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Cooler Xtreme : Audio / Sound : Klipsch ProMedia 4.1


Klipsch ProMedia 4.1

Performance- Games :
I have found that in games the differences between the audio reproduction of the Klipsch ProMedia 4.1 compared against most other 4.1 systems (regardless of price) is actually more significant than when comparing those same systems using music. That’s because while there are pros and cons to the ProMedia 4.1 design, particularly around the above average midbass production on the satellites, the cons tend to be quite a bit less significant in DVD movies and often even less so in gaming. Conversely in these genres there is a new pro introduced in more multi-channel positioning of those midbass frequencies. Just as with other aspects of the systems gaming ability, the benefits of this strong midbass positioning will differ quite a bit between different gaming genres because of the type of sound effects that are most frequently used. Before we get to the different types of sound effects that you will find in games lets take a more detailed look at one of the most important aspects of gaming with 3D audio.
33D Audio – Making it work

There are two aspects to 3D audio. First on multi-channel speaker systems the sound card drivers take the positional information delivered by DS3D or A3D and send that sound to the appropriate speaker.

This first important aspect of positioning has nothing to do with virtualization and everything to do with placing sounds in the satellites. While it's true that bass (low) frequencies aren't very directional you can still hear where they come from far below the 200 to 250 Hz crossover point many multimedia systems. As such one factor that can impact the effectiveness of positioning sound effects is the effective crossover point of a speaker system. Right up to the point where low frequencies become truly non-directional the lower the frequency a satellite can reproduce, the more it will be able to accurately position. This is true whether it is a 2,4 or 5 satellite speaker system.

When it comes to stereo and even multi-channel systems there is another very important aspect of great 3D audio and that is virtualization of sounds from places where there are no speakers. Effective 3D audio virtualization can trick your brain into perceiving sounds behind you, beside you or even above or below you. These effects are crucial for stereo systems and can also notably improve even the multi-channel speaker experience.

This type of virtualization occurs in a number of ways depending on the device you are using but all will be doing some combination of frequency filtering, sound delays and other neat psycho-acoustic tricks.

In general just like any other sound source, low distortion and good frequency response will improve the way we perceive these effects. Not only will it sound more like "real life", cleaner more neutral systems also won’t be introducing unwanted artifacts that can disrupt the real cues generated by the 3D audio engines.

For most 3D audio engines the effectiveness of many of the cues depends on a technique called crosstalk cancellation. In the most simple terms crosstalk cancellation is signal processing designed to keep sound meant for just one ear from going to the wrong ear.

Here what has the most effect on how well the 3D imaging works is how directional the speakers are particularly for the midrange frequencies on which it is generally most important to have effective crosstalk cancellation. Effective placement of the satellite is also quite important and is one thing completely within our control. Here you ideally want the satellites in front and even behind at head height or at least well directed to the ears with no obstructions.

When it comes to directionality there are differences in the dispersion of high frequencies for systems with cone based tweeters relative to single driver systems but that’s not too important for the 3D audio cues. What’s more important is good directionality of the midrange frequencies. Unlike the home theater market where it's quite common to find rear speakers that are bipole and hence very non-directional or dipole and often configured to be less directional through their full frequency range, the typical PC speaker uses small satellites that are typically directional even for midrange. That’s not to say there is no variability as there are both cone based and flat panel designs that offer both increased and decreased directionality sometime just for the rear satellites and sometimes the whole system.

Positional Audio
When it comes to 3D imaging and virtualization, there actually is some notable variation between some of the different speakers in this price range despite the fact that all are delivering fairly neutral clean audio.
While I have not heard the ADA series I can see from Mikael’s ADA880 review that the rear channels are somewhat less directional than the front (that ties into their Dolby Digital focus) and will therefore also be less directional than the rear satellites of the ProMedia 4.1.
In this price range (and in fact at any price range) the system that really stands out in the area of virtualization, and by standout I am talking about subtle, but clear benefits, is the Monsoon MM2000. Like the MM1000 2.1 system, the MM2000’s planar magnetic panels when optimally placed provided better 3D audio cues on things like vertical and side placement than any other multi-channel system that I have heard. Even on Sensaura’s very good 3D audio engine I don’t find loud-speaker vertical cues to be that effective in a busy 3D audio environment. However, side placements in 4 speaker 3D audio that came from combining a card using Sensaura’s MultiDrive (in this case the Game Theater XP) with the Monsoon MM2000 was at times startling. That’s not to say it’s not effective on cone based systems like the ProMedia 4.1, just that it was that much more effective on the MM2000.
Where the ProMedia 4.1 really stands out for multi-channel gaming is the great upper bass performance of the satellites. The ProMedia 4.1 satellites can cleanly reproduce down to 120 Hz with good impact.
In games with lots of upper bass effects (and that covers a lot of action games) such as helicopters and some explosions I was quite impressed with the difference the ProMedia 4.1 made in how much more I was able to accurately position those effects. The Crossfire is also above average in this respect, somewhat ahead of the MM2000 but clearly not as effective in this respect as the ProMedia 4.1. In fact, while not always night and day, I found the difference compared to every 4.1 system other than the Polk Audio AMR-150 to be quite significant and a real positive aspect of gaming with the ProMedia 4.1.
While the great midbass extension is still of benefit in deathmatch gaming it’s not as great as in some of the other more moderately paced genres that allow you to stop and "hear the roses".
It's worth noting that headphones also give very good positional sound effects and offer the only really effective method when it comes to positioning sound effects above or below you. The Klipsch ProMedia 4.1 system is not only one of the very few 4.1 systems with a headphone output, it also delivers it with very good quality, high gain and great convenience as noted in the detailed overview. 
Deathmatch Gaming

