Friday, April 2nd 2021
Creative Announces Sound Blaster GC7 Gaming DAC and Amp
Creative Technology today announced the release of Sound Blaster GC7, the first premium gaming DAC and Amp in a new product series specially designed to enhance the user experience of avid gamers, aspiring content creators and streamers. Users can take full control of the gameplay easily with intuitive one-handed controls and fully programmable buttons, and enjoy the award-winning Super X-Fi and Sound Blaster technologies, in Creative's most comprehensive external sound card yet.Fully Customizable with Quick and Intuitive Controls
The Sound Blaster GC7 is ergonomically designed for ease of use - with intuitive one-handed controls, gamers can make seamless adjustments on the fly easily, and focus on making all the right moves to clinch the crucial win. It also comes with four fully programmable buttons, allowing users to program shortcuts to their liking - for example, launching swift maneuvers during a live stream will be a breeze without having to fuss over the specific controls. This serves as a handy feature for both streamers and content creators, so that they can conveniently execute in-game controls without interrupting their gameplay.
Users can also customize the buttons with their preferred audio profiles for gaming, movies and music right off the bat. Users can also customize the color of the RGB lighting on the control knobs to their liking.
Best of Both Worlds with Sound Blaster Acoustic Engine and Super X-Fi
Fitted with Creative's award-winning signature Sound Blaster audio processing technologies and Super X-Fi Headphone Holography, the Sound Blaster GC7 does not just bring users to the battlefield in gaming; it also offers them a cutting edge over opponents.
When using speakers, users can enjoy Sound Blaster audio enhancements like Crystalizer and Smart Volume through the Acoustic Engine suite, that has been fine-tuned with more than 30 years of audio processing experience, to deliver the sound signature of a top-of-the-range Sound Blaster. Additionally, Scout Mode brings something different to the table as it focuses on detection through enhanced audio cues that highlight every move just as it happens. Whether it's the sound of the enemies reloading their gun or the faintest of footsteps, Scout Mode will amplify the cues so users always remain one step ahead of their opponents.
When using headphones, Super X-FI will immerse users with hyper-realistic audio holography that recreates the same expansive soundstage of a multi-speaker system. Moreover, Super X-Fi's new SXFI BATTLE Mode drives users ahead of the game as it delivers realistic audio cues that not only highlight the direction, but distance as well. Users can then pinpoint the enemies' exact locations with greater precision, and gain that much-needed competitive edge to clinch the win.
The Sound Blaster GC7 is an audiophile-class DAC that offers lower noise floor, lower distortion, and more distinct individual sound effects. Users can also stream at up to 24-bit / 192 kHz PCM playback and can support up to 7.1 virtual surround on both headphones and speakers along with Dolby Digital decoding for a cinematic audio experience for gaming, as well as movies and music.
Communicate Better, Win Bigger
In-game chats are also made seamless and hassle-free with GameVoice Mix. Users can freely adjust the game audio and chat volume easily with a conveniently-placed scroll wheel, so that they can chat with their team mates comfortably without disrupting the gameplay.
It's All Connected
The Sound Blaster GC7 is intuitive and simple to set up with compatibility across various platforms - from PC, Mac to PS5, PS4 and Nintendo Switch. Coupled with easy-access controls, excellent audio performance, and cutting-edge features, the Sound Blaster GC7 has all the makings of the perfect gaming audio companion for any avid gamer, aspiring content creator or, streamer.
Pricing and Availability
Sound Blaster GC7 is attractively priced at S$219 and is available at Creative.com.
Source:
Creative
The Sound Blaster GC7 is ergonomically designed for ease of use - with intuitive one-handed controls, gamers can make seamless adjustments on the fly easily, and focus on making all the right moves to clinch the crucial win. It also comes with four fully programmable buttons, allowing users to program shortcuts to their liking - for example, launching swift maneuvers during a live stream will be a breeze without having to fuss over the specific controls. This serves as a handy feature for both streamers and content creators, so that they can conveniently execute in-game controls without interrupting their gameplay.
Users can also customize the buttons with their preferred audio profiles for gaming, movies and music right off the bat. Users can also customize the color of the RGB lighting on the control knobs to their liking.
Best of Both Worlds with Sound Blaster Acoustic Engine and Super X-Fi
Fitted with Creative's award-winning signature Sound Blaster audio processing technologies and Super X-Fi Headphone Holography, the Sound Blaster GC7 does not just bring users to the battlefield in gaming; it also offers them a cutting edge over opponents.
