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Showing results for tags 'Audio'.
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Hi guys, so after all this time I'd like to replay PoE and its sequel as these are some of my favorite games. The problem is, I'd like the game audio to keep playing when losing focus ie clicking on another window. Is there a way to make the game retain audio focus? Things I've tried: Pinning the window with DeskPins, AutoHotkey, Windbg... this didn't do anything as focus doesnt mean "audio focus". I'd like to play in Windowed, not Borderless because I have only one monitor that I like to keep tidy. Bit of a special request I think so I thank you all for any input!
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- audio
- windowed mode
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Hi Everyone! Jumped back on this game and forgot how much I love it. Unfortunately, on PC, I've been having some issues with it. PC Specs: Windows 11 32 GB DDR4 RAM AMD Ryzen 3900X Nvidia RTX 3090 (driver 528.49) I have a shared world with a few friends and recently, I've been having crashes. I'll play the game for like 10-15 mins then the game stutters and then quits out. I've checked Windows Event Viewer and noticed this error: What's weird is that file is not missing and I've confirmed with another friend who has a NVidia card in terms of the location of that file. I've uninstalled with DDU and reinstalled my nvidia drivers, ran memory checks on my machine, no issues. The other weird thing is that when I have a discord audio channel connected and playing, when I launch the game the audio in the discord chat drops by 50%. I have to disconnect and reconnect the call to have it back to where it was. Any and all help would be appreciated! My workaround at the moment is playing on Cloud gaming but it really strips all the prettiness of this game.
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Is the new audio system in grounded 1.1 a bug or a feature. If it's a feature I think there should be a way to turn off the 3d audio
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Playing Grounded today with a friend, we both agree that the sound that the Grubs make when they are moving underground around you is way too loud. It overpowers the sound of the Wolf Spiders in the tree, even when they are chasing and attacking you. I feel that it should be slightly audible with controller vibration on console (like the ground moving beneath your feet, a tremor.) SUGGESTION: - Decrease the volume of the Grub as it moves under the ground. - Make controller vibrate when near a moving Grub, based on proximity.
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[Verbose story first, brief summary at the end.] Hi! I've been playing this game since it was released, and I instantly fell in love with it. I started noticing after a while, however, that the game was too quiet. I didn't hear any kind of ambient sound while exploring, and it was especially noticeable in cities, which made them feel very empty. All I would hear was the music and bark conversations - without those, it was dead silent. I was preparing to ask around on the forums if anyone else had noticed it as well, when I read about others reporting other sound issues, among them a lack of surround sound. This got me thinking, and I started experimenting with my audio settings in Windows and in my headphones (no results), and then in the game itself. Lo and behold, when I turned the audio slider for Effects back up to 100% from 50% (I always lower this setting in games where there are lots of shooty-bang-bang noises), Byzantine suddenly burst into life with various sounds coming from everywhere and I could also hear the river flowing! I even noticed that the vending machines make noises, and that there out in the wilds were various creature sounds and what not filling the air. I now play with Effects set to 100% and it has made a huge difference in how I experience the worlds and settlements in the game. In short: The sound levels in the game appear overly sensitive. If I turn the Effects slider in the audio settings down below 90%, pretty much everything in the ambient sound department becomes completely inaudible to me. I hear nothing but the music and the voice barks - everything else is dead silent. It is possible that this might be related to other audio issues that players have reported, such as the missing surround sound, but I've no way to determine that myself.
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When zooming constantly in/out (achieved by spinning the right stick) the background music cuts out. Not all sound effects, just the background music. Really strange.
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I have an issue (which I'm not sure is an issue, but keeps on persisting), that at random times, there is a sound of "alarm" (like car alarm or house alarm) appearing in the middle of nowhere. The sound is repeated for 3 times and cut in the middle. I'm not sure if i heard the sound in-game before. It started to manifest itself in Edgewater, while exploring the Marauder outpost where the guy with the heavy armor and Zoe are. Not sure if the problem started when I wore his heavy armor or when I passed through some random door into the building there. I thought I triggered some alarm, but at that point it started to happen randomly and still does.
