COMBATSIM.COM: The Ultimate Combat Simulation and Strategy Gamers' Resource.
 

Maxi Sound Fortissimo

  by Tim "Flyboy" Henderson

 

  More Convoluted Repartee

Because of the asymmetric nature of the outer-ear, meaning again that yeh, it's a convoluted structure, each direction of resonance is unique, meaning that it will be associated with a different spectral "fingerprint." With Digital Ear Technology, Sensaura hopes to address two deficiencies in artificial head systems: poor height perception and front-back discrimination.

Current four-speaker systems rely on volume intensity panning or front positioning with rear panning. Intensity-based systems rely on panning signal intensities between the various speakers to position the sound image. The optimum listening position (“sweet-spot”) of such intensity-based systems is very sensitive to the “Haas” effect.

Fortissimo

Besides a small sweet-spot, the use of intensity panning between four loudspeakers does not allow accurate placement of sound sources, and prevents smooth, linear movement. Front HRTF positioning with rear panning is an improvement. However, once objects begin to move to the side and then to the rear, intensity panning problems arise again. MultiDrive technology is the next logical step as it provides HRTF over four speakers.

Sensaura MultiDrive technology creates 3D sound-fields over four or more loudspeakers. Each speaker pair creates a complementary sound field, addressing the frontal and rearward hemispheres in turn. Furthermore, front-back discrimination is enhanced by using proprietary algorithms. With the sound fields completely HRTF-based, the Sensaura sweet-spots are expected to be far more tolerant of sideways movement as well as front-back movement. Spatial awareness should be greatly improved.

In Real Life...

Now that we've got the technical stuff behind us, how does the system work in real life? I ran the most arduous tests possible, including going without food or water while I wrote this review... Oh, testing the hardware you mean?

Yes, I did that too. I ran WW2 Fighters for EAX tests, and Heavy Gear II for A3d tests. I woulda run B17 Flying Fortress II for A3d, but they wouldn't send me the code.. sniff.

Click to continue

 

 

Fortissimo

Dang, it's hot technology. I ran all these tests on my Athlon 600 system, which was charged with the Turtle Beach Quadzilla and output to the Cambridge Soundworks FPS 2000 Digital. Incredibly, (yes, I was surprised), support for both A3D and EAX appears to be flawless.

These guys appear to know their business, and Sensaura 3D audio can be implemented in any game. The volume control panel has a slider on it to adjust how much "surround" you wish to add to your audio source, and the Yamaha chip even accelerates music under the DirectMusic API. Great for Heavy Gear, and just as good for WW2 Fighters, though I don't think there is any CPU benefit for older games.

In short, yes, the positional audio is equal to anything I've heard before, and sound quality equal to my Quadzilla. In Heavy Gear II, I'm danged if the positional audio doesn't actually seem superior. Furthermore, if you're a DVD buff you'll be glad to know that this card has a digital fiber optic line out.

Yes Luke, the force is with them, and you can have crystal pure sound heading out to your home theater. The typical software support is also here, in the form of an integrated "Media Station" with a graphical stereo interface with mixing panel, Wave file player & recorder, MIDI player and audio CD player.

SUMMARY

Riddle me this: what is made of glass and sings? For $49.95 this will be the upgrade of the year. Guillemot continues to put out quality hardware at bargain prices. How do they do it? If you can't decide which API you prefer, the Fortissimo has solved your audio woes in one thundering swoop. Straighten up and fly right.

TOP PICK

It doesn't get much better than this. We award the Maxi-Sound Fortissimo our Top Pick!

Join a discussion forum on this article by clicking HERE.

 

Copyright © 1997 - 2000 COMBATSIM.COM, INC. All Rights Reserved.

Last Updated November 10th, 1999

© 2014 COMBATSIM.COM - All Rights Reserved