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Positional audio

Your ears locate sounds using three physical cues, and a pair of headphones can reproduce two of them perfectly and the third only approximately. Understanding which is which explains why stereo is better than most virtual surround, and why you confuse front and back.

AudioUpdated 8 min read

The three cues

Human sound localisation runs on three physical measurements your auditory system makes without your involvement.

The localisation cues, what each resolves, and how well headphones reproduce it.
CueWhat it isResolvesHeadphone reproduction
Interaural time differenceA sound to your left reaches your left ear up to about 0.7 ms earlierLeft-right, dominant below about 1.5 kHzExcellent
Interaural level differenceYour head shadows the far ear, making the sound quieter thereLeft-right, dominant above about 1.5 kHzExcellent
Spectral filtering (HRTF)Your outer ear, head and shoulders filter sound differently by directionFront-back and elevationPoor without processing, approximate with it

Headphones deliver the first two cues essentially perfectly, because they can control exactly what each ear hears and when. That is why stereo headphones are excellent at left-right placement, which is the axis that matters most in a shooter.

The third cue is where difficulty begins. Your outer ear has a shape unique to you, and the filtering it applies is what tells you a sound is above rather than in front. Headphones bypass your outer ear almost entirely, which removes the cue. Any technology claiming to restore it is simulating an outer ear, and unless it has been measured on your head, it is simulating somebody else's.

The cone of confusion

Because timing and level differences are identical for a sound directly ahead and directly behind, there is a set of positions your ears cannot distinguish using the two strong cues. This is a real and well-documented property of hearing rather than a limitation of your equipment.

In the physical world you resolve it by moving your head a few degrees, which changes the cues in a direction-dependent way. In a game you can do the same, and good players do it instinctively: a small turn of the view while listening resolves front from back immediately. It costs nothing and it works, and it is a better answer than any processing.

Virtual surround, and why it usually disappoints

There are two completely different things sold under similar names, and they deserve different verdicts.

The two kinds of spatial processing.
TypeWhere it happensWhat it knowsVerdict
Engine-level HRTFInside the gameThe true 3D position of every sound sourceGenuinely useful. Turn it on.
Driver or headset virtual surroundAfter the game has already mixed to stereo or to channelsOnly the channel a sound was assigned toUsually a net loss. It adds processing artefacts without adding position information.

The distinction is about information. A game applying HRTF knows a footstep is 30 degrees left and 10 degrees below you, and can filter accordingly. A headset applying virtual surround receives a stereo signal in which that footstep has already been reduced to a level difference, and cannot recover what was lost. Processing it further adds phase shifts and colouration that make quiet cues harder to hear, not easier.

The setting order that works

  1. Set your game's audio output mode to stereo headphones, and enable engine HRTF if the game offers it as a separate option.
  2. Disable all Windows spatial audio and any headset software surround processing.
  3. Set Windows output to a 2-channel device at 48 kHz, matching what the game outputs.
  4. Turn off any equaliser, bass boost or "enhancement" in the audio driver.
  5. Set your in-game master volume so that footsteps are clearly audible without gunfire being painful, which usually means lower than you think.

Distance and occlusion cues

Direction is only half the problem. Judging how far away something is uses different cues, and games model them with varying fidelity:

  • Level. Quieter usually means further. Simple, and undermined by any dynamic range compression in your chain.
  • High frequency loss. Air absorbs high frequencies with distance, so distant sounds are duller. This is the cue that a bass-boosted headphone tuning damages most.
  • Reverberation ratio. The ratio of direct sound to reflected sound rises as you get closer. Games with proper acoustic simulation reproduce this and it is very informative.
  • Occlusion filtering. Sound through a wall loses high frequencies dramatically. This is how you distinguish "above me" from "behind that wall".

Three of those four depend on hearing high frequencies accurately, which is the strongest argument for a flat headphone tuning over a consumer one. See EQ for competitive play.

Related reading

Frequently asked questions

Is stereo or surround better for competitive gaming?

Well-implemented stereo with good headphones is better than most virtual surround processing. Stereo reproduces the two strongest localisation cues (timing and level differences between ears) accurately, while virtual surround adds simulated filtering that is calibrated to an average head rather than yours. Engine-level HRTF, where the game itself does the processing, is a different and generally better proposition.

Why can I not tell if a sound is in front of or behind me?

Because the two strongest cues, arrival time and level difference between your ears, are identical for a sound directly in front and directly behind. The only way to distinguish them is the filtering effect of your outer ear, which is subtle, highly individual, and the cue headphones reproduce least well. In real life you resolve the ambiguity by moving your head slightly, which you cannot do in game.

Does HRTF help in games?

Engine-level HRTF, such as the implementations in Counter-Strike 2 and Valorant, genuinely improves elevation and front-back cues, because the game knows the true 3D position and applies filtering before mixing. Driver-level or headset-level virtual surround takes an already-mixed signal and processes it, which adds artefacts without adding information. Prefer the former, be sceptical of the latter.

Do I need a 7.1 gaming headset?

No. A physical 7.1 headset puts multiple small drivers in each cup, which usually degrades sound quality without improving localisation, because your ear is too close to the drivers for the spatial separation to work as intended. A good stereo headphone with engine HRTF outperforms it.

Does a sound card or DAC improve positional audio?

Not the positioning itself, which is determined by the signal. A better DAC and amplifier can drive higher-impedance headphones properly, which improves clarity and dynamics, and that indirectly helps you pick quiet cues out of a loud mix. Onboard audio on a modern motherboard is adequate for most headphones.

Sourcing. Figures on this page are either derived from published engine or hardware constants, or computed from the formulas shown. Manufacturer-stated specifications are labelled as such. Found an error? Send a correction.