When using speakers, users can enjoy Sound Blaster audio enhancements like Crystalizer and Smart Volume through the Acoustic Engine suite, that has been fine-tuned with more than 30 years of audio processing experience, to deliver the sound signature of a top-of-the-range Sound Blaster. Additionally, Scout Mode brings something different to the table as it focuses on detection through enhanced audio cues that highlight every move just as it happens. Whether it's the sound of the enemies reloading their gun or the faintest of footsteps, Scout Mode will amplify the cues so users always remain one step ahead of their opponents.
When using headphones, Super X-FI will immerse users with hyper-realistic audio holography that recreates the same expansive soundstage of a multi-speaker system. Moreover, Super X-Fi's new SXFI BATTLE Mode drives users ahead of the game as it delivers realistic audio cues that not only highlight the direction, but distance as well. Users can then pinpoint the enemies' exact locations with greater precision, and gain that much-needed competitive edge to clinch the win.
The Sound Blaster GC7 is an audiophile-class DAC that offers lower noise floor, lower distortion, and more distinct individual sound effects. Users can also stream at up to 24-bit / 192 kHz PCM playback and can support up to 7.1 virtual surround on both headphones and speakers along with Dolby Digital decoding for a cinematic audio experience for gaming, as well as movies and music.
Communicate Better, Win Bigger
In-game chats are also made seamless and hassle-free with GameVoice Mix. Users can freely adjust the game audio and chat volume easily with a conveniently-placed scroll wheel, so that they can chat with their team mates comfortably without disrupting the gameplay.
It's All Connected
The Sound Blaster GC7 is intuitive and simple to set up with compatibility across various platforms - from PC, Mac to PS5, PS4 and Nintendo Switch. Coupled with easy-access controls, excellent audio performance, and cutting-edge features, the Sound Blaster GC7 has all the makings of the perfect gaming audio companion for any avid gamer, aspiring content creator or, streamer.
Pricing and Availability
Sound Blaster GC7 is attractively priced at S$219 and is available at Creative.com.
49 Comments on Creative Announces Sound Blaster GC7 Gaming DAC and Amp
Their reputation was in tatters and even if the pro kit was actually good, it came with the stigma of a company making cheap MVP crap for entry-level computing that had barely moved on from the internal PC speaker:
Audiophile is indeed a dirty word but it basically applies to anyone who cares about audio quality. Someone upgrading their sound setup to start streaming either as a hobbyist or professionally has to at least have some care for their audio quality....
It's eerily similar to the earphones with DAC TPU just reviewed a while ago, nobody will buy these.
It says "Audiophile-Grad DAC", not simply "audiophile". That has a specific meaning, and the fact that all of you are throwing the word in a general way tells me a lot about your intellectual honesty.
More on that later, but apparently they removed that picture, so probably they received critics. And that's fair because thanks to people like all of you "DAC" now doesn't mean what it should, and also a person that doesn't pay attention (or is purpossedly dishonest) could take that as the whole device is "audiophile grade".
Now, they changed it to a more specific way, so you don't twist the meaning:
[I]"AUDIOPHILE-CLASS DAC[/I]
At the core of the Sound Blaster GC7 is the AKM4377 audiophile-grade DAC which offers low noise floor at < -120 dB, low distortion, and more distinct individual sound effects. Stream at up to 24-bit / 192 kHz PCM playback and enjoy high-quality audio regardless of which source you're using."So when they said "audiophile grad DAC" they were (obviously) talking about the "Digital-Analog Converter" inside the device, not the misnomer for "simplistic and featureless external sound card with USB interface aimed at us, arrogant snobs that can't understand anything beyond stereo...or surround only through a receiver, and everything else is a gimmick"
Sorry, but pisses me off.
RSP-1576 | Rotel
Propably just because it happens to be advertised with correct marketing terms.
Behringer is really very opaque about what's actually behind all those audiofoolery terms and under the hood.
Like only available information about those outputs is fancy schmancy max. "+3 dBu".
Now if that's all what its headphone output has, that sucks harder than black hole:
That's miserably low barely 1,1 Vrms!
And wouldn't wonder any if it has some 100 ohm output impedance...
Creative is mainstream more or less. They used to be almost only mainstream long time ago. And decent. Unsure about now and this. But my Audigy 2 still works.
I'm enjoying whatever audiophile gear I'd already gotten (which was pretty substantive, a good number of headphones, some DAC stack/combos, 4pin Balanced cables for my cans, even had a couple of my cans modded to with SMC plugs so I can do Balanced Mode) but I'll admit I'm curious about virtual surround sound gaming on my rigs.
