. Retrieved 17 December 2015.
- ^'Multiple channel audio data and WAVE files'. Retrieved 19 November 2015.
- ^Thomas Lund (1 September 2000), Enhanced Localization in 5.1 Production, Audio Engineering Society, retrieved 19 November 2015
I’ve reviewed a lot of surround-soundheadphones in my years writing for Kotaku. When I’m testing out a new one, I have a stable of good-sounding games I go through to see how everything sounds.
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Read more ReadThe majority of modern video games are mixed for 5.1 or 7.1 surround in addition to stereo, but the actual quality of the surround sound is only as good as the game’s audio team can make it. Some games definitely make for better testing than others.
Here are the first five games I use to test a new surround-sound headset, as of January 2017.
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Overwatch
A surround-sound gaming headset can make for a more immersive singleplayer experience, but it can also give an edge in competitive play. Blizzard’s sound design for Overwatch is remarkably consistent, particularly the way that footsteps echo around the battlefield. The game makes it easy to locate and differentiate the pitter-pat of an enemy Tracer or the heavy clomps of a hostile D.Va. A good set of headphones should have no trouble making it clear where everything is happening at any given moment.
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Battlefield 1
Battlefield games have long had impressive sound design, and the folks at DICE have got this stuff down to a science. While Battlefield 1’s explosive audio hellscape isn’t always that useful in a practical sense for testing positional isolation, it’s good for seeing just how much a headset can handle. It’s also useful for testing out how well a headset mixes voice chat with game audio. Planes drone overhead, mortars explode off to your right, bullets snap off the rocks next to you, and soldiers scream in the trenches ahead. With all that going on, it’s important to also keep track of what everyone on your team is saying. Usually some variation of “Oh shit, there’s a tank on Butter!”
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Grand Theft Auto V
GTA V is a couple of years old but it still has some of the best audio engineering of any game I own. Not only is there an absurd amount of aural information in any given scene, it’s all mixed well, which makes it possible to pick out individual sounds over the din of traffic or the noise of combat. First-person mode makes the surround sound stage even more immersive and complex. If I want to see how much sonic information a pair of headphones can handle, I hop on a motorcycle, crank up the radio and get into a high-speed chase.
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Destiny
Part of the reason I use Destiny to test a new headset is because I’m so familiar with it. I know every sound by heart, from the charged snap of a Queenbreaker’s Bow to the springy thwop of a Nightstalker’s quiver shot. The positional audio in Destiny PvP can actually get a little bit funky in my experience, and there are times when players will sound closer or farther away than I was expecting. But Destiny’s overall sound design is fantastic, I’ve played so much that it makes for a solid frame of reference.
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Doom
I don’t think of Doom as having a particularly complex sound-stage, mainly because its battles tend to take place within enclosed arenas and the sound effects and music are so purposefully overstimulating. But it does make for a good stress test for the bottom end of a pair of headphones, as well as for any possible distortion as demon screams, chaingun fire and dank heavy metal all fight for prominence. Plus, I’ll always take the opportunity to play more Doom.
Epson printer adjustment program. There you have ‘em—the first five games I play when testing out a new pair of headphones. Anytime I set up a new audio system, it’s fun to see how it can handle the best-sounding games I’ve got. That’s just me, though—what are your go-tos when trying out new speakers or headphones?