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- sound
- random bug
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As of patch 1.1, whenever my characters talk or make sounds during battle, they seem to overwrite anyone else that was previously talking or casting a spell. This can happen with short lines like Pallegina's "Belfetto!" or even someone's groan for swinging a weapon. The vocals being interrupted seems to happen moreso to player created characters (my Watcher) than the companions like Eder or Pallegina. This didn't seem to happen at all before the latest patches. Also, for my Watcher (male Wizard), spell incantation sounds "Athek werthan roth!, etc." rarely play at all anymore for him during combat, but seem to function better for everyone else. Out of combat, the vocals play almost every time. I am using the male Kind voice, but I changed it a few other ones and the problem still happens with him in combat. The sounds are my favourite thing about the game and it really breaks immersion that this happens.
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I got around to playing today, and I've noticed all my characters' speech gets cut off if I click on someone else or someone else says a battecry, "ouch", etc. The spell sounds, "moeth ixi anath" etc get cut off as well if anyone else makes a sound, interrupting it. Has anyone found a workaround for this? Is this ever going to be fixed? I've done some research and this bug seems like it's been going on for a while, but I have seen some YouTube videos where the game seems to work fine. I think this really ruins the immersion =/ Any advice or help would be truly welcome.
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Hi all. When I backed the game on Fig during crowdfunding campaign, there was a possibility to add Audio CD physical soundtrack of the game as an add-on reward (not part of any tier, but added physical item, like those tin figurines of Aloth, Edér and Pallegina were). However, the reward was not delivered with the rest and I didn´t find any info about it anywhere. I contacted the support about this and got no answer at all. This add-on cost 20 USD. Any info about this? Thanks for help
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System specs: Debian Buster, upgraded from Stretch (so the fixes should work for that version too). Platform: intel amd64 i5-4460/16gb ram, ASUS H81M-K board, built-in HD Audio, running a daemonized pulseaudio under an xorg/xfce4 environment, up to date Steam installation with current game patches pre-August 2018 DLC/patches. Logs: There are no logs for this issue, none whatsoever, and I have never seen an output log from PillarsOfEternityII. Not once. I have seen logs in ~/.xsession-errors and I include a cut and paste example log for when it can't find a library, in this case libpulse-simple. I wasn't allowed to attach the log so here it is: Found path: /home/SteamLibrary/steamapps/common/Pillars of Eternity II/PillarsOfEternityII Mono path[0] = '/home/SteamLibrary/steamapps/common/Pillars of Eternity II/PillarsOfEternityII_Data/Managed' Mono path[1] = '/home/SteamLibrary/steamapps/common/Pillars of Eternity II/PillarsOfEternityII_Data/Mono' Mono config path = '/home/SteamLibrary/steamapps/common/Pillars of Eternity II/PillarsOfEternityII_Data/Mono/etc' Preloaded 'libdiscord-rpc.so' Preloaded 'ScreenSelector.so' Preloaded 'libAkFlanger.so' Preloaded 'libAkHarmonizer.so' Preloaded 'libAkPitchShifter.so' Preloaded 'libAkSoundEngine.so' Preloaded 'libAkStereoDelay.so' Preloaded 'libAkTremolo.so' Preloaded 'libMcDSP.so' Preloaded 'libSDL2-2.0.so' Preloaded 'libsteam_api.so' Unable to preload the following plugins: libpulse-simple.so.0 Player data archive not found at `/home/SteamLibrary/steamapps/common/Pillars of Eternity II/PillarsOfEternityII_Data/data.unity3d`, using local filesystem Steps to reproduce: update steam. Links will disappear from the steam runtime and video and/or sound will again be broken. I also attempted to cut the runtime out, and it was still broken. This indicates to me that at least, the library preloading has no effect on the library path. Screenshots: screenshots are not useful for this bug. Savegames: also not useful for this bug. Discussion: There seem to be issues with the library path in PoE2 as already suggested. I don't understand why Obsidian didn't simply use SDL sound like everybody else does with Unity and threw FMOD into it which has also apparently has issues with later pulseaudio releases, including understanding what a library path is. In order to forestall issues with the 32bit side, the fix is copied to the 32bit runtime (this may seem unnecessary but it is harmless even if not, so do not neglect it), you should arrive at this: $ ls ~/.steam/ubuntu12_32/steam_runtime/pinned_libs_64/ has_pins libdbusmenu-glib.so.4@ libdbusmenu-gtk.so.4@ libGLU.so.1@ libpangox-1.0.so.0@ libpulsecommon-1.1.so@ libpulse-simple.so.0@ libpulse.so.0@ libSDL2-2.0.so.0@ system_libdbusmenu-glib.so.4 system_libdbusmenu-gtk.so.4 system_libGLU.so.1 system_libpangox-1.0.so.0 system_libpulsecommon-1.1.so system_libpulse-simple.so.0 system_libpulse.so.0 system_libSDL2-2.0.so.0 And the same should be true of pinned_libs_32/ . The directory by default does not include the SDL2 link or the pulse library links. All link back to the ../amd64/usr/lib/ versions of the libraries. The system_ versions link to the system libraries which will differ according to your distribution. Under Debian stretch/buster they will be found under /usr/lib/x86_64-linux-gnu/ and two of the pulse libraries are in a further subdirectory, /usr/lib/x86_64-linux-gnu/pulseaudio . All libraries are installed in Debian mutliarch for both i386 and amd64 versions. Be sure to check under /etc/ld.so.conf.d/ for each architecture and include the necessary subdirectory for pulseaudio and run ldconfig as root after you have edited. That is important, so read it again. In addition you may find that FMOD ex doesn't go with whatever output you select in pulseaudio. To make sure, run pavucontrol and run through the specific outputs of your output devices. For me it's Built-In Analog Audio/Line Out, it may well differ for you. As every update to Steam will wipe any changes to the pinned library directories, I strongly suggest you keep a copy somewhere to copy over to after an update/upgrade or PoE II will not work again. There are a lot of fixes that do not work for me. This idea doesn't work: LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH %command% the idea is to add a link to /dev/null for pulseaudio in the executables directory so that FMOD isn't confused but that will mean it can't find pulseaudio which is what you actually want. nor does this: SDL_DYNAMIC_API=/usr/lib64/libSDL2.so LC_ALL=C %command% Similarly, any other "fixes" like running the executable from it's home directory do not work. Whatever the executable preloads, including SDL2, gets lost somewhere and it needs those libraries above, they may well work for FMOD to do it's job but FMOD is not connected to the SDL side of things. I hope that clears some things up about the sound issues under Debian and probably Ubuntu and related distros.
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I've been having a strange issue with some of the dialogue in the game, while I have had the issue where at the start of dialogue the audio is cut off, this is something different. I can hear all the audio being spoken but it's very...stuttery, starchy, quiet and cutting in and out every second. I don't know how to quite explain it but that's the best I can do. It only happens with dialogue, the background noises, music etc. are playing just fine while it's happening. I can ask them the same question to get the dialogue again but the 2nd time it'll play like it should. So far I've only encountered it with Durance and more often with Kana and 'so far' only when I've been asking them questions. I haven't heard people mention this issue before, only the dialogue getting cut off at the start but does anyone know what might be causing it or ways to try and alleviate the problem? Thanks.
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Greetings, During combat when player characters play a sound from its voice-set files - like battle cry, spell incantations, status notifications or any other voice effort and then take any other action, take or deal damage, the previous sound playback is cut off instantly and is being replaced by next sound. For example: - When player character "A" cast a spell and play incantation sound and then player character "B" take damage in same time, then the incantation sound from character "A" is cut off instantly. - When player character is poisoned and play notification sound "I am poisoned ... babble " the poison deal damage at the same time which in turn cause character to play damage received effort sound file and cut of previous sound. In slow mode the sound plays for a little bit longer before it is cut off. - When player character cast a few spells in a row - only first one can be heard. Game version 2.03 + DLC 1 - Galaxy GOG auto installer. I'm not sure but if I recall correctly this bug was introduced in patch 1.03 - the one with new voice sets added and audio loop fix. There was similar bug in Neverwinter Nights 2 which has never been fixed. Pleas fix this bug. Thank you very much.
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The most important part of POE II for me is the music, and since the audio stretch goal was met last February 2017, i.e. a year ago, it seems fitting we should hear some new music this month! What do you guys think? So, if you see this, Justin Bell, when can I hear some new tunes? Please and thanks!
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https://streamable.com/c54p3 This happens all the time, it's really off-putting.
