IGNcube: What is Dolby Pro Logic II and what does it mean to GameCube owners who buy Rogue Leader?
Julian Eggebrecht: Dolby Pro Logic II is a new technology from Dolby Labs which allows us via a proprietary encoder which we developed to have full positional five-channel sound in real-time for Rogue Leader. DPLII was originally developed as a supplement to DD to get more out of old Stereo and Dolby Surround material and it does a remarkable job with it, but we are taking it to a completely new level.
Dolby was nice enough to give us an early prototype DPLII decoder and we set out to find a way to get full positional audio going - something not even Dolby expected to be possible. This, combined with the fact that DPLII has no latency, no compression, the full frequency range on all five channels, works with existing cables, and is even backwards compatible with stereo and surround equipment makes it the perfect five-channel audio system for games.
IGNcube: How does the technology work?
Thomas Engel: You use the regular stereo-cable for your GameCube. If you have a stereo setup, you will hear very nice stereo effects with a bit of additional spatial positioning going on. If you have a Pro Logic receiver, you will get very good real-time 4 channel surround sound with the old DPL drawbacks of reduced frequencies in the back and very limited channel separation.
Factor 5's technical wizard Thomas Engel
If you have a receiver that has DPLII, you switch it to the DPLII movie mode and you play Rogue Leader in full five-channel audio (stereo surrounds) with extremely accurate channel separation, the extra oomph via a subwoofer and all the other features. The technology is great because it is so easy and transparent to use. No extra cables or settings involved - a very, very clean solution for games. And of course there are no tricks: All sound effects in the game are encoded in real-time in full 3D, so if a Tie zooms by behind you it does that in the rear surrounds just as you are used to from good cinema five-channel setups. We have no channel limitation for 3D voices so all channels the audio uses are full 3D channels.