AUDIO: ScummVM engaging Windows Surround Sound plugins
|Reported by:||Purplemoustache||Owned by:||sev-|
ScummVM 2.1.1a (Feb 3 2020 21:46:14)
Using following sound settings:
Preferred Device MT-32 Emulator (with roms at the base installation directory)
AdLib emulator set to OPL3LPT
GM device set to Microsoft GS Wavetable Synth [Windows MIDI]
Using the latest version of the FatBoy MIDI soundfont (housed in the ScummVM extras folder)
I am a surround sound enthusast without the space, money or time to actually...have a surround sound setup. As a result, I use the system level windows virtual surround plugins, Windows Sonic, Dolby Atmos for Headphones, and DTS:X. I have all 3, but mostly use DTS:X, and occasionally Dolby Atmos. The way these plugins work is, if engaged, will pass through stereo and mono audio as Stereo/Mono and not turn on, but if a 5.1 or 7.1 (and presumably quad, tri, etc) signals are sent by an application it will switch on and down mix those signals to a stereo signal built for headphones. Bonus points if the application was built with DTS:X or Dolby Atmos For Headphones in mind, as a special version of the plugin will kick in based on object based 3D audio.
ScummVM engages this for all games, mono, stereo, old, new, etc. You can tell when it's "on" as opposed to passing through a stereo/mono signal by clicking the windows volume slider icon on the dock, a small message that says "[Insert plugin name here] is in use" just below the volume slider. The audio... does sound like it's being processed, forcing output to two channels to the front of the user. Considering (AFAIK) no games in ScummVM output true surround sound, this is an oddity.
Change History (4)
comment:3 by , 2 years ago
|Component:||--Unset-- → Audio|
|Summary:||ScummVM engaging Windows Surround Sound plugins → AUDIO: ScummVM engaging Windows Surround Sound plugins|