The most extreme case is deathmatch gaming like Quake3 and Unreal Tournament where the mostly bass-heavy weapon sound effects completely dominate. You also have the optional soundtrack and some ambient sound effects but the action is intensive enough that most of the time it will be overshadowed by the weapon sound effects. It’s obvious that the bass response and how well it blends with the midrange will be the most significant aspect of the system. Something else that’s true is tight, quality, bass is not as important in games as it is in music. Gamers tend to lean more towards how loud the bass can go rather than how tight it is. One other point of interest is while positional audio can be of great benefit in these types of games the action can often times get so frantic that you end up with one big acoustic blur!

Action, action-adventure, action-RPG action-simulation

Here we are grouping games with less frantic or intensive action that for the most part have real-time interactive environments as you might gather from all the "action". More importantly in these types of games sound tends to have a crucial interactive role that goes well beyond just figuring out where the bad guys are.

In our minds this captures games such as Unreal, Half-Life, Thief, Rainbow 6: Rogue Spear and System Shock 2, Deus Ex and any other game you can think of that puts you into that first or third person real time interactive environment. It’s in this category that you will find most if not all of the best advanced audio implementations to date

Bass effects are still important but the midrange and high-end becomes more significant in the reproduction of many amazing ambient sound effects and complex musical soundtrack, just like in a movie! Here the satellites of the speaker systems playing a much greater role delivering the experience intended by the sound designer. Just how important the reproduction quality of the speakers turns out to be will of course depend on the quality of the ambient sound effects and music soundtracks. However, both those are generally getting better and better.

Sports

Most sports games like hockey, baseball and football action games are captured here. The range of sound effects in these games are somewhat less flexible in terms of variety than the other genres with the goal many times being to simulate a real game or stadium experience. In some cases the audio can be used to assist in game play but most often the positional and reverb abilities of the sound card are put to work in placing crowd noise and creating just the right ambiance. 

Real time and turn based simulations, adventure and turn based RPG games

Even more so than for the genres list just above, the ambient effects and soundtracks will dominate the soundscape of these types of games but just as with sports they tend to be less crucial to the actual game play with even more emphasis on setting the mood. Here we are think of games like Sim City 2000, Myth II, Tzar: Burden of the Crown, RPG games such Baldur’s Gate II and even traditional adventure games such as realMyst.

Racing and flight

Racing and flight games are a slightly different story than the other genres since you have more a mix of low-end frequencies and lower midrange frequencies than what you get for just explosions and it’s these engine noises that are present through much of the games. In fact in many cases the noises in your own cockpit can dominate. Even so there is still room for positional audio to play a key role in locating your opponents and generally create a more responsive and interesting soundscape. Of course explosions and other assorted low frequency bangs often also play a big role, particularly in the world of flight simulations. Examples include Need For Speed: High Stakes, Nascar III and Crimson Skies.

