Bring the position of in-game sound
back to your headphones
Footsteps closing in from behind, a car overtaking beside you, a chopper passing overhead.
The game has already placed every sound exactly where it belongs. But by the time it reaches your headphones, it is folded down to left and right — and front, back, and height vanish.
A few settings bring those positions back. First, check whether your in-game audio settings offer a Home Theater / 5.1 Surround / 7.1 Surround option.
NeiSa restores every sound
to its original position
NeiSa receives multichannel sound discretely and renders it in real time into a virtual 7.1 built on a model of human hearing, generating 360° spatial audio over headphones. It also expands stereo sources into a wide, vivid surround image. It works on the headphones and earbuds you already use.
- Games fix a position for every sound, and many output those positions as 7.1 channels.
- Headphones have only two channels. Eight channels fold into stereo, and front-back disappears.
- Before the mix folds to stereo, spatial audio pre-renders how sound reaches both of your ears to recreate the surround image.
- A device with NeiSa neural spatial audio built in — it comes as a DAC, sound card, HDMI audio converter, USB dongle, or standalone dongle. A dedicated processing chip handles it, so latency stays low with plenty of headroom
- The headphones or earphones you already use — USB supported today; 3.5mm and wireless support is expanding
- A game that outputs multichannel — if its audio settings include Home Theater / Surround / 5.1 / 7.1, it qualifies
- Change your game audio output to 7.1 — not “Headphones”
- Turn everything else off — Windows spatial audio, in-game 3D Audio · Binaural · HRTF, and sound effects
- Turn on the 7.1 spatial audio on your NeiSa device
- For games that only output stereo, turn 7.1 off and enable EX-STEREO mode or FPS mode — it lifts the sound out of your head and widens the soundstage to about 90° on each side
In headphones,
everything folds into stereo.
As eight channels become two, front and back disappear.
More detailwhy it folds to two channels
What is lost the instant they merge
A headphone has only two places sound can come from: left and right. That means the many channels a game sends have to be reduced to two.
There is only one way to reduce them: merge them. The rear channels blend into the front, and the height channels blend in too.
And that is where the problem starts. Once they are blended, there is no way to tell which sound was behind you.
Left and right survive: if it is louder on the left, it is on the left. But front and back have no such cue, because a sound from the front and one from the rear reach both ears almost identically.
That mid-match moment of “I can clearly hear it but I can't tell where it is” comes from exactly this. It is also why you nail left-right yet have to swing your view to confirm front-back.
By contrast, some 2-channel is made for headphones from the start. The channel count is the same, but the directional information is already inside the sound. These two are set up in opposite ways; the support document (per-game output channels and how they were measured) explains how to tell them apart.
Chip-based spatial audio
recreates surround positions true to the original.
It embeds the directionality of surround speakers into the stereo signal.
More detailhow the ear locates direction
The ear locates direction three ways
Say a sound comes from behind and to the right. It reaches the right ear a fraction earlier. That time difference is the first cue.
The same sound is a little louder in the right ear, because your head slightly shadows the sound heading for the left ear. That level difference is the second cue.
And as the sound passes the outer ear, certain frequency bands are shaved off. The shape of that shaving differs for sound from the front versus the rear. That timbre difference is the third cue.
Spatial-audio processing calculates and generates all three. It relies on data measured in advance for how sound changes as it passes the head and outer ear — this is called an HRTF.
Instead of placing speakers, it produces the sound you would hear if the speakers were there. This is the approach called virtual surround.
Telling dead-front from dead-behind is the hardest of all — and that is true of every company's product.
What it actually sounds like
“I can hear if the car behind me is on the right or the left, the audio panning, added recently is very nice, it adds to the immersion.” Racing-game player · Steam community
Spatial audio only recreates the positions the game already set. If the game didn't place that sound behind you, you won't hear it behind you. The more finely a game is sound-designed, the bigger the difference.
Enable spatial audio
only on your NeiSa chip or device.
If the sound is muddy or has an odd ring, check for double processing.
More detailwhat to turn on and off · stereo-game settings
Why people say it sounds muffled
People often say that once they turned spatial audio on, the sound smeared or moved away. This is what happens when the same processing is applied twice.
Spatial-audio features live in three places: in the game, in Windows, and in the device. Turn all three on and you run the same calculation three times.
The effects don't add up. They interfere with one another and only degrade the sound.
What to turn on and off
Turn on only the 7.1 spatial audio on your NeiSa device, and turn everything else off. A dedicated processing chip handles it, so latency stays low with plenty of headroom.
| Location | Setting | Notes |
|---|---|---|
| NeiSa device | On | Turn on the device's 7.1 spatial audio. This is where the processing happens. |
| Windows spatial audio | Off | Set Sound settings → Spatial audio to Off. This applies to both Windows Sonic and Dolby Atmos for Headphones. |
| In-game spatial audio | Off | Turn off anything labeled 3D Audio, Binaural, or HRTF. |
| Sound effects · audio presets | Off | Turn off the game's sound-effect presets and Windows audio enhancements. They pre-alter the signal and throw off the position calculation. |
For stereo sources, turn on FPS mode
Games that output only stereo carry no directional information. In that case, instead of 7.1 spatial audio, turn on the device's FPS mode.
It lifts the sound out of your head without forcing directions that aren't there. Because it invents no new direction, it is safe to enable in any game. Depending on the device, it may be labeled “stereo expansion.”
What to look for in game settings
Menu names differ from game to game. If you see any of the labels below, that's the setting.
| What to check | Example labels | Setting |
|---|---|---|
| Game audio output | Audio Output / Speaker Setup / Audio Mix | Home theater · 5.1 · 7.1 not “Headphones” |
| In-game spatial audio | 3D Audio / Spatial Audio / HRTF / Binaural | Off |
| Sound effects | Sound Effect / Audio Preset / Dynamic Range | Off · default |
“Home theater” is not a device choice. It is an instruction: don't merge — send it through as-is.
Glossarychannel · stereo · downmix · FPS mode · HRTF · binaural
| Term | Meaning |
|---|---|
| Channel | How many parts the sound is split into. 7.1 is 8, 5.1 is 6, and 2.0 is 2. |
| Multichannel | Output in more than two channels. 5.1 and 7.1 qualify. |
| Stereo | Two channels, left and right. The default format for headphones and earphones. |
| Subwoofer | The channel that carries only low frequencies. It is the “.1” in 7.1. |
| Downmix | Merging many channels into fewer. It happens when 7.1 is reduced to stereo. |
| Spatial audio | Processing that recreates front-back and up-down direction from a headphone's two channels alone. It exists separately in Windows, in a dedicated device, and in the game. |
| 3D Audio | Spatial-audio processing the game performs on its own. It sits inside the game's audio settings. |
| FPS mode | A setting that lifts sound that used to form inside your head out into the open. It invents no new direction, so it suits stereo games. Depending on the device it may be labeled “externalization” or “stereo expansion.” |
| HRTF | Data measured for how sound changes as it passes the head and outer ear. |
| Binaural | A 2-channel signal made exactly as it would arrive at the ears. Directional information is already in it. |
| Auto-Detect | Valorant's speaker-setting option. Leave it on this value so the signal is handed off to external spatial-audio processing. |
2026-07 · Specs may change with game updates.