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Ozone Onda Pro Surround Gaming headset

Now it's time for the fun bit – testing the headset and seeing how well it performs. As a gaming headset, we'll be testing the microphone's quality using Steam voice chat, Team Speak and Skype. As for testing sound quality, we'll play a couple of games from different genres to see how it performs.
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First we updated the firmware/driver available on the companies official website over here.
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First off we will be looking at the sound quality in games. We started off with Thief, one of the first titles to incorporate AMD's True Audio technology. The Ozone Onda Pro performed well, the surround sound feature worked just as well as Razer's virtual surround software, giving me plenty of environmental awareness. Ambient noise also sounded fantastic, fully immersing me in the world.

Next up we played a few rounds of Counterstrike: Global Offensive. The surround feature performed well once again. However, it is clear that this headset isn't suited for higher pitch noises as gunshots didn't sound particularly great- coming across as much too harsh. I imagine that listening to the gunshots for too long would begin to hurt your ears. There is a distinct treble sibilance and sadly I also found the bass response to be a bit weak.

Now on to the microphone quality. Testing this microphone has been a mixed bag, sometimes it would perform well and other times, it would give me a lot of grief.

Using Steam's in-built voice chat was okay, the sound quality of my voice could have been better but apart from that, there were not any problems. However, Skype and Team Speak are a different story.

Upon joining a Skype call I was met with complaints that my voice wasn't coming through as well as it should and there was a lot of background noise. Ozone doesn't supply any software to go with the headset so all of the configuration had to be done in each application.

I faced the same problems in Team Speak, bringing the microphone sensitivity all the way down seemed to help a bit but unfortunately, nothing could stop the background noise from coming through. There was also a fair amount of feedback going on in both cases.

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