Comparison of Game Consoles by Sound Capabilities

The purpose of this article is to categorize video game consoles according to their supported audio formats, and to consolidate advice on optimizing sound reproduction for each of those consoles.

Explanation of Terms
If you’re putting together a console setup for audio, there are some numbers that you’ll notice like 2.1, 5.1, 7.2.2 and so on. These numbers represent "channels", with each channel normally - but not always - corresponding to one physical speaker. (For example, there are plenty of exceptions such as soundbars and surround-sound headsets, so "channels" and "speakers" are not synonymous. While 2.1 might seem to indicate three separate speakers, this may not always be the case).
 * The first number (for example, the "5" in a 5.1 setup) defines how many primary channels there are in a setup, at ear level. Usually (but again, not always) this number also refers to the number of regular speakers in the setup. So for example, a standard 5.1 system will normally use five speakers: Front Left, Centre, Front Right, Surround Left and Surround Right. Each channel can receive a separate audio signal. So if the user is playing a game that has its audio mixed in 5.1 surround, the dialogue will probably be sent to the centre speaker, with the other speakers playing audio relative to the action on the screen. This will hopefully add greater immersion and give a more convincing experience.


 * The second number stands for the number of LFE (Low Frequency Effects) channels in a setup, which are commonly reproduced by subwoofer speakers. The woofers on regular speakers are not usually powerful enough to effectively reproduce very low-frequency bass sounds. So having the second number displayed separately (for example, the "1" in a 5.1 setup) indicates that this is not a normal speaker. For extra bass, some systems might even support x.2 or even x.4 speaker configurations.
 * The third number (for example, the last "2" in a modern 7.2.2 home theatre setup) is a relatively new innovation, and defines how many overhead or height channels there are, which are normally reproduced by ceiling-mounted or in-ceiling speakers. If your system has a third number, this indicates that it supports object-based surround sound formats such as Dolby Atmos or DTS:X, where sounds are recorded as individual objects in 3D space instead of traditional channels. However, it's not strictly necessary for an object-based setup to have actual ceiling speakers. Some standard speakers (or soundbars) have built-in upward-firing speakers that bounce audio off the ceiling, to simulate the effect that the audio is actually coming from above you.

Analog multichannel sound can be implemented as: or
 * a discrete system, where each channel is delivered independently; (for example, a 5.1 system with 5 or 6 RCA connectors is, at least at that point in the chain, a discrete system)
 * a matrixed system, where algorithms are used to put multiple channels worth of sound into a lesser amount of physical channels (such as the two stereo RCA cables that were already commonly in use with most audio equipment from the 1970s through to the 1990s)

In digital audio, these terms are less commonly used, but comparable approaches are used depending on circumstances.