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XBox 360 *Not* Supporting Digital 5.1 Surround Sound?

I don’t know how I missed this, but nowhere in the XBox 360 specs is support for Dolby Digital 5.1 mentioned.  Per the previous link:

Audio

  • Multi-channel surround sound output
  • Supports 48KHz 16-bit audio
  • 320 independent decompression channels
  • 32-bit audio processing
  • Over 256 audio channels

WinSupersite says the same thing.

Huh?  Have we gone back to the audio stone ages all of a sudden?  XBox v1 supports 5.1 surround, why would they pull this from the XBox 360???  To add insult to injury, 48KHz/16bit audio?  Why not the standard 96KHz/24 bit (or better yet, 32 bit DTS surround)?  I play games as much for the audio stuff as I do anything else (music/sound effects junkie).  This is very disappointing…someone from MS please say this isn’t true, or that I’m reading this wrong.  It simply can’t be…

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Only published comments... Jun 01 2005, 06:59 PM by Jayson Knight

Comments

 

TristanK said:

You're reading it wrong!

I'm pretty sure the internal sound processing capabilities aren't tied to the output encodings (for eg, XB1 varied audio output capabilties based on the AV pack in use).

My expectationguessthingthatholdsnolegalweightwhatsoever is that it'll be a similar situation here.
June 2, 2005 10:30 AM
 

Jayson Knight said:

@Tristan

I'm gonna hold you to that! I was sure I read it wrong, being badly worded certainly didn't help any.
June 2, 2005 12:02 PM
 

Ray said:

One thing to add.

To the best of my knowledge, most every game studio records sounds in 48KHz (or lower, usually) and not 96KHz, and they usually release it in a lossy format like mp3 or something similiar and not in PCM format to save a LOT of space.

Seriously, download an app to let you brows/decode the sound files on an XBox game disc, you'll be surprised at the amount of 22KHz, 8-bit stuff you find.
June 2, 2005 4:03 PM
 

Jayson Knight said:

@Ray

That makes sense, I realize that recording at 96/24 comes out to something on the order of 6 times larger files, and 95% of the population wouldn't be able to tell the difference anyways (I'm pretty sure I can though). At the very least I would think 44.1/24 as I thought the Dobly Digital spec called for 24 bits...but I could be wrong. One day I'll get my beloved DTS in games so help me god...
June 3, 2005 2:41 AM
 

Mat Hall said:

"Beloved" DTS? The DTS/AC3 debate is about as useful as any other religious war. DTS uses clever phasing tricks to encode the various channels (losing some fidelity in the process) and AC3 is a "regular" lossy compression; DTS provides better dynamic range but loses some separation of the channels, and if the sound is generated on the fly and output directly from source it's largely irrelevant. (I assume the XBox 360 has an SPDIF connector to plug directly into a surround system, so there's no DTS/AC3 entering into the equation.)

I also find it hard to believe that under normal circumstances (i.e. with ambient background noise, consumer level speakers/headphones, etc.) you can tell the difference between 96/24 and 48/16 -- don't be fooled by the demo DVD-Audio that came with your Audigy2 NX, as the big difference there is the 5.1 sound, not the sample rate. Install the Creative DVDA player on a machine with an AC97 6-channel card, use the same speakers, and tell me you can _honestly_ spot the difference; I've tried it, and I could (if you concentrated *really* hard) notice changes in the top-end, but if you're listening to the sound rather than trying to spot the difference it's not an issue. (Also bear in mind that most of the sounds in games are low to mid range (explosions and the like), so are pretty much indistinguishable without using expensive monitoring equipment.)

Don't get me wrong, 96/24 is "better" than 48/16 (or 44/16), but unless you've spent hours with a pink noise generator, EQ and spectrum analyser and have been moving furniture around to get a perfectly balanced listening environment then the benefit is lost through basic physics. If your speakers cost less than several thousand dollars and if you don't have a dedicated listening zone (no soft furnishings, no sharp edges, and with everything damped to avoid resonance) then don't sweat it -- even the presence of your body is going to screw it all up!

</rant>
June 3, 2005 3:25 AM

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About Jayson Knight

Jayson Knight was clueless to the computer programming world until he took a C++ class in college. The rest is proverbial history. He has been building applications targeting the .Net framework for 7 years, focusing mainly on internet technologies and database driven web application development.

Most recently he left the world of Corporate IT to finish up his degree in Chemistry, with an eye on Medical School and an Anesthesiology residency program. Read this post for more information.

He is also a Community Server MVP: Community Server is the software that runs this site, plus many others on the web. For more information, check out http://csmvps.com.

When he finds time to pry himself away from his computer and university studies, he can be found on the mountain bike trails when it's warm, and on the ski slopes when it's cold.

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