Gonna wait for reviews and see if Creative has upped their driver support which wasn't stellar to begin with (had crackling and pops with my Audigy ZS, less on my ZX when I was still using audio cards (now purely external DACs).
But I think many people would loudly disagree that a PC cannot be a source of reference quality video and audio. It depends upon your use case, and hardware, but I'd much rather have a PC streaming a UHD-HDR/DV rip to my OLED than the Netflix app from any other device attempting to show the same thing.
My favourite is by far CMSS-3D (Creative), which they sadly dropped years ago. Not quite sure if Super X-Fi can win me over. It's predecessor SBX however sounded like a downgrade to my ears.
I personally like the minimalist design of the Sound Blaster GC7. And you get physical buttons for quick adjustments (really miss the media loudness keys after switching to a TKL keyboard). Should also have enough juice to power AKG K702's. Well thought out, exept the audio & mic jacks at the front of the device. So instead of having all wires at the back for a clean setup, you have 2 cables messing up your desk. Why??? That's not very Creative! :rolleyes: Well, I might give it a shot anyways, since there is nothing else out there that fits my needs more.
evernessince: you don't know what you are talking about. And clearly evident when you say "the audio just needs to be recorded binaural".
Think: if the audio isn't recorded binaural or in any other special way, then how do you get 3d sound? Answer: processing. A processing into something similar to binaural for example. The multichannel sound signals get processed so presented to our ears, typically through headphones, it tricks our hearing into thinking the sound comes from where it is supposed to (if the processing is good and we are compatible to that processing, usually is not a problem).
Is something that works a gimmick? No, it isn't. And this works. There isn't anything esoteric, anything weird here. No snake oil. Is simply applying what's known and researched from our hearing. Manipulating frequencies, crosstalk, phase, etc depending on how the sound is coming to our ears. When passing through our bodies and head to our ears and depending the shape of those, the sound changes and our ears and brain do the rest. The processing emulates that. Does that sound a gimmick to you? Then I guess to you everything in science is "gimmick".
We could say binaural does mechanically what virtual surround processing does by software, at least with HRTF (there is BRTF too). But virtual surround is better (in the surround or localization sense) just because there's something not quite right with binaural: everything sounds like coming from behind. Hugo Zucarelli samples with his "holophonics" were way better. Listen the matchbox shake sample: in his, there is a front. And in virtual surround there isn't a problem with that but of course it depends on the modelling and the listener (apart form the source, etc).
The big problem with virtual surround is how it ruins the quality. But of course you can't say "see we have to use binaural" because that doesn't make any sense (imagine setting a special room with speakers connected to your PC in another room, the speakers around a dummy head that goes to an amp to your headphones in the room where you are playing so you can hear the sound in binaural and with all the quality totally destroyed hahah absurd).
You can try with HeSuVi (which I still do not recommend as an alternative to sound cards with vitual surround yet). If you install it and use it correctly (which is quite simple but is also very simple to make a mistake with it) and if you have normal hearing then you will experience it and verify for yourself. Or start with what MarsM4N shared but the problem with that is that you can't test it yourself with your own multichannel sources that you know (if you have any...).
So, don't spread missinformation. I read that same phrase, and I mentioned it in a previous comment in this very thread, so many times, when the truth is so easily verifiable and evident, that I can only assume this is due to tribalism.
3D spatial audio uses data available from the game engine to enable the experience you demonstrated in the video. In fact you can do this with even older titles like Skyrim (of course there's a mod for it). You can do infinitely more sound wise with games simply because you have access to the precise positioning of objects, their material, and their environment. That's not to say you can't do as good with pre-recorded media, it's just that you have to do it at the time of recording. After that point, there's no going back.
Surround virtualization is indeed a gimmick but 3D spatial audio in games is definitely not. If you are going to call out someone for not being knowledgeable in a topic, you probably shouldn't make multiple errors with the basics. Headphones are stereo, you can't output multi-channel to them. What you can do is downmix 7.1 and 5.1 audio tracks to them but that would yield subpar results. 5.1 and 7.1 tracks are designed with speaker systems in mind. Those kind of surround sound systems place speakers in specific positions around the room. This works well because you get the effect of HRTFs without actually having to record them. The human brain uses HRTFs to indicate the position of sounds. Head related transfer functions in case you are unware of what that stands for. In short, you can tell the location of a sound source based on the difference in intensity of a sound wave between your two ears. When you downmix that 5.1 or 7.1 track into stereo and play that back though, your ears are no longer getting the positional audio cues you would have gotten from a stereo system. This is why it's a bad idea to downmix 5.1 or 7.1 to stereo, it's going to be worse than any stereo track that was designed from the onset to be played back on headphones. This is why Binaural audio is superior for headphones, it includes those HRTFs that are required by the human brain to locate sound Audio frequency has nothing to do with any form of audio spatialization, virtual or otherwise. You are probably thinking of volume, in that sound coming from the left is going to be of lower volume in the right ear than the left.
