56.1 surround sound using Denon surround amp and Audigy 5/RX

All, I'm trying to get my SB Audigy 5/RX card to output 5.1 surround to a Denon surround Amp via SPDIF. However despite setting it in the Creative control panel, it remains on 2 channel, and I can't see any way of changing it.

I'm used to seeing a test screen in Windows that shows the various speakers to test it, but stubbornly this is no where in evidence.

Any ideas?

Cheers

Les
 
All, I'm trying to get my SB Audigy 5/RX card to output 5.1 surround to a Denon surround Amp via SPDIF. However despite setting it in the Creative control panel, it remains on 2 channel, and I can't see any way of changing it.

Ignore SPDIF. I went through a similar exercise outputting to a Yamaha receiver. The problem is that SPDIF was never intended for home theater systems and home theater systems are where 5.1, 6.1, & 7.1 come from. SoundBlaster effectively cripples SPDIF for surround sound, probably due to license limitations.
 
Thanks, I followed your advice and just as a test connected am HDMI cable from the graphics card to the Amp, and away it went. The SB card will come out now, there's no point in having it.

I managed to get Automobilista 2 to use surround, but cant see options for surround enable in AMS, Assetto Corsa or ACC, are they configured externally?

Les
 
cant see options for surround enable in AMS, Assetto Corsa or ACC, are they configured externally?

AMS requires you run the config tool.
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I don't recall anything for either AC or ACC.
 
It's not really SoundBlaster that "cripples" SPDIF. SPDIF can only transmit stereo sound as PCM uncompressed. It was designed like that. If you want to transmit surround sound over optical, you have to compress it using some kind of encoder like Dolby Digital Live or DTS (depending on what your receiver supports), and yes, for licensing reasons, some soundcards do not offer such option, regardless of brand. For example, both of my Creative soundcards do offer that option (one has both, one has just DDL). Audigy RX, being the budget Creative card, does not.

AC and ACC simply detect your speaker configuration set in Windows, like most games.
 
Thanks, will have a go at that. I was surprised at how simple it was to use the graphics card for the surround, had I known it I would not have got the sound blaster card. You live and learn, or at least live...

I'm also a little underwhelmed by the 3d effects of the 5.1 setup I have in AMS 2, although to be fair I will have to play with the settings to get the most out of them. However the rear speakers really dominate so the front tyre sounds are really muted even at 100% with the engine sounds down to 80%. Still, better than straight stereo, and maybe a good session with setups will give me what I hoped for.

Cheers

Les
 
With good setup, the surround sound in AMS1 can be great. I can hear individual wheels squealing/scrubbing/lock up, for example.
 
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You literally added this a minute after I wrote something in the AMS forum asking about it - the front wheel sounds are coming from the rear speakers in AMS now after running the config file! Probably best to answer in that forum if you have any ideas though.

Cheers

Les
 
Well, using the windows speaker test thing, each speaker fires correctly when tested, so all is good between the PC and the Denon Amp. It also works (if a bit anaemically) with AMS2 with the front wheel sounds being discernable from the front speakers. Nonetheless I fully accept that the blame may be due to the seat to keyboard interface unit.

Is there a config file that allows individual sound settings to be modified as there used to be in rFactor?

Les
 
Can you run the audio via USB, or bounce it via eARC and HDMI through the video connection, to the receiver? Wondering if you can bypass the PC for audio processing and send the signal directly to the amp in digital form, or if it has to go through the soundcard/motherboard audio outputs.
 
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It's not really SoundBlaster that "cripples" SPDIF. SPDIF can only transmit stereo sound as PCM uncompressed. It was designed like that. If you want to transmit surround sound over optical, you have to compress it using some kind of encoder like Dolby Digital Live or DTS (depending on what your receiver supports), and yes, for licensing reasons, some soundcards do not offer such option, regardless of brand. For example, both of my Creative soundcards do offer that option (one has both, one has just DDL). Audigy RX, being the budget Creative card, does not.

AC and ACC simply detect your speaker configuration set in Windows, like most games.
SPDIF still was crippled even when using compression. Some things would run with it enabled, some wouldn't.
 
I ran AC and ACC in surround for a while. I was hoping that hearing the rear wheels separately would be an advantage for laptimes. I found it not worth the trouble and went back to my stereo system with better speakers.
 
I would still like to know if it is possible to edit individual sound effect volumes to see if I can make them more effective - is there a way to do this?

Les

Yes to some extent but needs specialist hardware... ;)

We can duplicate outputs to then modify the duplicate channels to enhance specific frequencies certain effects use. One issue that remains is that if other effects on that channel use the same frequencies then those frequencies are included.

With the right tools. It's possible to see the exact frequencies different sound effects use, what channels they output on then cut/paste these frequencies from that channel(s). It might surprise people how different sims and effects within those sims use multichannel.

Technically, yes we can modify the effects with EQ or other pro-audio plugin effects and route them into our own (Mixbus). So we lift the part of the sound the target effect(s) we want to modify uses and place it into our own new mix. Either on its own or with others and finally routed to its own output channel or channels.

This can be for specific usage case scenario roles like subwoofers, transducers, speaker audio or headphones.
I intend to adapt the audio to suit the role I am applying it. Targeting certain game audio effect elements, I want to purposely enhance for a much-improved subwoofer and tactile immersion.

So for instance, if you wanted certain (game sound effects) to be given more bass emphasis or indeed certain frequencies some effects use to be reduced or removed and routed to multiple subs or transducers. Yes this is possible with any game if using dedicated audio hardware/software and desire for such.

I went in deep with audio hardware as I want to experiment and push things to a high level as my own d.i.y rig build is being made yet centrally focused around audio and tactile immersion.

During 2020, Ive ventured down an expensive but interesting path but the possibilities are fascinating...
Will be getting to grips with it more, hopefully in the coming year.




 
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Thanks for the great reply. However, I was thinking about a more dumbed down version.

The effects are called out by a file somewhere, and maybe just adjusting the values up and down, or even resampling the sound file at a higher / lover volume using a .wav editor or similar may be a simple way to increase the tyre sounds for example. I seem to remember that rFactor was able to be modified like this - but maybe my old brain is gaslighting me!

Les
 
Thanks for the great reply. However, I was thinking about a more dumbed down version.

The effects are called out by a file somewhere, and maybe just adjusting the values up and down, or even resampling the sound file at a higher / lover volume using a .wav editor or similar may be a simple way to increase the tyre sounds for example. I seem to remember that rFactor was able to be modified like this - but maybe my old brain is gaslighting me!

Les

Some guys that do sound mods may be able to help, by replacing audio files for the banks of effects that different slider volumes control. Having those adapted in the desired way. It would take a bit of work and also require titles that we can actually change the original files used.
 
I would still like to know if it is possible to edit individual sound effect volumes to see if I can make them more effective - is there a way to do this?
Perhaps what you have in mind could be addressed by so-called samplers in real time. These basically work similarly to synthesizers, but operating on (live) audio, rather than oscillators or noise generators. Post-processing game (or SimHub) audio effects may be more expedient than reverse-engineering those sources.
 
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