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#1 |
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diyAudio Member
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Disclaimer: this may well be a long long post, PLEASE bear with me.
I need to understand Dolby Digital 5.1, and how it works with Decoders / Signals etc. Before you read too far I'm a GAMER and I will be analysing this from a GAMERS perspective. (this is for a PC audio setup) I wish to know for this for the primary reason of purchasing the right gear to get the most from something many of you may respect - Doom 3. (and no doubt the many games which use the engine of it, and the games after that which use true dolby 5.1 after it finally takes off in the PC scene) Now,.... What my problem is - not with the technlogy of how this works, but more the DOLBY side of things - the specification and what it's going to do to my signal (if anything) on it's way. Are all Dolby decoders the same? - in saying this I mean will a dolby decoder always perform the same operations as another when it comes to decoding, and if not can they be setup to do this? I notice that some "proper" receiver / decoders will decode the signal and offer an option of 10 / 15 / 20 ms delays on the surround signal - why not 0ms? Does my decoder "get smart" on me and try to perform "tricks" on my 6 independant signals? Where does the crossover / splitting of the low frequency stuff occur? - does my sub channel (coming from the digital source) only contain low frequencies, or does the actual sub channel simply get high frequencies stripped via the decoder? Could I in theory connect up 6 identical speakers to my 5.1 setup (yes a normal sat to my sub channel) Then after doing this could I send a DD 5.1 signal to the decoder (assuming I have an nforce which has a dolby ENCODER on the fly) and have 6 levels of identical volume - then hear it roughly identically on each speaker? OR Will the dolby signal be "parsed" by the decoder and have all kind of "filters" applied to the audio? (sending audio to the centre channel like pro-logic - or seperating low / high frequencies?) As far as I'm aware, a 5.1 DD signal coming out of my PC via my SP/Dif connection contains 6 independant channels which will be decoded via a decoder and sent out (analog) to my speakers (5 sats and a sub) Also, as far as I'm aware a 5.1 "analog" setup will be sending out pre decoded signal to 6 independant analog channels..... (3x headphone jacks on some nforce / 5.1 based boards) - which can then be amplified etc (see Klipsch 5.1 speakers without the DD addon decoder) What I really want to know is this. Can the dolby signal send this signal out and have the decoder "obey" the following rules. centre - volume 0 left - volume 0 right - volume 0 rear left - volume 50 rear right - volume 0 sub - volume (whatever) OR will my decoder "share" some of the signal with some of the other channels as per part of the Dolby specification - because that's just "how it's meant to be" ?? I'd LOVE (LOVE!!) to think that the standard is purely 100% 6 fully independant channels which can be manipulated in any particular way. What this means is you could re-create the sound of an object circling you perfectly on a 360 degree field. See example Front left speaker - 10% volume of helicopter Front right speaker - 75% volume of helicopter Rear right speaker - 10% volume of helicopter Rear left speaker - 0% volume of helicopter Now. if we "gradually pan" this signal like this (over a few seconds) Front right speaker - 10% volume of helicopter Rear right speaker - 75% volume of helicopter Rear left speaker - 10% volume of helicopter Front left speaker - 0% volume of helicopter You will notice the sound has moved from 01:30 "o-clock" to 04:30 "o-clock" - and has swept past us - if we continue this pattern of adjusting the volume of the helicopter - now moving the focus to the rear left, front left - and finally returning to the front right - we have done a 360 degree sweep of the sound of a helicopter moving around us in a circle.(I'd damn well love it if this is possible) The thing I've recently discovered (according to a diagram I saw) http://www.msicomputer.com/Newsrelease/images/dolby.jpg http://www.programpower.com/Living_room_diagram.gif http://www.programpower.com/diagram.gif is that the "official" layout for the 5.1 spec of speakers is to actually NOT have rear left and rear right like most gamers would have, but to actually have speakers ("the sorrounds") which are at 3'oclock and 9'oclock to our sides - not meant to be exactly around us like a cube - this disapoints me, however if the specification complies with what I listed above, we could easily move the speakers into a cube like shape (I'm ignoring the centre here, yes) and technically create a "box" we are sitting inside for perfect 3D (well 360 degree) sound. I will admit I got a copy of the Doom 3 Alpha, and I do know for a fact that the /sound/ dir contains audio in files named like this. (this is an example mind you) id_logo_l.wav id_logo_r.wav id_logo_c.wav id_logo_rs.wav id_logo_ls.wav id_logo_lfe.wav So can anyone answer my questions on Dolby 5.1 for gaming and the abilities of the Dolby specification and decoders? I'm actually looking at a small home theatre setup for my 5.1 setup at the moment - using a Conia receiver (accepts 5.1 DD in optical and coax form) and 5 kit based speakers (small but nice for the price) as well as a woofer (obviously) I'm _NOT_ looking at a Logitech Z-680 "dedicated PC" 5.1 setup, nor a Creative 5700 / Klipsch 5.1 or any other PC based setup. Can anyone (perhaps a nvidia DD driver coder or complete audiophile) help me out here with my questions? thank you very much for your time. (hopefully there's other Doom / 5.1 / 3d gaming / 3d audio freaks out there who will also get a kick out of any replies to this question) - AbRASiON:confused; |
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#2 | |
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diyAudio Member
Join Date: Sep 2002
Location: Ontario, Canada
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Wow... that's quite a post. I can't answer all your questions, but I can certainly answer a few.
Quote:
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#3 |
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diyAudio Member
Join Date: Dec 2001
Location: Pittsburgh, PA, USA
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The DD spec supports sending each discrete channel to the appropriate speaker. There are a number of details which are implementation dependent, and this will most directly impact things like bass routing and delay lines for the surround channels.
In general if you pay attention only to the bass management and delay all other factors in implementation should be the same. If you need more specific information you will probably find it only in the DD specifications whitepaper; I don't think you'll find much in the way of implementation-specific notes from the manufacturers. |
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#4 |
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diyAudio Member
Join Date: Oct 2002
Location: Adelaide, South Australia
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I assume your talking about using a NVidia motherboard to do the dolby digital encoding from game sound. If not, well im confused, cos its the only soundcard or motherboard that will.
Having the PC encode to DD, and then using a reciever to decode will work well, but it wont give 100% accurate sounds that the game intended. This is mainly because of the DSP work done in the DD decoder. Itll be pretty close though. Pitty no gaming sound cards i know of will put L&R front out on one SPDIF line, and L&R rear out on a second SPDIF line. Although, im thinking about trying to hack my TB SantaCruz to get SPDIF out from the onboard I2S signals. |
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#5 |
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diyAudio Member
Join Date: Jan 2002
Location: Nova Scotia Canada
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Just a quick note: I believe the SBlive 5.1 card will output front and back spdif signals. The digital comes out of a stereo 1/8" jack. One side is the + for the front speakers, and the other is for the rears.
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#6 |
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diyAudio Member
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Hi,
From a programmer's point of view, all the channels must be independant. DirectSound or whatever they call it now (changes every release!) has complex alogrithms to enable surround sound systems to pin point where the source is, compared to your position / orientation / height etc etc. If you are into that side of things, the OpenGL Game Programming book by Primatech is excellent. Gaz |
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