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Nintendo DS "Surround Sound"

Matlock

Banned
For the benefit of those who haven't experienced it, the Nintendo DS has a few games that use "Surround Sound" and emulate directional sound. It's distinct in comparison to stereo..but the real reason for posting this thread is...

How is it done?

Does anyone know how surround sound is emulated through only two speakers on a handheld?
 
I belive that DS sound is enocded in a manner similar to Dolby Pro Logic II, and that DS games include proprietary virtual surround decoders that use this info to create a mock surround sound, just like almost any modern TV...
 
I think it's done fairly simply by factoring seperate volume changes into the 2 stereo channels. A bit like playing around with the L-R balance on a stereo mixer.
 
At least i prefer that "wider" stereo sound than regular stereo sound. My TV is also set on a pseudo surround and it does sound better than only stereo anyway.
 
ha. You're definitely right though. Playing MK last night or the first time, it stood out as the best sound effects i have heard in a portable game.
 
I just dont understand why the games let you chose between surround and stereo.

And also, I hear no difference between stereo and headphones.
 
Matlock said:
For the benefit of those who haven't experienced it, the Nintendo DS has a few games that use "Surround Sound" and emulate directional sound.

It's the sound of others laughing at you playing a DS.


In all seriousness, I enabled this with Mario Kart but didn't notice any difference..
 
I've noticed this in mario 64. outside the birds or the waterfall seems to be in the back of you audio like if you stand in front of them and turn the back against them
 
there have been plenty of versions of 2 speaker directional sound, the most prominent being QSound. So how does it work? Easy. You only have two ears and they detect sound the same whether it's from a speaker or someone standing behind you. It is all about sound pressure and how BOTH ears perceive the rpessure. this is why people who are fully deaf in one or both ears don't have much equilibrium.

so anyway, the sound is encoded in such a way that it emits from the speaker a similar sound pressure as to what would happen if the sound came from x point in the room. the catch is that the sound is based from the pair of speakers, not from the user. also, room acoustics play ENTIRELY into the emulation. so if your room isn't acoustically perfect (for what qsound or similar requires) or you aren't standing perfectly in the middle and at such and such a distance from the speakers, the effect could be ruined.

this is why qsound actually worked nicely on arcade games. because the player was always guaranteed to be standing in the exact perfect spot.
 
Playing MK last night or the first time, it stood out as the best sound effects i have heard in a portable game.

It's real good. Hell, I was blocking Matlock last night purely on aural feedback.
 
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