Explosions, engines and other "action" effects
The Klipsch ProMedia 4.1 is delivering bass response that is great and blends well with the strong midrange frequencies. This gives a "realistic" feel of the weapon sound effects that are as good as I have heard from other similarly priced systems and better than less expensive systems.
The ProMedia 4.1 can also deliver strong exaggerated bass. Deep low frequency response presently does not seem to be as important in games as movies and even in some music. Even so I found the Klipsch ProMedia 4.1's great bass response down to 30 Hz (even lower if the sub is exaggerated as many do for gaming) to be beneficial.
The quality difference is even more clear with weapon effects that includes a mix of bass, high-end and especially midrange in the effect. By realistic I mean movie theater realistic rather than real-life realism since that’s not what the game sound designer typically aims for (real life is generally much less dramatic!). It's also important to realize that even if you think accuracy may not be as important in games as in music, a system like the ProMedia 4.1 that offers more accurate sound reproduction than some (but not all) less expensive systems simply sounds better, even when you play just random noise. It's just not anywhere near as significant an improvement as with music. Note that just as with some vocals, weapons with lots of midrange don’t stand out quite as much as on systems with less upper bass satellite imaging.
The ProMedia 4.1 does a great job of reproducing the engine in games like Nascar3. While you can get pretty much as good center bass imaging for your own engine noise with many other systems by placing the subwoofer under your desk, that’s not always the best location for other acoustic considerations. Going this route also does not help when the midbass sound is from other cars to the front left or right or particularly the rear. This is an area where I particularly appreciated the great job that the ProMedia 4.1 does with blending the midrange and low frequencies as well as positioning them as appropriate.
Ambient effects and soundtracks
The realism of the ambient sound effects delivered by ProMedia 4.1 is again very good. Ambient effects cover a wide range of frequencies and as such highlights the strong all around performance of the ProMedia 4.1. There is nothing that comes across as a weakness although on combined midrange / upper bass effects the midrange won’t be perceived to be quite as prominent something that can actually result in somewhat less pronounced reverb effects on frequencies in those same ranges where there are also midbass effects. That can of course be taken two ways…Either way the details of these effects is very good. When the ambient effect have lots of midbass the ProMedia 4.1 really comes into it’s own with great imaging and presence that enhances the gaming experience. The strong sub is also important for ambient effects but the fact that its extra deep with lots of range is not as important as for other types of effects. Something else that might surprise given the low sample rate of many sound effects is the high frequency performance also stands out for effects such as rain or hissing stream.
When it comes to soundtracks the first point of notes is they tend to be more important in the less intensive single playing mode than in death match gaming. Once you take into account that game sound tracks very rarely feature vocals you can directly apply the comments in the music section but remember that if you tend to exaggerate your subwoofer levels for gaming the music reproduction will of course also be affected.
Extras
We already mentioned the benefits of the headphone output. Another nice feature is the auxiliary input, which allows you to connect the ProMedia 4.1 to your CD player instead of listening to the CD tracks the game forces on you. Another advantage of this is that your stand-alone CD player most likely offers better quality when connected directly to the speaker system than when routed through the typical multimedia sound card. On top of that it very likely also offers better digital to analog conversion than the analog output of your PC CD or DVD Drive.
Gaming Summary
As you have read the ProMedia is a very good performer in all areas for gaming. It’s also a system that when considering the whole package for gaming will deliver more in total than any less expensive system I have heard. Having said that, just as with every system we have used, it has some areas that are better than others even within the gaming category. Depending on your priorities you might want to go with one of the other top end systems or even one of the lower priced quality systems.
While many users and reviews rave about the ProMedia 4.1 subwoofer, what stands out the most for me is the great positioning of midbass on the satellites. That’s something that is beyond every 4.1 system I have used with the exception of the Polk AMR-150 and when it comes to volume and tightness it’s also ahead of the AMR-150.
The subwoofer is of course also outstanding but there are many very good subwoofers now on the market with lower priced systems such as the BA4800 and Xtrusio DSR-100. Having said that for those who like to exaggerate their bass the subwoofer range is beyond every other system I have tested including the Crossfire, with the exception of the MM2000. While the AMR-150 is almost as strong in satellite midbass performance it’s also clearly behind the much more powerful ProMedia 4.1 when it comes to the subwoofer.
The ProMedia’s super strong bass performance and great blending of the satellites and subwoofer make it particularly impressive in racing games and shooters. Again, that’s not to say it’s not also excellent in slower paced games where the ambient effects, soundtracks and great midbass positioning can shine. However in these areas someone looking to spend $300 or more may trade some of that great midbass positioning for the slightly better quality and more (perceived) prominent midrange type effects offered by the Monsoon MM2000 or VideoLogic Sirocco Crossfire.
Another trade-off would be to gain the MM2000’s better 3D audio virtualization, assuming of course that you have a sound card that will take advantage of those extras. The exchange is the MM2000 will quite clearly be behind the ProMedia 4.1 in midbass positioning on the satellites.
Focusing just on gaming ability I think that for many people looking in this price range for a multi-channel gaming system will find the great midbass satellite extension, powerful subwoofer and good overall quality to be just what they are looking for.