Crosstalk is a type of unintended interference in analog signals. You are thinking of HRTFs, which sends a single sound to both ears, with one of them modified by the HTRF coefficient. Given that there are hundred of thousands of VR videos that contain binaural audio, I'm going to say there's something wrong with either the recordings, your setup, or you if everything sounds like it's coming from behind.
You are referring to this video:
All of their videos are binuaral, which is ironic given your criticism of binaural
en.wikipedia.org/wiki/Holophonics
So in fact, you do really like Binuaral. I should mention that people often use "3D Audio, Spatialized audio, virtual surround" interchangeably. This is often to grab attention by using buzzwords. Binuaral audio has been around for a long time and it only just recently gained some notoriety. Even then, it doesn't really roll off the tongue.
I also don't see where virtual surround comes into play here. You linked pre-recorded binaural audio. Nothing downmixed via software or middle-ware.
Just in case you are aware I've tried software solutions. WavesNX is currently the best but still not worth IMO. It's also annoying to have to disable it every time you want to play a recording that's already binaural. Audio with one set of real HRTFs and one fake sounds awful.
See? You can! No, not "subpar": you will get no useful results. You will get front, side and rear left sounding the exact same on the left cup, same for rights, and center in the center of your head instead of in front. Some fools that call themselves audiophiles and say the same BS that you do, insist that when doing this you can achieve "perfect spatial positioning due to the spatial image capabilities of the headphones". Talk about being deluded, when they themselves in the next sentence complain that no game or movie have a good "recording" (same idiocy you said, the fact that you think the sound must be recorded in certain pre spatially defined way blows mi mind. Imagine having to record all the sound from infinite probable positions for games HAHA!) because they can't tell where the sound is coming from...:banghead:
Of course at the same time they insist that virtual surround is a gimmick!! Like you do.
The only way you can achieve sound positioning when outputting multiple channels to stereo is through processing with a virtualization engine. There is no other way (or you could use your room with the surround speaker and the dummy head hahaha). NOOooooo, really!?!?! :rolleyes: !!!!!!!!
COME ON!!!!!! Eeehh...
Why are you trying to explain what I already know...and explaining in even a shittier way that I already did in the previous comment!!?!?! Ooh man...
At least get in a good position before trying sarcasm...
And what are BRTF? I already mentioned them too, so surely, according to your logic, I don't know what they are!! Even if I also proven to know about it. Oh, and you ignored it. :rolleyes: HAHAHAHAH!!
Dude, at least read ALL my previous comment!!!
" the difference in intensity of a sound wave between your two ears"
HAHAHAHA!! Are you a comedian or what!??! So no cavities? No body deflection, occlusion? No interference? No ears shape? No density? No head shape? No environment properties? No anything else that shapes the sound before it gets into our ears. Just "the difference in intensity of a sound wave between your two ears"? Well dude, you better go and educate all those morons spending thousands with expensive and complicated dummy heads for binaural recordings and investigation and all those others apparently confusing themselves with complicated algorithms to emulated that if our capability to locate sound it's just "the difference in intensity of a sound wave between your two ears"!!!
And you are exactly behaving like all of those that say "virtual surround is a gimmick", being arrogant, ignorant, and reductionist in that same ignorance! Even when I made a simplistic explanation times more complete and accurate than what you are doing!!!! In the previous comment, ans the one you are responding too!! It's like you want to embarass yourself!! Oh, oh, it seems you getting to it...!! ...nope...
...not getting to it...hahah! Dude, think for a second.
PLEASE, STOP AND THINK!!!!
How would you achieve binaural in a game?
Do you understand tha binaural is a mechanical method? (next comment the guy will try to explain to me how binaural is a mechanical method haha!)
What you could do is analyse how binaural works, gather the information, put the data into formulas, then into a code which will make an engine, into a software that tries, in total, to mimmick what binaural achieves...What a great idea, right? Do you know what that would be called?
"Virtual surround"
Let's see if I'm right... I am!:
Sound Blaster SBX Pro Studio Surround - YouTube (horribly explained and confusing, just stay on topic, what it says is they used that to research and create SBX, just as the next video)
Virtual reality for your ears - Binaural sound demo (wear your headphones) - BBC Click - YouTube (this video explains what should be obvious of how you can't use binaural for games and instead you have to come with a alternative software method) Dude, please stop. Stop embarassing yourself!!!!!
