When I use headphones, I enable CMSS-3D setting (with those lower settings both on auto).
In case of playing something with speakers (mostly SP games), it's better to disable CMSS. Why? Well, it can mess the sound up because new games support surround sound (for example I couldn't get proper sound in Call of Juarez with CMSS enabled).
I think that neither EQ nor Cr makes much difference in that case (especially crystaliser).
No. Q3 for example already has its own 3D sound positioning system for stereo. All CMSS-3D will do is take that sound and distort it, so that your perception of the location of a certain sound is different from what you were used to when not using CMSS-3D.
- EAX on and to 12 dB
- CMSS-3D on for headphones (for better positioning General)
- Macro / height filters (which do you listen to) major grades and not only near and far
- Game Mode to (prerequisite)
- EQ to flat and set (a linear sound image is for playing an extremely important)
Select - headphones and activate "bass" bass boost, and then adjust the level to +2 dB and frequency switch-off at 60 Hz!
- Crystalizer to max. 25% (bringing better quality)
- Max. Mastervolume force to 40-50% (rather ingame control the volume)
Also important in the Windows Sound attributes you need to select headphones Start -> Settings -> Control Panel -> Sounds and Audio Devices -> Advanced -> Advanced -> there you can then adjust all levels +1 and downs -1.
Did it a perfect location (how many people exactly where, etc.) and listen to good on long distances :)
- Game Mode
- Speakers set to Headphones (both in windows control panel as in Creatives panel)
- EAX OFF (never liked the effects)
- CMSS-3D on for headphones (for better positioning General)
- Macro / height filters (which do you listen to) major grades and not only near and far put it on ON, because with "auto" it doenst always work
- no EQ, SVM off
- Crystalizer to 50% (bringing better quality)
and nothing else matters to me, just be sure to tick on "H/W audio" in your game. If the game supports a kind of HRTF, you should try it for positional audio