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- Performance
- Audio
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Audio Bug on "Quit"
Hariwulf posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
When I quit the game to Main Menu, sometimes I hear a very loud metal clashing sound. If I hear it once, I will keep hearing it for all my playthrough, every time I hit "Quit". Reload older save and quitting from there resolve this, sometimes. -
No sound (audio bug?)
macurvello posted a question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
My game's sound stopped completely. I don't seem to have done anything extraordinary for this to happen. No sound effects, no music; messing with iPad's or the game's volumes doesn't do anything. Other apps' sound is fine. -
Linux audio problems
bballstatue posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Heya, I'm having audio issues with Pillars of Eternity on Debian GNU/Linux kernel version 4.4.0-rc8. I am able to get POE running and play the game, but there is no audio. If I execute start.sh from command line using sudo then audio works. I don't generally have audio issues, all of my other programs and games work except for one: Bastion (on Steam). That game has the same issue, that audio only works when running sudo, so I think the two may be related. Do they both use the same engine? I noticed that both have folders with Mono. Is it possible that the sound issues are related to this: http://community.monogame.net/t/audio-playing-only-if-launched-from-terminal/1576 In any case, here are links to pastebin where I have placed the results of an alsa-info.sh test and my player.log file. http://pastebin.com/Z1bTwmGj http://pastebin.com/W8fihqVq The alsa log should have the relevant system specs. Any ideas? -
Hello there! I am experiences very frequent game freezes that are about 0,5-3 sec long when the game loads up audio or dialogue assets (at least that is how it seems). Game runs very smoothly on high graphical, high strain settings and performs flawlessly when for example playing large multi-enemy fights were several high graphic settings spell animations are flung all over the screen. However, when doing simple tasks like talking to random NPC:s in town, the game very frequently gets these freezes. The screen freezes after clicking on an NPC and after the ''loading'' time is over, the dialogue pops up. This happens both during dialogues that are text-only and dialogues that include audio files for NPC speech, altough the freezes may be longer for those that include audio files and often happen between every click on the continue button in the dialogue menu then). Sometimes, the game even freezes when walking past random NPC:s in (any) towns that say som gossip when passing by, causing text to pop up over their heads (like ''Welcome stranger to our town!'' or similar). Note that audio does not stutter after loading, it just causes the game to freeze for a few secs and then runs. Never happens with atmospheric/environment sounds, only dialogues. It has been like this all the time I have had Pillars of eternity. Strangely enough, the issue seems to be much less obvious when creating a new char and running through Act 1 a second time, as if the game now knows where some assets are located and loads them faster or something. I am running the Steam version, latest update, on an ASUS G501JW-CN030H laptop. The laptop is less than a month old. It came preinstalled with windows 8,1 and I immediately updated to Windows 10 (64 bit) after purchase. Running on Windows 10 since then. Drivers for graphics card, sound card and network are updated to latest versions. I am, of course, running the game with power cable plugged in (not battery mode). Other speccs include: 16 GB RAM, NVIDIA GeForce GTX 960M, Intel Core i7-4720HQ processor. My computer has 3 different save drives. The OS and I think PoE save files are on an C drive SSD (the user windows folder is there, where the save files are), while PoE and all other Steam files are on D drive HDD. I do not have and never had Hamachi installed. Here are some fixes I have tried already after googling on the issue, without success: Updating all relevant computer drivers Reinstalling the game, several times (always to D drive HDD) Running PoE in administrator mode Disabling anti-aliasing, both through the slider option all the way to the left and through NVIDIA control panel Lowering resolution significantly Deleting the player portrait folder (seemed to work for some people who have had similar issues previous game versions) Disabling all network devices through control panel and running Steam in offline mode All the above at the same time Attaching some files, as to the ''How to report an issue'' topic. Save files are too large to attach even after zipping, sadly, but it is the same everywhere in the game. Thankful for any help you can offer. Troubleshoot.zip
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Voice acting gone in the middle of the conversation.
Guest posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I'm trying another play-through, In gilded vale right after level 3 I speak to Eder after talking to the dead dwarf woman. His voice is gone in the middle of the conversation and doesn't come back. I have no expansion, playing on the newest patch 2.1 -
Audio for Spell Casts
icer22x posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I can't find this issue on the forums - probably because I am not searching for the right tags. Anyway, I am playing a Priest, and I never knew there was audio for spells casting until hours into the game when I heard it for the first time, although it is quickly cut short. I've never heard it again. It's always cut off by something else or not even started again. The wizard in my party also makes no audio sound when casting. Has anyone else experienced this issue? Any workarounds? Thanks!- 2 replies
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- spell audio
- casting audio
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Description: The female player character voices have sibilance issues, meaning that all the S:s are clearly hissing. It is very frustrating and had me chose a voiceless player. Steps to Reproduce the Issue: - Start a new game. - During the character creation, go to the voice selection screen. - Listen to the female voices by repeatedly clicking them to hear different samples. The issue is most audible for the "Female - Feisty" voice. For example the "I've got this." line sounds like this: "I've got thisSSS.". It is also very audible for the Mystic voice.