Make this experiment so simple even you can do it: aim your ear to a constant noise source in a point. Now aim your ear higher. Now lower. What happened? Different FREQUENCIES increase and decrease.
Should I explain what this has to do with how we locate sounds?
I know I should, but I won't bother. You really couldn't tell what I was saying?! You read without making even the slightess effort to understand. Don't know. I use to listen to them more than a decade ago when I had not so good headphones. So listening to it now...same.
If you did it just went over your head.
Just like the fool that wrote that in that video that the sound "is pure, no processing, no special effects". According to Hugo Z. there was a processing. And in that Wikipedia article it says it as well!! So, according to Hugo Zucarelli himself, his method is not simply binaural.
There is a controversy on the legitimacy of his method though. Some say it is actually simply binaural, but given they sound very different, there's something else there. I blame Hugo himself for not being able to clarify and make his technique into product we all could buy. The guy made other stuff like speakers that can reproduce recordings of his "holophonics"... I think I clarified this above. Not hoping you would understand anyway... Yes. So? Dude...
You are hopeless. Now you want to tech me history... Dude, shut up and test it yourself. How is it that all people who use it can say where the sounds are coming from?!
My brother is a denialist like you. As he read somewhere he likes (reddit most probably, eww) that virtual surround is a gimmick, then for him is a gimmick. Tribalism. Know nothing about this, just like you, and still say this is a gimmick.
Yet just two months ago I made him play Warzone, a game he doesn't play, with HeSuVi, using SBX at 33% without reverb, both using same model of headphones (yes you can plug many headphones with that software). And he could tell perfectly where the sounds where coming from. Someone was hunting him (contract) just as he got to the ground, entered a house, grabbed a slow firing shotgun, and stayed there for just seconds. We heard the guy get into that house, my brother followed his movements based on the sound, and thanks to that he was able to kill him, shooting at him calculating when he was going to go through a door hole inside a house. First shot surprised the hunter, second killed him (he didn't have armor I guess). ...but is a gimmick...
And again, no you can't, as far as I know, implement "binaural", that actually roll off the tongue better than all the others, without doing it by software wich is precisely what you are complaining about! Amazing.
Simply amazing.
Now I'm not sure I'm talking with a sane person.
Who introduce "binaural" to the discussion as an alternative to virtual surround? Who could that person be?
Now, one thing the likes of you get confused with in this discussions is virtual surround in downmixing and upmixing.
All I'm talking about is "downmixing". Surround, multichannel or even object based, into stereo headphones and even stereo speakers (CMSS3D was quite good at doing virtual surround through stereo speakers, or as good as one could expect from such a difficult thing to achieve convincingly). I linked nothing.
Are you alright?
Ok, I'm not suppossed to mock people like you, you kow. But if you really think you can have a discussion...
Now, if you are referring to what MarsM4N (who is not me) linked to you, that video is not a "pre-recorded binaural audio" (absurd!) and it is a "downmix via software"! What the hell!?!? The video explains how at the beginning and you can test that if you wanted to! So in fact, you do really like virtual surround...
"Are you kidding" is what I should say but at this point I can't expect anything serious from you.
You were talking how this is a gimmick how this can't be done...and now there's one virtual surround processing method that you like...
... aaahh...
Anyway, I put Waves NX in youtube search and "snake oil?" "the truth about", etc...See how it is?
I listened to the Waves NX demo in their website and is quite horrible. This is a better one:
The important part is that you like it. Because it means it adjusts to your hearing (if it's that and not only tribalism and contrarianism that I suspect is what it is...).
Some people like Dolby Headphones for example, which I and many think is simply awful. But if they can get a better sense of localization than SBX, CMSS3D, Razer solution, etc, etc, then fine!
Now, how much they wreck sound quality is the same for everyone. Or should be. And that's a problem of all this methods: all of them destroy the sound. Well, it's something you have to get used to do.
And some solutions are more annoying to use than others.
Also there is how you in particular use the system.
But all this isn't that complicated that should confuse people as it does or prevent them to use this methods.
Companies made all an awful job at explaining.
I remember all the years people were confused asking how the hell CMSS3D actually worked, in specifics uses I mean, and Creative never bother explaining correctly.
And then theres people like you who not only refuses to understand and choose to act stubborn, but propagate falsehoods.
And it's so easy to se why one would need virtual surround and test existing solutions for yourself. It is so easy.
Sorry for writting erros, writting fast with a bad keyboard while english not being my language.